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PS5 Pro is getting PSSR 2.0 between January and March 2026

Can you post some direct shots? Have them upload to the PS app using the share button and upload from there.
You're probably seeing placebo.
That process ads so much compression that he might as well send you a grandpa WhatsApp meme. Look:

Nmrp86bs7IdORNrF.jpeg

516Ks of glorious resolution.

While with a photo you can upload up to 2MB.
 
In case you're wondering there was no mention of improved PSSR in the GT7 patch notes. So either placebo effect or Polyphony have some sort of embargo until Sony does a blog, like with RE9.
 
Just a heads up bros.

GT7 had an update just now and looks like PSSR 2 is active🙏

Running in full resolution / Ray tracing mode with PSSR enabled. Huge difference in clarity. Its bonkers.
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Yup. Definitely. Full racing trees were a blurry mess prior to this update.

Running downstairs to try it now, l will notice it immediately if true as current PSSR is bad.
 
I think RSman and zuth are right. Definitely seems improved from my little memory i have. I remember fences and certain walls looking bad.
The strange shimmer look over cars in 3rd person on the edges?
I cant seem to replicate that.
 
I think RSman and zuth are right. Definitely seems improved from my little memory i have. I remember fences and certain walls looking bad.
The strange shimmer look over cars in 3rd person on the edges?
I cant seem to replicate that.
It was things like the fences at tracks like Daytona that I remember looked awful, along with various other shimmering objects. Not only that, but I also recall a few fps drops when using PSSR RT, especially in cockpit. That was the main reason I shifted back to no PSSR RT mode.
 
OK l just tried GT7 with the latest patch.

1. (RT, PSSR on, 60hz) full lap of Nürburgring.

Yes, it's definitely a noticeable improvement. The barriers are noticeably less distracting but still not always perfect. The barbwire fencing can have noticeable issues. I'd say overall is satisfactory. You get a more temporally stable image more of the time and a sharper image to boot.

2. (RT, PSSR off, 60hz) full lap of Nürburgring.

The image is more temporally stable than PSSR (PSSR off is normally my default), but it's less sharp.

Overall
Does DF's opinion of PSSR 2.0 being "good enough" on Resident Evil Requiem apply here? I'd say it's not quite "good enough" as it's needs more work to be more temporally stable. You'll want to decide if you want a sharper image (PSSR on) or more stable image and less sharp (PSSR off).

This PSSR update will be very game dependent that I'm sure off.
 
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OK l just tried GT7 with the latest patch.

1. (RT, PSSR on, 60hz) full lap of Nürburgring.

Yes, it's definitely a noticeable improvement. The barriers are noticeably less distracting but still not always perfect. The barbwire fencing can have noticeable issues. I'd say overall is satisfactory. You get a more temporally stable image more of the time and a sharper image to boot.

2. (RT, PSSR off, 60hz) full lap of Nürburgring.

The image is more temporally stable than PSSR (PSSR off is normally my default), but it's less sharp.

Overall
Does DF's opinion of PSSR 2.0 being "good enough" on Resident Evil Requiem apply here? I'd say it's not quite "good enough" as it's needs more work to be more temporally stable. You'll want to decide if you want a sharper image (PSSR on) or more stable image and less sharp (PSSR off).
Love your opinion on performance mode, pssr. 😁
 
There were still some pretty big issues.
Sure, but I played some months ago and the image quality with PSSR was bad, I installed 2 or 3 weeks ago and was much improved. That is the reason I'm asking, it's possible people it's mistaking the new PSSR with a a newer PSSR 1 model
 
OK l just tried GT7 with the latest patch.

1. (RT, PSSR on, 60hz) full lap of Nürburgring.

Yes, it's definitely a noticeable improvement. The barriers are noticeably less distracting but still not always perfect. The barbwire fencing can have noticeable issues. I'd say overall is satisfactory. You get a more temporally stable image more of the time and a sharper image to boot.

2. (RT, PSSR off, 60hz) full lap of Nürburgring.

The image is more temporally stable than PSSR (PSSR off is normally my default), but it's less sharp.

Overall
Does DF's opinion of PSSR 2.0 being "good enough" on Resident Evil Requiem apply here? I'd say it's not quite "good enough" as it's needs more work to be more temporally stable. You'll want to decide if you want a sharper image (PSSR on) or more stable image and less sharp (PSSR off).

This PSSR update will be very game dependent that I'm sure off.
That's assuming there is PSSR 2 being used in GT7. Nothing is confirmed at this point.
 
OK l just tried GT7 with the latest patch.

1. (RT, PSSR on, 60hz) full lap of Nürburgring.

Yes, it's definitely a noticeable improvement. The barriers are noticeably less distracting but still not always perfect. The barbwire fencing can have noticeable issues. I'd say overall is satisfactory. You get a more temporally stable image more of the time and a sharper image to boot.

2. (RT, PSSR off, 60hz) full lap of Nürburgring.

The image is more temporally stable than PSSR (PSSR off is normally my default), but it's less sharp.

Overall
Does DF's opinion of PSSR 2.0 being "good enough" on Resident Evil Requiem apply here? I'd say it's not quite "good enough" as it's needs more work to be more temporally stable. You'll want to decide if you want a sharper image (PSSR on) or more stable image and less sharp (PSSR off).

This PSSR update will be very game dependent that I'm sure off.

Car games are some of the worst cases for temporal upscalers, as there is a lot of movement as the track passes by. This means there are fewer frames to accumulate the required information for upscaling.
The car, being always a constant, will probably look very good with a temporal upscaler.
A slow pace game such as RE9 will have better results, as the upscaler has more time to accumulate jittered samples.
 
After a little testing and putting aside the improvements in image quality, there also seem to be improvements in performance. When running the old PSSR in RT mode there were occasional performance drops or hiches in races with many cars which was the main reason I wasn't using it. Haven't seen aything like that so far. I wonder if the new version has a lower cost or PD was able to drop native resolution and still achieve better results.
 
After a little testing and putting aside the improvements in image quality, there also seem to be improvements in performance. When running the old PSSR in RT mode there were occasional performance drops or hiches in races with many cars which was the main reason I wasn't using it. Haven't seen aything like that so far. I wonder if the new version has a lower cost or PD was able to drop native resolution and still achieve better results.
It's really difficult to say. I just gave it a quick whirl with the new Corvette on Yas Marina and I didn't notice much shimmering on things like fences, but some of the distant scenery did still have a little shimmering. I also noticed one instance of a stutter (cockpit). I can only assume that they've been tinkering with PSSR 1 over the last few months.
 
After a little testing and putting aside the improvements in image quality, there also seem to be improvements in performance. When running the old PSSR in RT mode there were occasional performance drops or hiches in races with many cars which was the main reason I wasn't using it. Haven't seen aything like that so far. I wonder if the new version has a lower cost or PD was able to drop native resolution and still achieve better results.
The upgraded PSSR is absolutely supposed to be way more efficient which is one of my most anticipated "features" of it. The original PSSR was ~2ms of frametime. The target for PSSR 2 optimizations was to get it under <1ms which would be amazing. It remains to be seen if they actually hit that though or got close. But if the specs on RE9 and Crimson Desert are any indication, it definitely appears to be less taxing on the GPU than the PSSR 1.
 
The upgraded PSSR is absolutely supposed to be way more efficient which is one of my most anticipated "features" of it. The original PSSR was ~2ms of frametime. The target for PSSR 2 optimizations was to get it under <1ms which would be amazing. It remains to be seen if they actually hit that though or got close. But if the specs on RE9 and Crimson Desert are any indication, it definitely appears to be less taxing on the GPU than the PSSR 1.
If they could reduce PSSR by 1ms, you would get extra 3.8 fps in 60 fps game. Is that how it works? Or is there more to it? Rendring pipeline etc...
 
The upgraded PSSR is absolutely supposed to be way more efficient which is one of my most anticipated "features" of it. The original PSSR was ~2ms of frametime. The target for PSSR 2 optimizations was to get it under <1ms which would be amazing. It remains to be seen if they actually hit that though or got close. But if the specs on RE9 and Crimson Desert are any indication, it definitely appears to be less taxing on the GPU than the PSSR 1.
Would that help reduce latency?
 
One thing I didn't check on GT7 (back to work now lol) was the RT on really reflective vehicles (chrome etc.,). It may be worth somebody having a look at that.
 
OK l just tried GT7 with the latest patch.

1. (RT, PSSR on, 60hz) full lap of Nürburgring.

Yes, it's definitely a noticeable improvement. The barriers are noticeably less distracting but still not always perfect. The barbwire fencing can have noticeable issues. I'd say overall is satisfactory. You get a more temporally stable image more of the time and a sharper image to boot.

2. (RT, PSSR off, 60hz) full lap of Nürburgring.

The image is more temporally stable than PSSR (PSSR off is normally my default), but it's less sharp.

Overall
Does DF's opinion of PSSR 2.0 being "good enough" on Resident Evil Requiem apply here? I'd say it's not quite "good enough" as it's needs more work to be more temporally stable. You'll want to decide if you want a sharper image (PSSR on) or more stable image and less sharp (PSSR off).

This PSSR update will be very game dependent that I'm sure off.
I warning you: neither DLSS is flawless with such graphic details and faster racing game show the weaker points of the upscalers. Cable, grill, fence and so on never look very stable in motion with any kind of upscaler especially in racing games from my personal experience.
 
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I warning you: neither DLSS is flawless with such graphic details and faster racing game show the weaker points of the upscalers. Cable, grill, fence and so on never look very stable in motion with any kind of upscaler especially in racing games from my personal experience.
It also depends on the upscaling factor. Quality 1440p to 4k can look very convincing. ~1080p to 4k will never be perfect, too many missing pixels. But, good enough is all one needs honestly. The positive far outweigh the negatives and stuff like fences or thin lines can exhibit noise even at native 4k depending on the AA method used.
 
I wonder if there will be a massive difference between the system level toggle vs the game specifically being updated for pssr 2.0

I guess a specifically updated game could utilise PSSR 2 to add additional features like RT. The toggle will only improve what PSSR 1 provides.
I believe PSSR has been updated to the new one (or at least a newer 1.x). RT boiling is less pronounced at 120hz. Maybe the base res has been upped, maybe they had some frame time to spare on the denoiser.

PSSR2 seems to cost (a lot?) less than 1.x, so a patched game could opt to raise the resolution from the 'usual' 846p to 1080p, which makes the upscaler job a bit easier. I say this based on RE8->RE9: RE9 uses 1080p as base res despite being 'heavier' than RE8.
 
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I'll give it a try tonight, I haven't played the game in a few months so let's see if I can try the game before updating and then after.
 
That's assuming there is PSSR 2 being used in GT7. Nothing is confirmed at this point.
Correct, nothing confirmed.

It'd be good to get more opinions from other gaffers to see if it's some placebo effect.

The performance is still an issue, still not hitch free.
 
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If they could reduce PSSR by 1ms, you would get extra 3.8 fps in 60 fps game. Is that how it works? Or is there more to it? Rendring pipeline etc...
It depends on what particular bottlenecks are in a given frame - it's never quite 'that' simple, but statistically, on average you have extra GPU time yes (or fewer overflows if you had GPU drops).
How many 'frames' that translates into is kind of immaterial (especially in games that are already stable 60).
 
This is all so... underwhelming and odd. And so I am going to hold my excitement going forward. Apparently, the pssr 2 update/toggle is out for some, and yet no one is testing it with games? Sure. Riiight.

Resident Evil 9 has it, and the devs immediately toggle off features after the game is out for a few days? There are obvious issues going on.

Sony Playstation is also so damn tight-lipped about it all. At best, we can hope for some light improvements to some games, but this is not going to be the awesome sauce we are all hoping for. (And no, I dont want a PC to game on thank you.)
 
Did you test GT before the update? I'm pretty sure this game has been improving PSSR in some updates

I just hope the flickering grass with most PSSR games is resolved with the new PSSR2 system toggle.

Here. There is an improvement. IQ is better. Especially when you check and zoom a picture. Draw distance is better. Grass noise/shimmering still noticeable when you standing still, but not so much as before. Not so disturbing in the end

New update

5YvYdVT4r4hN5WfQ.jpg


Old PSSR

9ckwJ7fEy6byZqZG.jpg



New update

0To36jXSFW2ijD7n.jpg


Old PSSR

lWS3Tu1kcCw4V8QY.jpg
 
I took a longer look at GT7 on my lunch break and it certainly does seem better than I remember when using PSSR RT initially. Finer objects seem less prone to shimmering (I remember it being really noticeable). One thing that jumped out to me were some instances of pop-in that I hadn't noticed before. I wonder if this is purely because it looks a bit sharper when using PSSR, so it's more noticeable?

Also, the visual noise on very reflective cars seems less pronounced.
 
This is all so... underwhelming and odd. And so I am going to hold my excitement going forward. Apparently, the pssr 2 update/toggle is out for some, and yet no one is testing it with games? Sure. Riiight.

Resident Evil 9 has it, and the devs immediately toggle off features after the game is out for a few days? There are obvious issues going on.

Sony Playstation is also so damn tight-lipped about it all. At best, we can hope for some light improvements to some games, but this is not going to be the awesome sauce we are all hoping for. (And no, I dont want a PC to game on thank you.)
Whoever has the toggle is likely under embargo. I'd wager at this point that anyone claiming the public rollout has begun is full of shit
 
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If they could reduce PSSR by 1ms, you would get extra 3.8 fps in 60 fps game. Is that how it works? Or is there more to it? Rendring pipeline etc...
Not exactly as there is a bit more to it. Here the best way to look at it. We have several games where we can see PSSR 1 vs TAA in terms of performance cost (i.e. God of War Ragnarok , Control etc). PSSR 1 was generally ~2ms-2.2ms while TAA is generally in the 1ms-1.6ms range depending on the title. So Sony's goal was to get the PSSR cost to be on par or better than TAA.

Well what is the delta between PSSR and TAA in games that support both (hint: a lot larger than 3.8 fps):

God of War Ragnarok (Difference is ~10-20fps through DF's testing)
5QHEPXIZEp3A2u4G.png



Control Definitive Edition (Difference is ~7-15fps through DF's testing)
nPMXlqB68cRD54wD.png


TLDR: IF the new PSSR is optimized to match or exceed TAA cost, then the difference could be huge! Think about those games that were running ~50s FPS with VRR and Fidelity Pro settings (i.e. Spiderman 2, Control etc). Those games could now hit 60+ with even better IQ!!
 
Excited a

Whoever has the toggle is likely under embargo. I'd wager at this point that anyone claiming the public rollout has begun is full of shit

I was invited to beta with Playstation but never got any further emails for firmware update access. You may be right about embargo, but man YouTube would have had someone hungry for some clicks somewhere. Crickets. I call BS as well on all of it.
 
Not exactly as there is a bit more to it. Here the best way to look at it. We have several games where we can see PSSR 1 vs TAA in terms of performance cost (i.e. God of War Ragnarok , Control etc). PSSR 1 was generally ~2ms-2.2ms while TAA is generally in the 1ms-1.6ms range depending on the title. So Sony's goal was to get the PSSR cost to be on par or better than TAA.

Well what is the delta between PSSR and TAA in games that support both (hint: a lot larger than 3.8 fps):

God of War Ragnarok (Difference is ~10-20fps through DF's testing)
5QHEPXIZEp3A2u4G.png



Control Definitive Edition (Difference is ~7-15fps through DF's testing)
nPMXlqB68cRD54wD.png


TLDR: IF the new PSSR is optimized to match or exceed TAA cost, then the difference could be huge! Think about those games that were running ~50s FPS with VRR and Fidelity Pro settings (i.e. Spiderman 2, Control etc). Those games could now hit 60+ with even better IQ!!
Holy S, this is huge if true. Cant wait for PSSR2 drop and comparisons.
 
TLDR: IF the new PSSR is optimized to match or exceed TAA cost, then the difference could be huge! Think about those games that were running ~50s FPS with VRR and Fidelity Pro settings (i.e. Spiderman 2, Control etc). Those games could now hit 60+ with even better IQ!!
It'll not be like that at 50 fps
Gain is scaled with FPS - the more fps is the higher gain because frame time is smaller
On control example - 85fps is 11.7ms frame, 76fps is 13.1ms frame, difference is 1.4ms
Reducing frame time by 1.4ms at 50 fps will give 1/(1/50 - 0.01) - 52.6fps - gain only 2.6 fps instead of 9 in control
 
Yup Ill do that 🙏

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This definitely appears cleaner. Those distance fences and light posts would be a stairstepped mess with 1.0.

Can anyone do Daytona at the bank turns (like turn 1 and 3 on oval track) with the tall light poles in the distance? I know how they looked with the original PSSR, they're burned into my brain, lol.
 
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Here. There is an improvement. IQ is better. Especially when you check and zoom a picture. Draw distance is better. Grass noise/shimmering still noticeable when you standing still, but not so much as before. Not so disturbing in the end

New update

5YvYdVT4r4hN5WfQ.jpg


Old PSSR

9ckwJ7fEy6byZqZG.jpg



New update

0To36jXSFW2ijD7n.jpg


Old PSSR

lWS3Tu1kcCw4V8QY.jpg

Yep, definitely better with the new update. You can really see it in the grass/foliage:

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