Bojji
Member
Some notes from the new DF special, just went over the first 3 games so far.
- First up is TLOU, PSSR seems to have some problems with ghosting. Especially on fine detail like grass.
- TLOU Part 2, 1440p upscaled to 4K with PSSR.
- Close enough or better in some ways vs native 4K.
- Ratchet and Clank is 1440p-1800p, right around Ratchet and Clank Quality mode. Upscaled to 4K with PSSR.
- Settings are from the reduced settings performance RT mode and not quality mode of PS5. Compared to PC has reduced LOD, no background DoF, and less crowd density.
- Compared to PC upscalers at 4K quality. Way better vs FSR 3.1 in general, less ghosting and fizzle, however distant trees have more shimmering. Compared to DLSS there is more shimmering on distant trees and objects in motion are handled better with DLSS.
- Conclusion, better than FSR 3.1 in a lot of ways, not quite as good as DLSS.
- Not equal to 4K in this game, puzzled as to why as other games are better.
- No mention of additional RT effects like the PC version has.
- Alan Wake 2, only have very limited footage.
- Appears to have two modes, 30fps vs 60fps.
- 60fps mode is 864p, 30fps mode is 1260p.
- No signs of FSR2, almost certainly PSSR, but very little footage. FSR2 was terrible in this game, PSSR would be welcome.
- 30fps has RT reflections, 60fps does not.
Forbidden West is up next.
- Compared to 4070, 4K DLAA DRS, Max setting.
- Pro footage is softer. Didn’t really look like 4K.
- Shadows and volumetrics look different, same thing is observed on the base PS5 version.
- It appears Forbidden West is not using PSSR. Still using 4K checkerboard but not quite 100% sure.
- Absolutely no sign of improved effects mentioned in the reveal video. No improved lighting.
- Richard stressed that these are retrofit patches, the developers are busy with other projects. Not a lot of development effort is going to be spent on these Pro modes.
- Hogwarts Legacy has more reflections but the reflections have way more breakup and noise because of this. Seemingly a higher roughness cutoff so more objects have reflections but lots more noise because of this. Probably because UE4 allows for some objects to have less rays which in turn leads to more noise. Bit of a mixed bag.
- RT shadows are included, look a bit odd and misaligned in some spots looks to be mixed with screen space shadows. Lake reflections are not RT.
- Footage supplied is 30fps.
- GT7 has RT reflections during gameplay.
- Immediate reaction is the game looks noticeably lower resolution.
- Pixel count is 1188p, upscale to 4K via PSSR. Huge drop in resolution.
- RT reflections are still quarter res. Not really great looking.
- Still way better reflections vs Forza motersport. Still has that high roughness cutoff, so all types of materials have appropriate reflections.
- Dragons Dogma 2, not much footage again.
- 60fps, looks to be using PSSR, not seeing ugly checkerboard artifacts.
- AC shadows, also limited footage.
- 60fps and 864p, PSSR.
- Lots of fast motion, some of the post processing does not look great.
Rest of the video is answering questions and doing some own speculation regarding PS5 Pro boost mode that allows the entire +45% of the GPU to be applied to games that don’t get dedicated Pro patches.
PS fanboys right now:

So what happened to this?
