rofif
Can’t Git Gud
There is still a long way to go before PSSR reaches the magic of FSR4 and DLSS
Not sure. Looks about the same as dlss honestly. At least the cn model
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There is still a long way to go before PSSR reaches the magic of FSR4 and DLSS
Not sure. Looks about the same as dlss honestly. At least the cn model
What comparison video are you looking at?![]()
it looks nearly identical
No one, I meant that PSSR has been really close to FSR3 and DLSS3, people just tend to exaggerate the differencesWhat comparison video are you looking at?
DLSS will always remain King. I have watched a few videos and read people's impressions and even with PSSR there is still shimmering, less but its still there
When I use DLAA at 4k in my pc I cannot find a single shimmering in the screen, everything is sharp as a knife
Sorry but long life to DLSS and DLAA
(I sound like a cultist)
It is facts though. Game looks bonkers on my 4k oled on pc. Truly next gen.
TAAU also disintegrates detail of foliage and most other things in motion.Like other posters have pointed out, it's hard to notice the difference between the the TAAU and PPSR but I did look closely, and I can see that PSSR resolves foliage detail much better, and the overall image is a bit more crisper. I did notice that some of the shimmering disappeared.
Is this supposedly an opinion based on the 60fps performance mode? (I think that's how you prioritize playing)
If so, it's clearly a "yes", 60fps and RT seems too much for consoles if you also want good graphics, physics, textures... Performance mode in Pro requires significant cuts to those 60fps, and it doesn't seem like PSSR has helped much.
Thankfully, in my case, 30fps and, lately, 40fps modes are "enough" for me, and I can enjoy the games just as well. In that case, the consoles are more than decent at handling RT while maintaining decent graphics.
I'll note that, in this case, AC Shadows and some others with RTGI, it seems that the PC version runs a bit higher than on consoles, even if you compare it to the Pro's 30fps mode. That doesn't mean I don't think the game still looks and runs great on consoles. In fact, I think the optimization work is very good. It's one of the best games on consoles graphically.
Been similar in stills is a great result actually. The main advantage of PSSR against TAA or FSR is in motion!This is interesting. What could cause the difference to be so minimal?
HDR is broken?
Yes, and it seems that this video also corroborates what ElAnalista showed, that PSSR comes with a cost in fps (in certain areas where it was previously 60fps with TAAU, it's down to 50's fps with PSSR).worse performance and broken HDR (if correct) is not great. does the TAA mode add the RT reflections in this patch
Strange that you say that because DF seldom compares static shots. What they do is pause the game in a moment where the image of upscalers breaks up and explain the differences.TAAU also disintegrates detail of foliage and most other things in motion.
I get it DF decided to obsess over static images since November last year - and screenshots 'are' easier to compare in a forum - but if that was really the only thing that mattered, we'd never have needed anything other than FSR.
Yes, and it seems that this video also corroborates what ElAnalista showed, that PSSR comes with a cost in fps (in certain areas where it was previously 60fps with TAAU, it's down to 50's fps with PSSR).
The reason for keeping TAAU despite PSSR as an option is starting to make complete sense.
That is what I noticed right away. I turned PSSR off too.PSSR appears to remove the sharpen effect but blurs the foliage in the wind, dissapointed with its image quality. Balanced mode feels smoother than before, but feels lower resolution. I will continue to play in Quality mode with no PSSR.
PSSR appears to remove the sharpen effect but blurs the foliage in the wind, dissapointed with its image quality. Balanced mode feels smoother than before, but feels lower resolution. I will continue to play in Quality mode with no PSSR.
This is Quality mode PSSR vs No-PSSR in stationary position, only wind moves the foliage.
This is Quality vs Balanced in PSSR and No-PSSR in motion.
Are you sure bolded is true?It doesn't look worse though, like some early PS5 Pro releases with PSSR, and it does look nicer in motion while adding RT specular (this is just improved RTGI and not RT reflections as I understand it) and without a noticeable hit to the resolution (I mean it must be running at a lower resolution than with TAAU but it looks comparable with PSSR).
Yeah it's available on all modes.Can you use PSSR in Quality mode?
I believe Ubisoft refers to all rt reflections as "specular RT"Are you sure bolded is true?
I just checked ingame and took screens of PS5 Pro in Quality, Balanced and Performance in exactly the same spot in 3 different locations and Balanced post-update (with PSSR on) reflection look almost exactly the same as the reflections in Quality, while Performance they look noticeably different.
Would post the screens, but I don't know a working hosting site.
Is it broken regardless of PSSR on/off? If so, I'd assume another patch is incomingI noticed the brightness was a little funny after the update and I thought it might have just been my eyes screwing with me but most likely seems to be the HDR implementation.
Yeah, thought so.I believe Ubisoft refers to all rt reflections as "specular RT"
Not static shots 'exactly' but every PSSR video to date included extensive stationary camera analysis, which is where upscalers like FSR are at their absolute best (the subsample motion that exists in those scenarios is integral part of the algorithm - it's basically at the core of every TAA-derivative sample generation to jitter camera frame-2-frame - ie. it's not the kind of 'motion' that negates any of the benefits of TAA).Strange that you say that because DF seldom compares static shots.
That's the other part of analysis - but not what I was talking about of course. Also the amount of focus motion analysis got was at its peak when FSR 2/3.x was analysed.What they do is pause the game in a moment where the image of upscalers breaks up and explain the differences.
Correct. I'm going to assumeYeah, thought so.
But that does mean that Balanced uses RT reflections, just like Quality, correct?
Or maybe I was misreading the other Gaffer's post.
Good point on the performance drops. It seems PSSR is an easier choice for quality and balanced. In performance mode, the hideout is a near locked 60 with TAAU, but drops to the 50s with PSSR:Based on that comparison, the framerate has dropped, even in areas where it was previously locked at 60fps, and some blurring has been added to textures and vegetation in exchange for greater image stability. I think leaving the option ON/OFF to choose was a smart idea. It would have been different if PSSR had helped to include new effects, details or RT, but that wasn't the case. Among other reasons, because I believe its TAAU still has a great balance between performance, image quality, and cost/ms, hence why they kept it.
The improvement in the patch comes more from the inclusion of RT reflections in Balanced mode. It was incomprehensible that in that mode there was no difference compared to the same mode on base consoles except for a higher average DRS resolution. In fact, it seems they had to lower the average resolution to include RT reflections.
I'm waiting for a DF analysis and find out if what we saw in the ElAnalista review is corroborated (which should always be taken with a grain of salt). Especially, let's see if they describe what the situation is like with Hideout now with fps unlocked and if the rest of the platforms have seen improvements in any area.
Is it broken regardless of PSSR on/off? If so, I'd assume another patch is incoming
Before the patch, the HDR looked fine to me and after it looked broken. I could be wrong maybe it was broken in both instances and my eyes weren't trained enough to spot it.
I'm referring to the patch itself causing the issue, not because of PSSR.
Before the patch, the HDR looked fine to me and after it looked broken. I could be wrong maybe it was broken in both instances and my eyes weren't trained enough to spot it.
FSR3 is neither that good honestly especially with transparencies or foliage.. in Outlaw is also blurried compared PSSR; it's only a better AA in still and because it uses a sort of software denoiser which helps to hide the raytracing artifacts where PSSR seems completely lacking(bizzarly), especially noticeable in the metal surface.No one, I meant that PSSR has been really close to FSR3 and DLSS3, people just tend to exaggerate the differences
If I'm not misremembering Cerny talked about to targeting 1 MS fully optimized or around but I could be wrongHopefully Sony can improve the rendering cost of PSSR in future to get it closer to the cost of TAAU. Probably extremely hard considering how cheap TAAU is.
Would be nice to have, but it is not quite there yet at the moment. It's about equal to FSR2 on consoles in terms of rendering cost right now, and heavier than TAAU. Of course, improvements will be made in future.If I'm not misremembering Cerny talked about to targeting 1 MS fully optimized or around but I could be wrong
You want to improve the quality of the image reconstruction with these reconstruction techniques, not the performance.Would be nice to have, but it is not quite there yet at the moment. It's about equal to FSR2 on consoles in terms of rendering cost right now, and heavier than TAAU. Of course, improvements will be made in future.
I suppose for now they prioritizing the reconstruction "job". When they will reach the best possible, it will be the turn of the perfomance cost. Just a guess.Would be nice to have, but it is not quite there yet at the moment. It's about equal to FSR2 on consoles in terms of rendering cost right now, and heavier than TAAU. Of course, improvements will be made in future.
Sure, but 2ms is hardly ideal at the moment. And improving the performance does not exclude improvements to the image quality either. In a closed system like the Pro, every little performance win matters. It looks like the end goal, judging by Mark Cernys comments is FSR4+ image quality at close to 1ms rendering cost, which would be pretty ideal.You want to improve the quality of the image reconstruction with these reconstruction techniques, not the performance.
DLSS has only gotten heavier from DLSS 1 to 2 and now again from DLSS 3 to 4. The new transformer model is almost 15% more expensive at times.
You can always get a faster GPU. PS6 will be out in 3 years and should run these games at much higher internal resolutions (The ones that have DRS anyway). The focus should be on getting it to FSR4 quality.
yeah but FSR4 is more expensive than DLSS3 and FSR2 lolSure, but 2ms is hardly ideal at the moment. And improving the performance does not exclude improvements to the image quality either. In a closed system like the Pro, every little performance win matters. It looks like the end goal, judging by Mark Cernys comments is FSR4+ image quality at close to 1ms rendering cost, which would be pretty ideal.
Are these all with a static or a moving camera? If that's static that's a pretty massive difference.
Isn't DLSS4 heavier on comparable power GPUs to PS5Pro?Sure, but 2ms is hardly ideal at the moment. And improving the performance does not exclude improvements to the image quality either. In a closed system like the Pro, every little performance win matters. It looks like the end goal, judging by Mark Cernys comments is FSR4+ image quality at close to 1ms rendering cost, which would be pretty ideal.