Bojji
Gold Member
Hair strands is much more seen clearly. Impressive.
Any PSSR1 fan thinking that is was "great" should look at this picture very carefully
Hair strands is much more seen clearly. Impressive.
Patching simply gives more developer control on the desired result. For example, let's say the whole upsampling stage takes 1.5 ms with 2.0 instead of 2 ms. What should happen with the remaining 0.5 ms freed up frame time? Higher resolution with DRS? Should the DRS window be expanded? Or conversely, what if 2.0 is slower? It's always good for devs to patch the game to the latest version with some basic QA. And the system level override is for those lazy fucks who just won't bother.Their wording makes me think that games that add support for it explicitly will look a tiny bit better than the games that just have PSSR1 support and they auto enhanced… for those… PSSR1.89 ?
Not saying they will look horrible but there must be a difference if some games are updating to the new PSSR version via patch and others just use the system settings to update.
Then why you are keeping the Pro? If it dosen't provide what you want sell it. The pro is not for you.That's fair. I am not one of those people. I just want the best graphics on console with minimal effort. And so far the Pro doesn't provide that overall. That's I'll leave the toggle off because I won't know if it's causing a problem or not. Rely on the patches for the games that get them and call it a day.
Oh yeah, I love buying an unfinished product. Imagine having to wait 1.5 year to see the benefits lol especislly
Same thing happened with dlss 1.0. People brought the RTX 2000 series and got DLSS 1.0 later because it was delayed and is still is a piece of crap. With dlss 3.0 is where it was good. Those people had to wait for the DLSS 2.0 to have a good upscaler.That's factual. PSSR didn't work as intended for more than a year. If you enjoyed paying 800+€ for a barely better version, you do you.
Same thing happened with dlss 1.0. People brought the RTX 2000 series and got DLSS 1.0 later because it was delayed and is still is a piece of crap. With dlss 3.0 is where it was good. Even 2.0 still sucked.
DLSS 3.0 used the same upscaling models as DLSS 2.0, just with frame generation.Same thing happened with dlss 1.0. People brought the RTX 2000 series and got DLSS 1.0 later because it was delayed and is still is a piece of crap. With dlss 3.0 is where it was good. Even 2.0 still sucked.
Any PSSR1 fan thinking that is was "great" should look at this picture very carefully
![]()
Same thing happened with dlss 1.0. People brought the RTX 2000 series and got DLSS 1.0 later because it was delayed and is still is a piece of crap. With dlss 3.0 is where it was good. Even 2.0 still sucked.
It was serviceable because not every game had the hair strand system![]()
Still it was better than FSR 1, 2 and 3. What does Xbox have? Does console have DLSS? Was there a better option in console? By no means it was perfect and needed work or improvement.All games will look better.
PSSR1 even in games that produced good results was still behind FSR4 and DLSS3. Now console gamers will see FSR4.1 image quality level.
That's kind of the metric for me although my barrier is lower than guys like him who do it for a living and analyze this stuff. I think when it becomes to the level that it is now of more than good enough then it's hard to ask for much more. And they are only going to continue to iterate on this further into this PlayStation procycle and on to next gen this will bear fruit. I think all of this stuff is exciting on all fronts PC and consoleThe fact even Alex gives it a thumbs up is surprising considering he's a PC master race Bro.
Still it was better than FSR 1, 2 and 3. What does Xbox have? Does console have DLSS? Was there a better option in console? By no means it was perfect and needed work or improvement.
The fact even Alex gives it a thumbs up is surprising considering he's a PC master race Bro.
That's kind of the metric for me although my barrier is lower than guys like him who do it for a living and analyze this stuff. I think when it becomes to the level that it is now of more than good enough then it's hard to ask for much more. And they are only going to continue to iterate on this further into this PlayStation procycle and on to next gen this will bear fruit. I think all of this stuff is exciting on all fronts PC and console
I'm actually low key excited for TLOU part 2, Spiderman 2 and Yotei. Great implementations with some flaws here and there. Now I can only imagine...I want to see comparisons in more games. Even those with good implementations of PSSR1.
I want to see comparisons in more games. Even those with good implementations of PSSR1.
Still it was better than FSR 1, 2 and 3. What does Xbox have? Does console have DLSS? Was there a better option in console? By no means it was perfect and needed work or improvement.
This becomes irrelevant now
Because of the partnership with AMD on the algorithm, Sony basically filled the gap and from now on PSSR will be on par with the latest FSR tech with the advantage of targeting a single product, unlike PC
I can't see that, fucking UK bullshitAny PSSR1 fan thinking that is was "great" should look at this picture very carefully
![]()
Brilliant work from Sony there, that's a huge win. Hopefully bodes well for future compatibility too, meaning some of these games might actually look even better on future releases. With UE5 basically fucking over this entire generation, it's nice to know some games won't look like a boiling soup in years to come.
- Able to apply PSSR 2 system-wide, no per-game patches required. Killer move
- Reaches the point of not being able to tell the difference from native rendering at a normal sitting distance on a 65" display
I agree with that. FSR 1-3 sucks that's why I wanted a Pro to at least have something better than FSR at the time. Anyway I'm glad for the PSSR 2.0 it was needed and FSR4 too. Console user or PS5 Pro now have FSR4.1 and AMD GPU have that option in pc. Nvidia had the DLSS advantage.There was nothing better at the time.
First serious competition to DLSS is FSR4 from Q1 2025.
Playing SH2 unpatched from a disc?
Nah, it started being good with DLSS2. It most certainly didn't suck.Same thing happened with dlss 1.0. People brought the RTX 2000 series and got DLSS 1.0 later because it was delayed and is still is a piece of crap. With dlss 3.0 is where it was good. Even 2.0 still sucked.
I was confused thought that 2 it still was not good. Then I remembered it was in the right direction.Nah, it started being good with DLSS2. It most certainly didn't suck.
Talk about still not understanding how Amethyst works. You just don't get it. PSSR (1or2) have different priorities to FSR4. One is biased for fixed framerate variable resolution, the other is the opposite. One is targetted at large distant screens, the other close monitors. One is float the other is int. Not to mention a fixed hardware target vs multiple GPU'S.Pro has int8 version of FSR4.1 according to Kepler.
Talk about still not understanding how Amethyst works. You just don't get it. PSSR (1or2) have different priorities to FSR4. One is biased for fixed framerate variable resolution, the other is the opposite. One is targetted at large distant screens, the other close monitors. One is float the other is int. Not to mention a fixed hardware target vs multiple GPU'S.
The underlying techniques and models are shared but individually tuned. There is no merge, these are forks feeding back into a common codebase where it makes sense.
Your comment 'there is no point in separate upscalers' is utterly at odds with what is happening and what AMD and Cerny have decided is the best path.
How would this ever happen? Even on the PC ML scalers don't do this.Lame I got excited when rumors and news coming out saying its implemented in all games and I'll vintage games
I'm not sure what's confusing. Just leave the toggle on if you want games that use PSSR 1 to use PSSR 2 instead. Games like Resi 9 (developed with PSSR 2) will continue to use PSSR 2 whether the toggle is on or off I'd imagine.So there will be a brute force toggle for existing PSSR1 games plus game specific updates that presumably carry an improved version of PSSR2 that's better than the toggle?
The messaging is still a bit confusing.
Little weasel.And mind you, the Preset L is the heaviest preset, made specifically for the Ultra Performance mode.
Even for DLSS 4.5, the base preset is the M. So Alex was trying it's best to make PSSR2 and FSR4 look inferior.
And I would not be surprised if he wasn't normalizing frame rate, when comparing temporal upscalers.
Exactly.This is weird, he should left default K preset in comparison.
Even setting nvidia app to "recommended" would use M preset in performance mode.
He should use default and show L as potential best case scenario.
I'd imagine their reply would go like thisAny PSSR1 fan thinking that is was "great" should look at this picture very carefully
![]()
I'm not sure what's confusing. Just leave the toggle on if you want games that use PSSR 1 to use PSSR 2 instead. Games like Resi 9 (developed with PSSR 2) will continue to use PSSR 2 whether the toggle is on or off I'd imagine.
Talk about still not understanding how Amethyst works. You just don't get it. PSSR (1or2) have different priorities to FSR4. One is biased for fixed framerate variable resolution, the other is the opposite. One is targetted at large distant screens, the other close monitors. One is float the other is int. Not to mention a fixed hardware target vs multiple GPU'S.
The underlying techniques and models are shared but individually tuned. There is no merge, these are forks feeding back into a common codebase where it makes sense.
Your comment 'there is no point in separate upscalers' is utterly at odds with what is happening and what AMD and Cerny have decided is the best path.
It looks exactly like a slightly less precise version of FSR 4.1. It's uncanny, really. And the global override is just like what AMD and Nvidia do with an adrenaline and Nvidia app. And Nvidia has model presets just like that.Talk about still not understanding how Amethyst works. You just don't get it. PSSR (1or2) have different priorities to FSR4. One is biased for fixed framerate variable resolution, the other is the opposite. One is targetted at large distant screens, the other close monitors. One is float the other is int. Not to mention a fixed hardware target vs multiple GPU'S.
The underlying techniques and models are shared but individually tuned. There is no merge, these are forks feeding back into a common codebase where it makes sense.
Your comment 'there is no point in separate upscalers' is utterly at odds with what is happening and what AMD and Cerny have decided is the best path.
I'd imagine their reply would go like this
"But we have PSSR2.0 now
So why are you bringing up old shit no one cares about"
From what I understand, the system level toggle is only for upgrading existing PSSR 1 games to PSSR 2. Not all Pro games use PSSR so they won't receive any upgrade without additional patches.The blog mentioned that there will be per game implementations of PSSR 2 on titles in March, why would this be necessary if there is a system level toggle?
So yes there is some ambiguity there and the assumption is that the per game implementation might be slightly better.
Not subtle enough
Hopefully and Silent Hill F.I still need to know if it fixes shimmer on UE5's lumen.... I want to play SH2 and High on Life 2 again.
Any PSSR1 fan thinking that is was "great" should look at this picture very carefully
![]()
Those who want to see and show reality use an image with light.