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Alan Wake 2 on PlayStation 5 Pro – Behind The Scenes

Zacfoldor

Member
In the dark, miles apart
Made a promise that I'm coming out alive
Raging heart
Went too far
I will never lose myself again
Oh, I

Got my PS5 Pro today, ready to play,
Graphics so sharp
Graphics so shaarrrrpp

I gamed shitty for 1000 nights with no escape
Now it's finally over
Now I'm wide awake
No money in the bank
Oh I died like a million times on Wukong
with no misake
No it's finally over
Now I'm wide awake
Now I'm wide awake

Day 1 mathafackas.
 
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DanielG165

Member
Screenshots tell half the story. In motion it'll look much superior
Yeah, it’s similar to when the Xbox One X was nearing its release, and you had many basing their claims not being able to see the significant increase in fidelity and resolution off of either compressed videos on YouTube, or still shots. Once people saw what the X could do in-person, it was a much different story.

The PS5 Pro should deliver a similar experience, despite me personally not finding any value in it.
 

Topher

Identifies as young
In the dark, miles apart
Made a promise that I'm coming out alive
Raging heart
Went too far
I will never lose myself again
Oh, I

Got my PS5 Pro today, ready to play,
Graphics so sharp
Graphics so shaarrrrpp

I gamed shitty for 1000 nights with no escape
Now it's finally over
Now I'm wide awake
No money in the bank
Oh I died like a million times on Wukong
with no misake
No it's finally over
Now I'm wide awake
Now I'm wide awake

Day 1 mathafacka.

cat whatever GIF
 

Panajev2001a

GAF's Pleasant Genius


The usage of a GPU-driven rendering pipeline and its fine-grained culling with the skinning ran on GPU made it possible to create densely populated forest scenes with layers and layers of foliage and trees encountered during Saga’s gameplay segments taking place in the lush environments of the Pacific North-West.

While main camera view shading can effectively cull most of the unnecessary work, uncompromised ray tracing must build an acceleration structure using a large portion of the scene’s objects since ray tracing reaches beyond the limits of the screen-space information. The Pro’s improved hardware made it possible to build the acceleration structure for the most densely populated scenes, which was the major limitation before.

Right after the scene has undergone an update and skinning is complete, the acceleration structure, i.e., the bounding volume hierarchy (bvh), is built asynchronously on the GPU. This allows us to overlap non-dependent work that is not bottlenecked by the same limiters as the BVH building.

Etc…

Some people that knew for real (some real very very knowledgeable AAA game devs, not putting myself there) about CPU costs for RT as far as console game APIs work based on personal experience are chuckling at the RT requires X times more CPU power (on consoles)… 😗
 

Panajev2001a

GAF's Pleasant Genius
RT relies heavily upon the CPU and if your CPU isnt modern or strong enough, your $1000 card wont be able to run it.
Remedy is making a well argued case about console vs PC here or how people build RT in games that can shift the bottleneck to the GPU RT wise as well.
 

DanielG165

Member
Question. Is it really difficult to achieve 4k/60 fps with RT? Does it really need a $1000 dollar card to achieve it?
Incredibly so. RT is one of the most expensive, demanding, and resource intensive techniques used in the gaming space today, if not the most. Trying to reach that at a high quality, whilst delivering a high resolution image, AND pushing a high frame rate is incredibly difficult, and that’s putting it lightly.

There’s a reason why the most powerful GPUs still require a form of upscaling to get there, why the current gen consoles suffocate in RT-heavy titles that use more than just reflections, and why even the PS5 Pro requires upscaling to reach its final output, while having the fps for Quality mode in AW2 be at 30fps. RT is brutal on hardware.
 

Parazels

Member
Why did they pick out such dark and blurry scenes to demonstrate the new performance mode?
 
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I'm just not seeing a nearly £400 cost difference between base and Pro with the graphics being shown. Sure it's better but it's hardly significant and not worth IMO the premium price.

You probably never will if you just continue to look at these things through a PC/phone screen. It's why John was so much more impressed by FF7R when he actually went and looked at it in person.

If you are even considering it (based on if you're impressed enough) just go to best buy and purchase one and test it out yourself at home. If you don't like it, just box it back up and return it. It's so simple to do these days no real reason not to do it and just see for yourself.
 
Remedy is making a well argued case about console vs PC here or how people build RT in games that can shift the bottleneck to the GPU RT wise as well.

exactly, CPU has nothing to do with it...

PCs with a significantly better CPU still need a whooping RTX 4080 to run this 1440p/60 with RT

So the bottleneck is not the CPU
 
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Mister Wolf

Member
Yup, major disappointment. It does not matter how the graphics setting match the fidelity mode as long as it still have this bad dithering. And we have not even factor in how soft/blurry compare to the base ps5 fidelity mode.

They would have been better off leaving the settings alone and upping the input resolution as much as they could.
 

Vick

Gold Member
They would have been better off leaving the settings alone and upping the input resolution as much as they could.
This is what they say on the matter:

When considering potential options to improve the image quality, increasing the rendering resolution is among the easiest routes to go if you have enough GPU power.

We did multiple experiments, including upgrading the 60fps Performance mode output from 1440p to 4k and adding PSSR (Sony’s AI-based upscaling method), which positively impacted image crispness and stability under motion.

Increasing the internal rendering resolution consumes a lot of processing power, no matter how powerful your hardware is. However, in our experiments, even putting all the added power to increased rendering resolution provided a barely noticeable difference in the output image or its quality. Adding more pixels to gain visual quality is not straightforward with the new AI-based upscaling methods.

That being said, there still is a threshold on what resolution image you can feed to modern upscalers and expect good quality reconstruction results. Many different parameters affect the upscaling quality, ranging from the style of content to the choice of rendering algorithms that are used to produce the image. Every engine and artistic direction works in different ways.

When it comes to Alan Wake 2, it seemed a better idea to improve the signal that we feed into the denoising network rather than trying just to add more data. This led us to improve the rendering quality settings of the Pro Performance mode which is closer to what the base PlayStation 5 version’s Quality mode uses.

These upgraded settings provide the Pro version of Alan Wake 2 with a fast response rate combined with a sharper and better-quality image than was previously possible.
 
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They would have been better off leaving the settings alone and upping the input resolution as much as they could.

They said they tested it and settled for this solution

It's hard to judge for us as we don't know how well PSSR handles lower resolutions compared to other upscalers...

But don't worry, Battaglia is ready to fight for the PCMR

We will know soon
 
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DanielG165

Member
Pathtracing though? The PC version has this! If it was mentioned, my apologies!

If it matches the PC's graphics, I'm double dippin'!
No Pathtracing! That’s likely too much for this console to handle still. But the RT here looks a lot better than whatever the base PS5 could do.
 

Luck

Member
What on earth are some of you expecting?

lol dude. 4090's barely do that.

Once again. I don't care how poorly optimized this engine is. Since the base PS5 can already handle RT reflections in 30 fps in most titles , and in some even in 60 fps such as Spider-Man or Ratchet, I would rightly expect that after spending 800 euros on the new “Pro” hardware, the games on it will easily run already in full 60 fps with RT reflections. Meanwhile, you defend the crappy optimization of this engine, which, although it has its moments, doesn't look at all spectacular compared to other already released games on other engines that would easily handle RT at 60 fps on "Pro", offering this not at all inferior graphical spectrum.

So, this is why that update is totally disappointing to me.
 
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Kangx

Member from Brazile
We did multiple experiments, including upgrading the 60fps Performance mode output from 1440p to 4k and adding PSSR (Sony’s AI-based upscaling method), which positively impacted image crispness and stability under motion.
so yea, this is what I want. Don't care all these graphic if the performance mode still dithering bad.

Hopefully DF will produce a comparison with the ps5 performance setting at 1440p with DLSS to 4k and compare it to the pro performance mode. I doubt the later will fair better.
 

Mister Wolf

Member
so yea, this is what I want. Don't care all these graphic if the performance mode still dithering bad.

Hopefully DF will produce a comparison with the ps5 performance setting at 1440p with DLSS to 4k and compare it to the pro performance mode. I doubt the later will fair better.

Some will not credit it to the input resolution and just say DLSS just has way more temporal stability.
 

Gaiff

SBI’s Resident Gaslighter
Once again. I don't care how poorly optimized this engine is. Since the base PS5 can already handle RT reflections in 30 fps in most titles , and in some even in 60 fps such as Spider-Man or Ratchet, I would rightly expect that after spending 800 euros on the new “Pro” hardware, the games on it will easily run already in full 60 fps with RT reflections. Meanwhile, you defend the crappy optimization of this engine, which, although it has its moments, doesn't look at all spectacular compared to other already released games on other engines that would easily handle RT at 60 fps on "Pro", offering this not at all inferior graphical spectrum.

So, this is why that update is totally disappointing to me.
Alan Wale also uses software ray tracing for its lighting if I’m not mistaken. This game has a lot of high advanced rendering features even on consoles performance mode. This is one of the reasons the game is so GPU-intensive. It’s not your run-off-the-mill render.
 

Panajev2001a

GAF's Pleasant Genius
exactly, CPU has nothing to do with it...

PCs with a significantly better CPU still need a whooping RTX 4080 to run this 1440p/60 with RT

So the bottleneck is not the CPU
It is possible that DXR / Vulkan RT APIs do not really allow you to drive things from the GPU as much as on consoles. Again, if they wanted a faster CPU core for the Pro they could have, it does not mean they are dumb ;) (they have gained the benefit of the doubt I think).
 
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PandaOk

Banned
Longer distance reflections.
Pro has better looking hair detail.
hair1.png
hair2.png
I wonder if that’s down to the differences between PSSR and DLSS, and the rng of the screen filter effect. Def seems like PSSR brings out more contrast in the image while DLSS is softer. Relatively minuscule differences (prefer the colour on the PC side but that could be down to Nvidia versus AMD GPUs). Fun comparisons ahead. I’m not expecting PSSR to beat DLSS on its first outing, and they may very well tune it differently (for ‘average’ TV viewing conditions), but finally having AI based Upsampling on the consoles is great.
 
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ChiefDada

Gold Member
Eh....Pro looks blurrier there to me

Hmm, Pro seems to be resolving more detail making the trees fuller. Take a look at the sparse tree, second from the right. DLSS resolves less of the tree trunk as it nears the top resulting in gaps, whereas PSSR seems to draw in full.
 

kevboard

Member
Nah lol.

This is a 3070 on its last legs running 4k dlss quality at medium settings with no RT.



PS5 doesn't run medium settings. PS5 in quality mode runs SSR, SDF reflection and post processing on low for example.
also 4K DLSS quality is native 1440p, while PS5 Pro renders at 1224p, which is actually lower than even DLSS balanced (1253p)

edit: looking at the video, the "medium" preset runs many settings at high that the PS5 also runs at medium, like Shadow detail and shadow resolution
 
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