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PS5 Pro is getting PSSR 2.0 between January and March 2026

 
So for Next gen Will they use fsr or still doing fssr.

I understand that they dont use fsr because the ps5 couldnt.

But Next gen they can choose right?
 
So for Next gen Will they use fsr or still doing fssr.

I understand that they dont use fsr because the ps5 couldnt.

But Next gen they can choose right?
Why would they?
They make their own PSSR do that they can tailor it to their hardware, FSR is too general and target too wide hardware range
 


Q1: "What games are you most looking forward to testing with the new PSSR?"

Plus: "Could new PSSR beat Guerrilla's 'Pico' solution used in Horizon?"

Big theme

  • They're framing "new PSSR" as both:
    • A potential fix for problematic PSSR titles (noise, instability, blur)
    • A potential upgrade for already-good titles (higher fidelity + better performance)

Games mentioned as "already decent with PSSR" but could improve further

  • Stellar Blade
  • Final Fantasy VII Rebirth
    • Interesting because it's unclear how much of the "wow" is PSSR vs the fact that base PS5 performance mode looked rough.
  • Assassin's Creed Shadows
    • Good-looking PSSR mode, but had performance compromise on PS5 Pro → they want to see if that changes.
  • Battlefield 6
  • FF7 Rebirth (again) — specifically its "versatility" mode.

Games mentioned as "most compromised / need fixing"

  • Silent Hill f
    • Called out as possibly the most compromised PSSR title they've seen: horrible RT noise.
  • Silent Hill 2
    • Still uses PSSR in one mode.
  • Call of Duty: Black Ops 6
    • Had noise/speckling issues.
  • Dragon's Dogma 2
    • Had awful RTGI lag.
  • God of War Ragnarök
    • Interesting for analyzing frame-times in unlocked modes.
  • Hellblade 2
    • Not great with PSSR → noise issues.
  • Hogwarts Legacy
    • Looked blurry with PSSR.
  • Star Wars Jedi Survivor
    • Still has PSSR issues; they want it improved.
  • Star Wars Outlaws + Avatar
    • Both had PSSR toggles, but were "somewhat problematic."

The "Pico vs PSSR" discussion (Horizon / Death Stranding)

  • They frame Pico(Guerrilla's progressive image compositor) as:
    • Extremely impressive in Horizon Forbidden West — possibly "best console image quality" they've ever seen.
    • But results appear variable (example: Death Stranding 2 using Pico looks less convincing than Horizon).
  • Key idea:
    • Pico is highly tailored to Guerrilla's engine/content.
    • PSSR has to be a general solution across many engines and game types.
  • Their lean:
    • A strong general solution like new PSSR/FSR4-style upscaling could be preferable overall, even if Pico is god-tier in its best case.

Interesting side point

  • They suggest that the best way to compare "Pico vs all upscalers" might be via the PC version of Death Stranding 2, where you can test multiple upscalers against the same content.


Q2: "System-level override to force new PSSR on PS5 Pro — is this a game changer?"

What's being discussed

  • There's "confirmation" (as stated in the question) of a PS5 Pro system-level override that can force games to use the new PSSR.

Why this matters

  • They treat it as potentially huge because:
    • PS5 Pro's biggest issue wasn't raw power — it was PSSR not consistently hitting the target.
    • If the override works well, it could mean:
      • A library-wide free upgrade
      • Not just an upgrade — an actual fix for titles where PSSR made image quality worse.

But: they suspect limitations

  • Rich raises a very practical logic check:
    • If it's truly a perfect "drop-in replacement," why would devs need to patch their games at all?
    • This suggests the system override might have:
      • Compatibility limitations
      • Feature limitations
      • Or lower quality than a full dev integration

Testing plan they propose (very DF-style)

  • They want to compare:
    • System-level override vs developer-patched integration
  • Idea:
    • Use disc-based games where they can control versions (pre-patch vs post-patch) to isolate variables.

Mentioned examples relevant to override testing

  • The Outer Worlds 2
    • Had PSSR patched out — can override bring it back meaningfully?
  • Silent Hill 2
    • One mode moved back to TSR → can override improve it?

Their overall stance

  • If it works as hoped:
    • It's "awesome," "nutty," and could fulfill the original promise of PS5 Pro upgrades the way DLSS DLL swaps did on PC.


Q3: "Is it time for an INT8 version of FSR4 to be released officially?"

Core point

  • They're frustrated that AMD appears to have a version of FSR4 that could benefit:
    • RDNA2 / RDNA3 / RDNA3.5 users
  • And yet AMD hasn't released it.

Why it's so frustrating

  • They don't see this as a technical blocker anymore:
    • The leaked INT8 version has been tested a lot and seems robust.
  • So if AMD won't release it:
    • They want a clear explanation why.

Possible reasons they speculate

  • Branding confusion
    • Two "FSR4s" (one higher-quality on RDNA4, one more widely compatible) could confuse consumers.
  • Segmentation/business reasons
    • AMD may want FSR4 to remain a RDNA4 selling point.
  • Software/support mess
    • AMD branding changes ("FSR4 AI" → "FSR upscaling") are confusing even to industry people.

Side jab / adjacent complaint

  • They mention talk about Z1 Extreme (handheld APU) allegedly not getting driver updates anymore, calling it a huge own-goal.


Q4: "Are you being used for marketing PSSR2? Does it hurt neutrality?"

What the viewer is accusing/suggesting

  • The audience question implies DF might be:
    • incorporated into marketing
    • pressured into praising image quality without being allowed to say why yet
    • and that the review structure might have been better as separate base-console and Pro coverage.

DF's response in plain terms

  • They reject the "coordinated marketing" framing.
  • They say the situation was chaotic and reactive:
    • They didn't know it was PSSR2 at first.
    • They suspected it and asked Sony.
    • But they were already deep in production and couldn't just freeze everything.

John's behind-the-scenes detail

  • He started capture/production focusing on "best version" first (PS5 Pro).
  • Later, when he tested other consoles:
    • He realized ray tracing wasn't present elsewhere, and image quality was worse.
    • That raised the "what's going on here?" suspicion.

Weird technical anecdote

  • John says a second code input triggered what looked like a PS5 firmware update prompt that didn't mention the game — which further fueled suspicion.

The actual reason a video got delayed (according to them)

  • Not "PSSR embargo" — but:
    • Capcom footage-length restrictions on the embargo day.
  • They ended up releasing at the moment the game went live in New Zealand (often earliest region launch).

Where they land

  • They admit it was messy and confusing for ~26 hours.
  • But they insist it was not planned marketing—more like:
    • unexpected discovery
    • production already underway
    • info revealed after the fact
 
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But: they suspect limitations

  • Rich raises a very practical logic check:
    • If it's truly a perfect "drop-in replacement," why would devs need to patch their games at all?
      • Compatibility limitations
      • Feature limitations
      • Or lower quality than a full dev integration
I Dont understand this part. I believe they're overthinking this.
Sony isnt specific with what they're going to update. Rather than being, current games with Pssr being patched with 2.0. Sony might have meant new games being updated that dont currently use it.

Why would they use a system toggle for a completely different version? That doesnt make sense to me.
 
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But: they suspect limitations

  • Rich raises a very practical logic check:
    • If it's truly a perfect "drop-in replacement," why would devs need to patch their games at all?
      • Compatibility limitations
      • Feature limitations
      • Or lower quality than a full dev integration
I Dont understand this part. I believe they're overthinking this.
Sony isnt specific with what they're going to update. Rather than being, current games with Pssr being patched with 2.0. Sony might have meant new games being updated that dont currently use it.

Why would they use a system toggle for a completely different version? That doesnt make sense to me.
"We look forward to more news in March, when multiple existing games upgrade to the improved PSSR"
 
"We look forward to more news in March, when multiple existing games upgrade to the improved PSSR"
I get that, but multiple existing games isnt specific. It doesnt say, multiple existing games that use pssr.
Am i overthinking it? 🤣
But VK, thats definitely the part i was referring to.
 
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I get that, but multiple existing games isnt specific. It doesnt say, multiple existing games that use pssr.
Am i overthinking it? 🤣
But VK, thats definitely the part i was referring to.
I think "existing games", it's pretty clear. But anyway, if the game is not released then you can't upgrade PSSR
 
I think "existing games", it's pretty clear. But anyway, if the game is not released then you can't upgrade PSSR
I read it as existing games that dont use pssr currently. but sony had some games lined up for a 2.0 release. For example, cyberpunk, arc raiders..
We'll find out i guess.
 
I Dont understand this part. I believe they're overthinking this.
Sony isnt specific with what they're going to update. Rather than being, current games with Pssr being patched with 2.0. Sony might have meant new games being updated that dont currently use it.

Why would they use a system toggle for a completely different version? That doesnt make sense to me.

Sony's probably just being cautious.
 

But: they suspect limitations

  • Rich raises a very practical logic check:
    • If it's truly a perfect "drop-in replacement," why would devs need to patch their games at all?
      • Compatibility limitations
      • Feature limitations
      • Or lower quality than a full dev integration
I Dont understand this part. I believe they're overthinking this.
Sony isnt specific with what they're going to update. Rather than being, current games with Pssr being patched with 2.0. Sony might have meant new games being updated that dont currently use it.

Why would they use a system toggle for a completely different version? That doesnt make sense to me.

1. The key logical point Rich makes


Rich says (paraphrased from the transcript):
If the new PSSR could just replace the old PSSR directly, then why would developers need to update their games?
This is the core reason they suspect limitations.

In other words:
  • If system-level override = perfect drop-in replacement
  • then developer patches would be unnecessary
Since patches are happening, they infer the override probably has constraints.


2. They want to test override vs developer patch


They specifically discuss testing:
  • system-level PSSR override
  • developer-integrated PSSR2
They propose using disc versions of games to compare the two.

That only makes sense if they believe the results may differ.


3. They mention specific problem cases

They talk about games like:
  • Silent Hill f
  • Silent Hill 2
  • The Outer Worlds 2
and wonder how the override interacts with titles that:
  • patched PSSR out
  • switched upscalers
  • have problematic implementations.
This again implies uncertainty about compatibility or effectiveness.
 
One of the things I've been chewing over since we've seen PSSR2 in action is how did everything change so quickly from the seemingly technical info limitations in the The PS5 Pro technical Seminar for PSSR1 to the results with PSSR2, and how did an FSR4 that was close enough running on a SteamDeck that at maximum clocks using Dot4a (INT8) would be less than just 9 TOPs for the entire GPU, say compared to the PS5 Pro's effectively custom DOT18a at 300TOPs.


The facts as they are IMO seem to be as follows:

PlayStation and AMD are in partnership
AMD have access to large scale ML training hardware in house, where Sony do not.

ML AI upscaling solutions can either be inference heavy with lighter training(PSSR1), or training heavy with light inferencing(FSR4/4.1/PSSR2) or any combination, depending on the desired results.

With a half generation timeline being reached 12months ago, PlayStation needed to release their mid-gen refresh PS5 Pro.

PlayStation's mid-gen refresh needed to bring an ML AI reconstruction solution with it at launch when FSR4's current model wasn't ready.

Technically it had to be the truth that OG PS5 couldn't run PSSR1, which the technical seminar confirms.

FSR4/4.1 have had more than a year extra of training over the PSSR1 inferencing model and are arguably lighter than even Switch 2's light DLSS

PlayStation brings Sony's decades of expertise in signal processing and rendering expertise and AAA game development to either design or refine an Amethyst ML AI upscaler in partnership with AMD to achieve the objectives of a real-time ML AI upscaler on commodity hardware for consoles and compete with DLSS/XeSS on PC GPUs

FSR4's INT8 leak shows that at 300-600GOPs (cost per second) a super light weight inferencing model

Santa Monica Studio's Ragnarok ML AI decompression paper shows optimally handwritten code using the PS5's (Dot4a) V_DOT4_I32_I8 works just fine.


So with all these bits of information, it seems like the only reason PSSR1 costing 20TOPs is bested on average by the SteamDeck's light weight FSR4(INT8) is the time of training the model had which was over 1 year more.

It also seems like other than PlayStation blocking the move, the OG PS5 could easily run FSR4 or even the new FSR4.1 (quantized like the Pro does, or the Ragnarok solution on PS5 V_DOT4_I32_I8 did) given how light the inferencing is to run on a 10x weaker SteamDeck with no advantage over the OG PS5 with DOT4a compared to V_DOT4_I32_I8,

And in light of the fact that Xbox Series also supports DOT4a, other than their lack of Amethyst partnership with AMD, both series consoles should be able to run FSR4.1 too.

TLDR
....It will be interesting to see if the person running linux/Steam/GTA on a jailbroken PS5 will also get the FSR4 leak running on the box too to prove or disprove this comment's theory.
 
well we are in second week of March and still no system update with enhanced PSSR toggle feature for PS5 Pro. What do you guys think if we should be happening this week or next week or final week of March?
 
well we are in second week of March and still no system update with enhanced PSSR toggle feature for PS5 Pro. What do you guys think if we should be happening this week or next week or final week of March?
This week is GDC so I suspect that Sony may have some more updates this week. Not sure if the system firmware will be ready but we may see a disclosure/article/presentation on the new PSSR targeting developers. With that, we may see at least some more game updates using the tech before the week is out. No promises but I suspect that was the plan at some point (for example: Ghosts of Yotei Legends drops tomorrow March 10th. Major update to the game and wouldn't be surprised to see PSSR 2.0 as part of it).
 
well we are in second week of March and still no system update with enhanced PSSR toggle feature for PS5 Pro. What do you guys think if we should be happening this week or next week or final week of March?
I think we'll very soon start getting individual games that patch the new PSSR (maybe GT7 this week along with the new content update?) and the OS toggle will be coming late in the month.
 
I hope we hear something by the end of this week. I'm almost done with RE9 now, so the opportunity to try out some of my library with the update would be ideal this weekend.
 
guys, i don't have access to a calendar. is it in between january and march yet? JFC where is the god damn update?!
The Leak said January to March and the first game released February 27, while the official blog post mentioned March for the system toggle. I can understand the impatience, but we seem to be well within schedule.
 
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i really hope that eventually Sony have an override that will use PSSR2(or 2.5) to replace FSR in non PSSR games, and also have the ability to offer 2 x framegen, then the PS5 Pro really becomes worth the money.
 
Do you guys think the Legacy of Thieves Collection could maybe get a PSSR2 patch? Uncharted 4 has its 10th birthday on May the 10th...
I wonder why Naughty Dog never updated the Collection with PSSR in the first place.
 
I wonder if Monster Hunter Stories 3 will use this. Its the same engine as RE revelations, so i assume it would at least be in the pipe line if not at launch (although MHWilds desperately needs to be updated to support it)
 
i really hope that eventually Sony have an override that will use PSSR2(or 2.5) to replace FSR in non PSSR games, and also have the ability to offer 2 x framegen, then the PS5 Pro really becomes worth the money.

"THEN".......................................? "THEN?" Are you serious?
 
One of the things I've been chewing over since we've seen PSSR2 in action is how did everything change so quickly from the seemingly technical info limitations in the The PS5 Pro technical Seminar for PSSR1 to the results with PSSR2, and how did an FSR4 that was close enough running on a SteamDeck that at maximum clocks using Dot4a (INT8) would be less than just 9 TOPs for the entire GPU, say compared to the PS5 Pro's effectively custom DOT18a at 300TOPs.


The facts as they are IMO seem to be as follows:

PlayStation and AMD are in partnership
AMD have access to large scale ML training hardware in house, where Sony do not.

ML AI upscaling solutions can either be inference heavy with lighter training(PSSR1), or training heavy with light inferencing(FSR4/4.1/PSSR2) or any combination, depending on the desired results.

With a half generation timeline being reached 12months ago, PlayStation needed to release their mid-gen refresh PS5 Pro.

PlayStation's mid-gen refresh needed to bring an ML AI reconstruction solution with it at launch when FSR4's current model wasn't ready.

Technically it had to be the truth that OG PS5 couldn't run PSSR1, which the technical seminar confirms.

FSR4/4.1 have had more than a year extra of training over the PSSR1 inferencing model and are arguably lighter than even Switch 2's light DLSS

PlayStation brings Sony's decades of expertise in signal processing and rendering expertise and AAA game development to either design or refine an Amethyst ML AI upscaler in partnership with AMD to achieve the objectives of a real-time ML AI upscaler on commodity hardware for consoles and compete with DLSS/XeSS on PC GPUs

FSR4's INT8 leak shows that at 300-600GOPs (cost per second) a super light weight inferencing model

Santa Monica Studio's Ragnarok ML AI decompression paper shows optimally handwritten code using the PS5's (Dot4a) V_DOT4_I32_I8 works just fine.


So with all these bits of information, it seems like the only reason PSSR1 costing 20TOPs is bested on average by the SteamDeck's light weight FSR4(INT8) is the time of training the model had which was over 1 year more.

It also seems like other than PlayStation blocking the move, the OG PS5 could easily run FSR4 or even the new FSR4.1 (quantized like the Pro does, or the Ragnarok solution on PS5 V_DOT4_I32_I8 did) given how light the inferencing is to run on a 10x weaker SteamDeck with no advantage over the OG PS5 with DOT4a compared to V_DOT4_I32_I8,

And in light of the fact that Xbox Series also supports DOT4a, other than their lack of Amethyst partnership with AMD, both series consoles should be able to run FSR4.1 too.

TLDR
....It will be interesting to see if the person running linux/Steam/GTA on a jailbroken PS5 will also get the FSR4 leak running on the box too to prove or disprove this comment's theory.


Really good write-up and probably how it all went down. Very logical actually.
 
Really good write-up and probably how it all went down. Very logical actually.
I hope so, because at this rate of advancement in training of DLSS, the Nintendo SW2 could be pushing the OG PS5 more than it really should this gen if the SW2 is using an ever improving lightweight ML AI upscaler on 3rd party games and the OG PS5(and series) are stuck using high-mid resolution native with a non-ML upscaler(FSR1-3).

If AMD's biggest contribution for PSSR/FSR4.x is the training cost then I also sort of understand why they aren't wanting to give FSR4.1 away to non-RDNA4 hardware, because had FSR4.1 been ready at the start of the generation then I suspect AMD would have charged an FSR4.1 premium on their GPUs (and to Xbox) for that quality for such a light workload.

The leak of FSR4 probably helps AMD and PlayStation in a few ways. First it pre-empts any patent trolls claiming the inner workings of FSR4.x are using their patents, and it also reduces the future things that were obvious that can be patented in ML upscaling because the leaked solution is in the public domain as prior art. It also means that FSR4.x's market share fight to become a de facto solution against the incumbent single hardware vendor DLSS is made easier by SteamDeck/Machine and Proton unofficially adopting it into Linux and making it an obvious swap out for FSR1-3 in Windows too.

IIRC it might also call out Intel for suggesting they would make XeSS open source.

It is also a try before you buy, and anyone with weak hardware like a normal laptop and using the FSR4 leak will probably look for a cheap RDNA APU in their next laptop for the next FSR iteration.
 
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can't everyone just download to PC and USB stick install it when it drops?
Or put in on the servers like normal. If PSN can handle downloading of 30+ GB games I think they can handle a few hundred megabytes of firmware data. There are not that many Professionals out there.
 
Does he mean batch PS OS updates? Or batch updates to certain games using PSSR?

We had the public beta about 2 weeks ago. This could be the official update that adds in the PSSR toggle.

I think there was an update in the past that was a rollout over a gradual period of time to users, but cannot recall when that was. Maybe it was the VRR update.
 
I think he means it's a rollout in batches of beta users.
yeah they've done this with their TVs, even the same TV across different countries in the EU, and anyone eager for the firmware just downloads direct from the website and updates via USB stick.

For this one, I'm guessing they've updated a lot in the firmware and want to be sure they aren't bricking every PS5 Pro in one go, or having them overheat, without waiting for feedback of batches.
 
We had the public beta about 2 weeks ago. This could be the official update that adds in the PSSR toggle.

I think there was an update in the past that was a rollout over a gradual period of time to users, but cannot recall when that was. Maybe it was the VRR update.

Okay, yeah this must be what he means. Companies do this all the time.
 
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