It's a shame that despite the 45% increase in raw GPU power, the damn PSSR cost is taking up most if not all of it to reconstruct it. All the IQ issues he mentions towards the end compared to the fidelity mode are a result of them using a low 1080p-1180p base resolution to reconstruct from. 1440p or 4k quality would not have those issues with temporal stability.
This is precisely what I was warning about in the leak thread. FSR, DLSS, PSSR all have a cost of their own, and a 45% GPU bump was simply not going to be enough to get quality modes running at 60 fps even with PSSR. This is the 4th or 5th game now thats using PS5 performance mode settings and resolution on the Pro while spending all the extra GPU power on the PSSR reconstruction.
Until we see a game that has an uncapped fps that is using PSSR, measuring the cost of PSSR would be difficult. ANd while it will have a cost, at 2ms that cost would be easily quantifiable. What we are seeing here though, isn't saying all that 45% is going to PSSR. Especially when we can see that the base model, at 60fps, hit GPU bottlenecks sometimes that is mostly nonexistent on the PS5pro.
And if you ask me, this is a major win, not even for the PS5pro, but for where Sony's PSSR is at and what it's capable of reconstructing from 1080p/1180p > 4K. This likely would be reflective of most third-party game use case scenarios, as most third-party devs seem more likely to just slap PSSR on to the base model performance mode. And we know PSSR will get better in time.
I am curious if there is a system wide patch sony can use to replace new versions of PSSR into the games that are built to use it, or if every time its updated the devs have to patch in the new version of PSSR.