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Starting today, more games benefit from new PSSR upscaling on PS5 Pro

AC Mirage and Zenless Zone Zero were both examples where PSSR was fine, but it's still a nice and obvious improvement in terms of clarity and almost complete elimination of all noise/aliasing.
 
Apologies for the quick jpg image downgrade dump from the raw PNG files. It auto converts through PS app, sadly. In the future, I will extract via USB.

Here is GT7 before and after 2.0. RT/Rez + PSSR. You can see 2.0 cleaned up a lot of noise and imperfections. Especially in motion.

1.0
GgOf8uE4xPCsQ00y.jpg


2.0
SP6IpQqCgNFqdNAi.jpg


1.0
mYjvyonMkAsDQAQ1.jpg


2.0
qMdnxqkSvN2EkdiF.jpg



Zoomed in shots showing the noise cleanup.

1.0
UsCNxcimM3D2mC62.png


2.0
ev4NdxgySi6FOwMu.png


1.0
Hq72TXcnTf5T2TEL.png


2.0
XQi0DqIVT9EuZjKB.png
 
No, I'm playing in Quality Mode since it's 60fps too and I think they lowered some effects in the performance mode which I don't like.

Edit: And I know the game has even more problems with a stable framerate in quality mode but I'm not sensitive to stutter in games.
oh really i did not know quality got to 60 with some drops i just knew it had to be a locked 30.
 
Hunt: Showdown looked extra crisp yesterday and my boy reminded me of this update. I'm not even a graphics dude and noticed it. Game looks fantastic.

Now I have to try all kinds of shit tonight damn. I'm sure it's in this thread somewhere but...SH2R??? How's it looking... 🥹
 
Apologies for the quick jpg image downgrade dump from the raw PNG files. It auto converts through PS app, sadly. In the future, I will extract via USB.

Here is GT7 before and after 2.0. RT/Rez + PSSR. You can see 2.0 cleaned up a lot of noise and imperfections. Especially in motion.

1.0
GgOf8uE4xPCsQ00y.jpg


2.0
SP6IpQqCgNFqdNAi.jpg


1.0
mYjvyonMkAsDQAQ1.jpg


2.0
qMdnxqkSvN2EkdiF.jpg



Zoomed in shots showing the noise cleanup.

1.0
UsCNxcimM3D2mC62.png


2.0
ev4NdxgySi6FOwMu.png


1.0
Hq72TXcnTf5T2TEL.png


2.0
XQi0DqIVT9EuZjKB.png
And last update already seemed to have something done to the graphics. Maybe it had the very latest PSSR 1.x added or something already prepared for the 2.x toggle. I swear it was a touch 'grainier' before.
 
And last update already seemed to have something done to the graphics. Maybe it had the very latest PSSR 1.x added or something already prepared for the 2.x toggle. I swear it was a touch 'grainier' before.
Yeah, last update was better than launch for sure. The 1.0x shots I took were this recent Sunday after the new car pack update. It wasn't as grainy as launch, but still had slight issues that became more apparent once I booted it up after 2.0 went live.

The overall image looks sharper in motion as well, foliage definitely stood out to me at Daytona (the grass) and on Sardegna with the trees, hay fields and sharper mountain in the background.

Crowds in the stands on the Daytona pre-race cuts looked much sharper as well with all the noise cleaned up.
 
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I couldn't imagine when I had to go PC during the PS4 era, that we would be here with consoles.

Man, what a time to be alive. My wife is murdering little goombas, with better clarity with a SW2 update, DLSS is looking good for my PC, and Pro and Portal got damn great updates. The pro is becoming my most used at this point and I get to play Cyberpunk for the first time soon, also.

The tech for next gen is going to be fun to read about and have a question mark above my head not understanding, but being ready to hit the preorder button.

I'm just happier than a dog with two peters and more turned on than a two dollar whore in church. Good times.

John Cena Wwe GIF


And imagine this......Sony will keep improving PSSR 2 also. I'd imagine, PSSR that'll be in GTA6 later this year will be new and better than what's out now.
 
UE5 games like SH2 that use/abuse a large number (I've seen 12 frames mentioned) of previous frames for temporal accumulation are always going to show worse 'ghosting' or smearing at 30 vs 60fps or higher, from leaves streaking in front of the camera to more subtle disocclusion situations. So comparing 30fps with PSSR2 vs 60fps with UE5's own temporal super resolution (TSR) which probably has deeper context isn't a fair fight.

Apologies for the quick jpg image downgrade dump from the raw PNG files. It auto converts through PS app, sadly. In the future, I will extract via USB.
Are you using (PS App) Game Library > Captures to access your PNG captures because that never converts to JPG for me. Using the iPad PS App.

The old technique of messaging yourself or a friend with the PNG captures did convert to JPG afaicr.
 
I wonder if Ghost of Yotei will get a patch. The game looks soft in performance mode. This and Spiderman 2 are the two games i want the most to be updated with pssr2.
 
UE5 games like SH2 that use/abuse a large number (I've seen 12 frames mentioned) of previous frames for temporal accumulation are always going to show worse 'ghosting' or smearing at 30 vs 60fps or higher, from leaves streaking in front of the camera to more subtle disocclusion situations. So comparing 30fps with PSSR2 vs 60fps with UE5's own temporal super resolution (TSR) which probably has deeper context isn't a fair fight.


Are you using (PS App) Game Library > Captures to access your PNG captures because that never converts to JPG for me. Using the iPad PS App.

The old technique of messaging yourself or a friend with the PNG captures did convert to JPG afaicr.
Probably my most disappointed enhancement together with Alan Wake 2 😞 I already knew it a simple toggle couldn't fix totally their issue but it's also shocking to see the other 2 branded star wars games barely mentioned achieved what I expected more by SH2 and AW2 improved. Hope Bloobers or whatever are named really consider to make a proper patch update.
 
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Are you using (PS App) Game Library > Captures to access your PNG captures because that never converts to JPG for me. Using the iPad PS App.

The old technique of messaging yourself or a friend with the PNG captures did convert to JPG afaicr.
Did them from library.

Ah yes, they are still PNG on my iPhone. Found the culprit.

The Gmail app is converting them to JPG from photos (sent them to desktop). You have to save them to the Files App first and then attach from there. Stupid F'in Google, since it never did that on Android.

Should've just uploaded them to the Drive or extracted them from iCloud.
 
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Anyone has understand the expression "from today etc etc" means they are still working to refine the PSSR2 in all the games or the games already listed will keep the same "quality" and it's just about to increase the quantity of the games supported? That's something I haven't understand totally.
 
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Anyone has understand the expression "from today etc etc" means they are still working to refine the PSSR2 in all the games or the games already listed will keep the same "quality" and it's just about to increase the quantity of the games supported? That's something I haven't understand totally.

As it works on demos (even games not listed anymore on PSN like Hell is Us demo) I think it's pretty much universal replacement for all PSSR1 software.
 
Ok. How come some gams did receive an update to support pssr2? Genuinely curious.
In theory, if the dev does their own patch instead of relying on the toggle they can tune the new pssr to produce more desired results. Some games also didn't come with PSSR initially. Some devs will do it and some wont.
 
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They mentioned the game was patched. So they're not analyzing pssr2 with the toggle, but the patched implementation.

My AW2 game still has no updates. So I guess we have to wait a bit more to enjoy these upgrades proper.
? Remedy has denied to working on a new update they just referring to the toggle option when claimed it's improved.
 
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PSSR2 improved a lot of the muddiness of AW2, but the overall IQ is still unpleasant to look at. I don't know, Remedy's way of resolving all the thin specular highlights is really poor, which makes otherwise great looking game a disappointment. Same thing with Control. Such a shame.
 
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PSSR2 improved a lot of the muddiness of AW2but the IQ is still poor. I don't know, Remedy's way of resolving thin specular highlights is really poor. Which makes otherwise great looking gzme a dissapointment. Same with Control.

the issue with Alan Wake 2 is that they make heavy use of dithering like UE5 games often do.
so much of the lighting is rendered at insanely low definition and then TAA smeared.

with a sub 1080p resolution, that will always look bad.
and while AW2 isn't as bad as most UE5 games, it's still pretty bad.
 
the issue with Alan Wake 2 is that they make heavy use of dithering like UE5 games often do.
so much of the lighting is rendered at insanely low definition and then TAA smeared.

with a sub 1080p resolution, that will always look bad.
and while AW2 isn't as bad as most UE5 games, it's still pretty bad.
It's curious though, that even games with seemingly fully pre-baked lighting like AW2 have such an aggressive dithering... It's something Remedy really should try to improve in their future Northlight engine versions.
 
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the issue with Alan Wake 2 is that they make heavy use of dithering like UE5 games often do.
so much of the lighting is rendered at insanely low definition and then TAA smeared.

with a sub 1080p resolution, that will always look bad.
and while AW2 isn't as bad as most UE5 games, it's still pretty bad.

I have to say I've just never understood the hype around this game's graphics. It's fine. It looks decent. I just don't think it's some current gen showcase like the weirdos in the graphics thread do. And the image quality on the base console is abysmal.
 
PSSR2 improved a lot of the muddiness of AW2, but the overall IQ is still unpleasant to look at. I don't know, Remedy's way of resolving all the thin specular highlights is really poor, which makes otherwise great looking game a disappointment. Same thing with Control. Such a shame.

They use sub native resolution for post processing so any element that is covered by bloom, DOF of anything else will look aliased as fuck.

And this shit was still present when I played the game yesterday:

j6kIopYSaQwJbkea.jpeg
 
So what's the best way to figure out how PSSR is really in effect? I see people saying that for some games it works under performance mode, others say quality, but not both?
 
They use sub native resolution for post processing so any element that is covered by bloom, DOF of anything else will look aliased as fuck.

And this shit was still present when I played the game yesterday:

j6kIopYSaQwJbkea.jpeg
Yeah, absolutely horrible. If I was a visual lead at Remedy, I would make sure that the tech team made what ever compromises needed to get a cleaner image. Yuck!
 
It's funny though, that even games with seemingly fully pre-baked lighting have such an aggressive dithering. It's something Remedy really should try to improve in their future Northlight engine versions.

dithering your lighting means less overdraw, even if you bake it.
you have a fully opaque shadow pixel next to a completely untouched pixel of the material below. then you smear that into looking transparent. same is done with hair these days.
some have a static dithering pattern, some swap opaque and transparent pixels from frame to frame.

very similar concept to how Mega Drive games faked transparency by relying on CRT smearing dithered water or glass.

but what modern games also do is insanely low quality SSR, which is kinda insane. SSR (which I hate in the best of cases) somehow became lower and lower quality over the years. from near perfectly clean looking ones in games from a decade ago, to what you see now in Alan Wake 2, looking absolutely disgusting and full of boiling artifacts.
 
Yeah, absolutely horrible. If I was a visual lead at Remedy, I would make sure that the tech team made what ever compromises needed to get a cleaner image. Yuck!

Given that Remedy is not exactly swimming in money, I doubt they will do major work that is needed to fix this. Game still looks much better with PSSR2.
 
I have to say I've just never understood the hype around this game's graphics. It's fine. It looks decent. I just don't think it's some current gen showcase like the weirdos in the graphics thread do. And the image quality on the base console is abysmal.

it's insane looking on PC with path tracing and at higher resolutions.
but it doesn't look all that great on Console equivalent hardware.
 
Given that Remedy is not exactly swimming in money, I doubt they will do major work that is needed to fix this. Game still looks much better with PSSR2.
Yeah, I'm not holding my breath. What I meant was to fix the engine/dither/denoising way back before releasing the game. Why would anyone launch a (otherwise beautiful) game with that kind of visual issues?
 
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it's insane looking on PC with path tracing and at higher resolutions.
but it doesn't look all that great on Console equivalent hardware.

Fair enough, but when you're relying on path tracing you're not really talking about current gen graphics anymore.

I dunno, just for a game running at like 1296p30 and with fully baked lighting so no RT cost, I expect way more than decent looking. It should be approaching Hellblade 2 levels of fidelity.
 
Guess this is as good as it get for a remedy game for consoles. They always struggle with IQ because they are pushing boundaries with their tech on PC and back port everything to consoles. Remember Alan wake 1 was like 540p with 4x msaa and quantum break uses 2x 720p sample for scaling resulting very noisy and blurry IQ
 
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