Or it's just… RTGI on the scale used in their games, and at 60 fps is simply intensive for an APU to render? The PS5 Pro isn't magic; it doesn't suddenly unlock Nirvana.Ok so it's just the Bethesda studios that are lazy then.
I would agree. However, AC: Shadows existing negates everything you said.I really don't understand how people don't get that the Pro is barely more powerful and can't really get huge upgrades in games where devs simply don't want to use PSSR.
the PS5 Pro has a 45% more powerful GPU... that's it. yes it has better RT hardware, but that won't help you if the old Zen 2 CPU holds you back as RT is almost always also gonna increase CPU strain.
what exactly do you guys think they could add to the pro version? because all I see is people saying they didn't do enough, and not a single concrete and realistic upgrade they could add.
who knows if PSSR would increase image quality in this title for example? pure speculation if adding it would benefit the game.
add RT reflections maybe? ok, but what if the CPU is the limiting factor here? having RT reflections means more things off-screen need to be drawn and animated... that's gonna cost you CPU cycles.
the reason Forza Horizon 5 could only add the RT car reflections in quality mode is very likely due to it not hitting 60fps with it on due to a CPU limit for example.
and anything else they could do would probably be such a small addition that you wouldn't even notice it.
when you guys bought a console that has only 45% more GPU power, barely higher CPU clocks, and only a smidge more memory available for games, which is mainly reliant on an ML upscaler to do the heavy lifting, you should all have known what you get yourself into.
not every game is running on old UE4 versions with no TAAU support, that instantly look 4x better thanks to PSSR, like FF7 does.
I really am surprised how going from eternal to this that id dropped the ball so bad for console especially on a pro.
This is the worst pro implementation for a AAA title.
I would agree. However, AC: Shadows existing negates everything you said.
AC: Shadows doesn't really negate anything he said, honestly. Performance mode on Pro for this game is 60 fps with RTGI, and "Quality mode" is 30/40 fps due to RT reflections being active. In no universe would a 30 nor 40 fps mode be acceptable in a game like DOOM. So, in that case, what else could iD have done with a Pro port for TDA? It can't realistically nor reasonably push anything further without performance being hindered severely, and thus an uptick in overall resolution likely was the safest and most intelligent option.I would agree. However, AC: Shadows existing negates everything you said.
Again, the pro has hardware that provides 2-3x faster ray tracing and has the ability to utilise AI upscaling to further increase headroom beyond what it's bigger GPU can already provide.Or it's just… RTGI on the scale used in their games, and at 60 fps is simply intensive for an APU to render? The PS5 Pro isn't magic; it doesn't suddenly unlock Nirvana.
Mark Cernys worst designed console yet. Pssr is not great and almost no games even have improved RT on Pro let alone achieve the fabled "quality mode at 60 fps using pssr". Pssr is very unstable still and will be dropped for FSR4 when that comes out most likely. I have so many questions I'd like to grill Cerny with regarding the Pro.
They didn't bother to use pssr for starters which is the main idea behind achieving higher settings at 60 fps by dropping the internal resolution. When so many 3rd parties have at least attempted to use pssr (results admittedly haven't been great), but its a fact that if Indiana Jones and Doom had used pssr they would gain headroom to increase RT settings at least ...AC: Shadows doesn't really negate anything he said, honestly. Performance mode on Pro for this game is 60 fps with RTGI, and "Quality mode" is 30/40 fps due to RT reflections being active. In no universe would a 30 nor 40 fps mode be acceptable in a game like DOOM. So, in that case, what else could iD have done with a Pro port for TDA? It can't realistically nor reasonably push anything further without performance being hindered severely, and thus an uptick in overall resolution likely was the safest and most intelligent option.
1800p with drops to around 1296p, yet maintaining 60 fps for the most part outside of a few areas, whilst RTGI is active, sounds like a good use of the PS5 Pro to me.
Again, the pro has hardware that provides 2-3x faster ray tracing and has the ability to utilise AI upscaling to further increase headroom beyond what it's bigger GPU can already provide.
Bethesda hasn't bothered with any of that to even make a single noticeable graphical setting change between the system and base PS5. Just a simple resolution increase which is barely noticeable and job done.
To think that the XSX/PS5 pro can run this game at 60fps and yet suggest it's the pro's APU that is unable to handle a single increase in graphical settings is an interesting take.
Yeah it's not the best purchase so far. As usual I just got caught up in the hype, paid $1150 in total with the discdrive in my inflation and tax infested country.You will never get it expect in a few titles. Buying this console was a mistake, especially at that price
People acting like they've never seen a mid gen refresh console before.
On XOX (and I'm sure the PS4 Pro) most games were just a tweaked setting here and there, a higher res, or a better framerate - sometimes even less as a result of the higher res being pushed!
Still staying the fool, I see.
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Why did they concentrate on mentioning it's software based and not on the fact that in one of these the mountain is a low res blur and there is severe aliasing on the ribs?industry leading graphics right here...
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No, it isn't???. And you have games where there is no PSSR or using PSSR clearly comes at a cost to performance despite the native resolution cutoff.They didn't bother to use pssr for starters which is the main idea behind achieving higher settings at 60 fps by dropping the internal resolution. When so many 3rd parties have at least attempted to use pssr (results admittedly haven't been great), but its a fact that if Indiana Jones and Doom had used pssr they would gain headroom to increase RT settings at least ...
It's only Microsoft limitedseries x runs great here
why can't ps5 push locked 60 though ? is it CPU limited?
Okay but it's not unlikely that Series X and S were lead platforms and MS chose to not put in enough resources in time to optimize the PS versions to the same level as the Xbox versions. It's bad however you look at it from a multiplat publisher perspective. They need to do better. DF say that PS5 even drop lower in fps than Series S at times.The narrative that id Software purposefully botched the PS5 version to make Series X look good is borderline flat-earth levels of delusion.
Oh so the fault is the pro hardware specs, we can finally relieve now that we know they put all the best effort they can, people is really so malicious.I really don't understand how people don't get that the Pro is barely more powerful and can't really get huge upgrades in games where devs simply don't want to use PSSR.
the PS5 Pro has a 45% more powerful GPU... that's it. yes it has better RT hardware, but that won't help you if the old Zen 2 CPU holds you back as RT is almost always also gonna increase CPU strain.
what exactly do you guys think they could add to the pro version? because all I see is people saying they didn't do enough, and not a single concrete and realistic upgrade they could add.
who knows if PSSR would increase image quality in this title for example? pure speculation if adding it would benefit the game.
add RT reflections maybe? ok, but what if the CPU is the limiting factor here? having RT reflections means more things off-screen need to be drawn and animated... that's gonna cost you CPU cycles.
the reason Forza Horizon 5 could only add the RT car reflections in quality mode is very likely due to it not hitting 60fps with it on due to a CPU limit for example.
and anything else they could do would probably be such a small addition that you wouldn't even notice it.
when you guys bought a console that has only 45% more GPU power, barely higher CPU clocks, and only a smidge more memory available for games, which is mainly reliant on an ML upscaler to do the heavy lifting, you should all have known what you get yourself into.
not every game is running on old UE4 versions with no TAAU support, that instantly look 4x better thanks to PSSR, like FF7 does.
Make to you a favour sell your ps5 pro and buy a good pc. Anyway it's not like Sony hide to you the specs of the ps5 pro before the launch.Mark Cernys worst designed console yet. Pssr is not great and almost no games even have improved RT on Pro let alone achieve the fabled "quality mode at 60 fps using pssr". Pssr is very unstable still and will be dropped for FSR4 when that comes out most likely. I have so many questions I'd like to grill Cerny with regarding the Pro.
If Cerny knew that he had to keep the CPU the same for compatibility reasons then why didn't he give us more than 45% on the GPU? Why would he improve RT capabilities if he knew that the weak CPU wouldn't allow devs to take advantage of those RT gains? Why say the Pro eliminates having to choose quality or performance mode when that was BS?
And at $700 + $100 for a disc drive Sony charged enough they shouldn't have had to be so conservative with specs. Why wasn't PSSR properly trained and iterated on so it was ready to handle UE5 and RT better? Instead of the noise and artifact ridden examples we have?
Why is Sony so lax and without standards for games in securing the coveted "Pro Enhanced" tag? Despite the weak specs, devs should still be able to get more out of games like Indiana Jones and Doom on Pro ...
I don't buy that Pro couldn't handle RT reflections for instance in Doom...or something better than Low setting of Rtgi in Indiana Jones! But Sony doesn't care about Pro owners instead they would rather enable devs to release weak ports under the guise of "Pro enhanced" because its purely about making money with Microsoft now. They know people will act like these games are good on Pro even when they're not. 3 games from MS in the last several weeks that amounted to higher dynamic resolution and nothing else. Oblivion, Doom, and Indiana Jones. So they were developed using the Pro's sdk and that makes it alright to simply have higher DRS range? I don't think so!
Game looks fabulous my Series X is all ready for it
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What a load or rubbish and I don't even own a console. Much more powerful GPU not even counting RT, better CPU, more bandwidth and more memory but somehow less stable performance than a Series X. That's just amateur hour development.I really don't understand how people don't get that the Pro is barely more powerful and can't really get huge upgrades in games where devs simply don't want to use PSSR.
the PS5 Pro has a 45% more powerful GPU... that's it. yes it has better RT hardware, but that won't help you if the old Zen 2 CPU holds you back as RT is almost always also gonna increase CPU strain.
what exactly do you guys think they could add to the pro version? because all I see is people saying they didn't do enough, and not a single concrete and realistic upgrade they could add.
who knows if PSSR would increase image quality in this title for example? pure speculation if adding it would benefit the game.
add RT reflections maybe? ok, but what if the CPU is the limiting factor here? having RT reflections means more things off-screen need to be drawn and animated... that's gonna cost you CPU cycles.
the reason Forza Horizon 5 could only add the RT car reflections in quality mode is very likely due to it not hitting 60fps with it on due to a CPU limit for example.
and anything else they could do would probably be such a small addition that you wouldn't even notice it.
when you guys bought a console that has only 45% more GPU power, barely higher CPU clocks, and only a smidge more memory available for games, which is mainly reliant on an ML upscaler to do the heavy lifting, you should all have known what you get yourself into.
not every game is running on old UE4 versions with no TAAU support, that instantly look 4x better thanks to PSSR, like FF7 does.
Vrs needs to die, I'm sure now the ps5 pro supports hardware VRS everyone can now agree it's dogshite.VRS on Xbox Series X sometimes looks like it's broken up.
From the DF video, Doom Eternal looks sharper and of higher quality than the jagged Dark Age.
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Because that's what oh so important, right?Xbox wins!
You've edited your post multiple times now in the space of 5 minutes to something completely different. It's commendable I guess to be less abrasive, but how about sticking to what you originally said? Because it's clear you just wanted to have a go at me because you perceived my criticism as some sort of slight against the entire Pro's existence (I own one by the way).
Maybe take a moment to recognise that a Pro owner seeing developers put in the bare minimum effort, when I know the system is capable of far more (see: those countless other games) is going to be disappointing.
This isn't the first time you've done this and then cooled off later. Try to be less reactionary in future.
It's not broken. It's working as intended, at quarter resolution. There is not way to get around it (get rid of the quarter resolution blocks), if there was after 5 years those developers would have found a way around it.VRS on Xbox Series X sometimes looks like it's broken up.
From the DF video, Doom Eternal looks sharper and of higher quality than the jagged Dark Age.
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Game looks fabulous my Series X is all ready for it
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It's not broken. It's working as intended, at quarter resolution. There is not way to get around it (get rid of the quarter resolution blocks), if there was after 5 years those developers would have found a way around it.
This is why COD developers (and most others developers) don't use it, because it's a bad tech and they use their own custom software VRS.
Could be a patch thing.Nah, the feature works. VRS is applied on certain elements only.
Despite it, the overall screen clarity is notably sharper on Xbox.
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And it helps retain performance, the PS5 is running ~10 fps behind Series X in the same combat areas.
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You think VRS give 10 fps of advantage? It's extremely unlikely. Especially because fps drops in combat in theory are cpu tied. Seems just they rushed the ps5 port to me especially considered ps5 pro has the same strange drops.Nah, the feature works. VRS is applied on certain elements only.
Despite it, the overall screen clarity is notably sharper on Xbox.
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And it helps retain performance, the PS5 is running ~10 fps behind Series X in the same combat areas.
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You think VRS give 10 fps of advantage? It's extremely unlikely. Especially because fps drops in combat in theory are cpu tied. Seems just they just rushed the ps5 port to me.
The 14% is used to rise the resolution nothing else. Fps drops in combat are related to the cpu usage. Which make me think they haven't optimized well the variables frequency usage.The whole 10fps? no, but it definitely helps.
When The Coalition shifter Gears 5 / Tactics to Tier-2 VRS, it helped retain 14% GPU performance with imperceptible visual changes.
That 14% is then helping out the GPU with higher DRS or eliminating GPU bottleneck related drops, among other things.
I don't know if that's what's happening (probably), but it would be funny to "complain" about that situation when PS5 is usually the Studios' base platform for the vast majority of the time and the rest of the versions are the ones that adapt to that circumstance...Okay but it's not unlikely that Series X and S were lead platforms and MS chose to not put in enough resources in time to optimize the PS versions to the same level as the Xbox versions. It's bad however you look at it from a multiplat publisher perspective. They need to do better. DF say that PS5 even drop lower in fps than Series S at times.
Nah, the feature works. VRS is applied on certain elements only.
Despite it, the overall screen clarity is notably sharper on Xbox.
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And it helps retain performance, the PS5 is running ~10 fps behind Series X in the same combat areas.
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Where do you heard this bullshit? Guess it's the typical excuse of some egos to accept sometimes ps5 overtake the series X.I don't know if that's what's happening (probably), but it would be funny to "complain" about that situation when PS5 is usually the Studios' base platform for the vast majority of the time and the rest of the versions are the ones that adapt to that circumstance...
You know it and they know it too....