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Digital Foundry: Inside PlayStation 5 Pro: The Mark Cerny and Mike Fitzgerald Interview

Darsxx82

Member
Well, it's funny now to go back to all the comments from guys on Neogaf about how Sony had ignored, beaten and defenestrated DF when it came to offering content, interviews and information about PS5Pro before its launch...... The reality is that they had direct material and even personal interviews but for some reason they were only allowed to publish them today despite being recorded since October. Surely as a campaign to promote and make PS5Pro visible in the Christmas campaign.
 

omegasc

Member
Some good stuff there:
- "Spectral" is a tech branding (like Tempest) and they kinda hint at "Spectral Frame Generation".
- Since they are building from the ground up, this partnership with AMD might accelerate their network and bring improvements to PSSR.
- They MIGHT be able to update PSSR in games, but depends on how developers respond. Some may like it, some might be against changing their code. Mark even brought up that the user might be able to select it. Does not seem to be a high priority right now. (I'm sure people will complain about PC-ification :p)
- PSSR focuses on dynamic resolutions, DLSS usually has fixed resolution profiles (this has been changing, though). PoE2 options are very clear about it: you select the "max PSSR profile" the game should use, and it will adapt according to processing load. That's why sometimes there's no difference when you select the higher quality ones.. it's using "performance" or a lower one because of the current load.
 
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rofif

Can’t Git Gud
Cerny brushes it all off as just a gpu upgrade and so on. While we are dissecting the crap out of all of this lol.
Let consoles be consoles and leave pc-like tons of setting to pc. And that's what he says "we are making consoles over here, not pc".
He also says that pssr is the toughest thing they ever worked on and very very resource intensive. He pretty much said it's possible because of AMD resources.
That's insane because the whole dlss crap is nvidia trying to sell 20xx cards with new schtick and it grew into solution in search of a problem.
The whole AI stuff is nonsense to me. Sure it's better than FSR2 but fsr2 was already worse than just normal basic TAA. The whole temporal AI stuff is muddying the waters so much.
Ai as a hole is a huge energy hog for nothing. Nvidia sucks,.
 

yogaflame

Member
It will mature over time. We will see improvements starting next year
34a472f613db17a4c4696312bbefe8f4.gif
 

omegasc

Member
what the fuck is blue sky.
Why everyone and their mother keeps repeating blue sky like it's some actual thing.
Is it just new stupid twitter?!
did you watch the videos? He gave an example of a game that used loads of blue skies and their model didn't yet know what to do with it.
Here (timestamp):
 
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sncvsrtoip

Member
Expected more direct question why pssr is so poor in many more advanced graphicaly titles. Also Cerny on question how he see future of ps5 pro answering he is very happy with what developers did with it already make me rather worried ;d
 
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Vick

Gold Member
That Fitzgerald "Sounds like a challenge" line about Path Tracing on PS5 Pro was funny. Delusional.

But future looks bright indeed, PT, ray reconstruction/denoising, frame generation when needed to end 30fps "choppiness"..
Wonder why not a single mention of those current PSSR issues with some titles however, especially if they're truly caused by such elementary matters as winjer winjer suspects:

The issue with RT and AO might be an improper setting of the resolution of each effect.
Similar to LoDs and Mipamaps, these effects depend on the base resolution of the game.
So when it's being used with a temporal upscaler, the dev has to create an offset to these effects to render at the proper resolution.

The issue with vegetation might be an issue with the game not generating motion vectors for the grass or vegetation.
Having a reactive mask, or a pass to output velocity for these objects, could solve some issues.
It also doesn't help that the performance mode renders at 720p. This resolution is very low for a temporal upscaler to deal with.
 

winjer

Gold Member
That Fitzgerald "Sounds like a challenge" line about Path Tracing on PS5 Pro was funny. Delusional.

But future looks bright indeed, PT, ray reconstruction/denoising, frame generation when needed to end 30fps "choppiness"..
Wonder why not a single mention of those current PSSR issues with some titles however, especially if they're truly caused by such elementary matters as winjer winjer suspects:

Also, it might be a poor implementation of the upscaler. An example is that of CoD, where the issue with PSSR was about where in the pipeline, it was gathering data to upscale.
Considering that there are games where PSSR competes with DLSS in image quality, my guess is that in the games where it is lacking, it is due to an improper implementation.
Maybe Sony can help a bit by changing some things with their SDK. Or maybe some devs can stop being incompetent and fix their games or patches, before releasing them.
 

HeWhoWalks

Gold Member
Considering that there are games where PSSR competes with DLSS in image quality, my guess is that in the games where it is lacking, it is due to an improper implementation.
Maybe Sony can help a bit by changing some things with their SDK. Or maybe some devs can stop being incompetent and fix their games or patches, before releasing them.
Exactly.
 

winjer

Gold Member
And another thing. Several PC games, when DLSS2 was released had improper implementations. Mostly due to improper setting of LoD and MipMap bias.
DF even made a video teaching PC gamers on how to fix this with some tweaks.
But of course, on consoles, this is not possible.
So unless devs fix their own game, there is little we can do.
 

yogaflame

Member
Good thing Cerny mentioned and he is aware about denoising issue of RT for PSSR ML and about adding frame generation. He mentioned its all about prioritization, for now its IQ. I hope early next year there focus on training PSSR ML for Ps5 pro, is on RT denoising. Then next add frame gen features.

Keep training and growing PSSR :messenger_beaming:

mixcollage-19-mar-2024-07-29-pm-7225.jpg
 
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