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[Digital Foundry] Mark Cerny: FSR 4 'Re-Implemented' For PS5 Pro - Next-Gen PSSR Coming 2026

viveks86

Member
Sparsity in the best scenario can improve a 20% to 30%
In reality, perhaps. We are talking specs, which is always the theoretical maximum. Straight from AMD:

The number above was calculated without taking into consideration the improvement in performance that can be realized if the zero values in the matrices are compressed. If half of the zeroes are removed, you reduce the number of unnecessary operations by 50%, which results in a performance improvement of 2X. This is the definition of sparse TOPS. A matrix that has been compressed to eliminate zero-values is a sparse matrix, whereas a matrix with zero and nonzero values is a dense matrix.
Sparsity is powerful because it can theoretically improve system performance by up to 2X.
Also, the theoretical performance improvement usually cannot be implemented in a practical system, so take any performance claims with a grain of salt.

https://community.amd.com/t5/adapti...re-they-what-s-the-difference-and/ba-p/560782

Given the theoretical uplift, manufacturers will always quote the highest possible number. The "up to" has pretty much become implicit with all claims, so that applies to everything.
 
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mansoor1980

Gold Member
Dune 2 GIF by Warner Bros. Pictures
9mx188.jpg
 

Radical_3d

Member
Just think of it as an optimization technique that doubles performance. Like zipping a file and copying it increases how much you can effectively copy in a second, "sparse matrix computation" doubles neural net performance.
So, Sony sold me a 1.000€ console with ML capabilities worth of a 850€ card but a model that works like a 300€ card. One of lime and one of sand, as we say here.
 

Ashamam

Member
Some gaming news sites were saying that everyone should thank Sony for FSR 4.

Now the news comes out saying that Sony will adapt FSR 4 for the PS5 Pro.
:messenger_tears_of_joy:

So Sony rolls their own solution, then enters into a partnership with AMD bringing that knowledge with them, thereby accelerating FSR4 development and you think they deserve no acknowledgment?

You realise an argument can be made in broad terms that FSR4 is actually PSSR2? Well not really as the hardware targets are different and that influences project scope and ambition, but the bones of FSR4 are obviously PSSR.

Pay attention to the timelines. Apologies for bothering you if you were just trolling.

Going forward the reality is we have two solutions, PCAmethyst and PSAmethyst. Both tuned to specific hardware. With PSAmethyst to further fork in the future to reflect Pro/PS6 differences. Albeit that will probably align closer to PC, but whether it also exactly mirrors the output will remain to be seen, as if Sony gets a good result on the Pro that might greenlight PS6 hardware cutbacks vs PC. Which frankly is going to be Sony's preferred solution to help with reigning in hardware costs.
 
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Gaiff

SBI’s Resident Gaslighter
So, Sony sold me a 1.000€ console with ML capabilities worth of a 850€ card but a model that works like a 300€ card. One of lime and one of sand, as we say here.
1000€ did I miss the price increase memo?

The ML capabilities are in line with modern GPUs.

The model has no price or class of cards. DLSS4 also works on the plucky RTX 2060. Does this make the Transformer model that of a $250 card from 2018? Of course, not.
 

Ashamam

Member
So yeah. That’s my entire point, it’s far better than fsr2 and Oliver doesn’t give it any credit here

Yeah I watched the segment a moment ago, and Olivers take on PSSR really sounded off. Its like he decided the worst of PSSR is how it should be judged in comparison to FSR4. Talk about leaving a ton of context on the cutting room floor. I may have misread him but there seemed to be some pretty condescending facial work going on as well.
 

viveks86

Member
So, Sony sold me a 1.000€ console with ML capabilities worth of a 850€ card but a model that works like a 300€ card. One of lime and one of sand, as we say here.
Assuming you aren't exaggerating prices based on where you are, for a first cut, yes. Bear in mind that this is the first time this has been achieved on a console and the first time Sony even took a crack at it. FSR 4 isn't out yet and will work only on cards that aren't out yet. Meanwhile we have a mass produced console that will have legs and can benefit from improvements for 4 years. I'd still give this an A for how future proof this makes the Pro. This has me excited for 2026 games and beyond. Next generation is going to be a whole other level. Cerny should start Bryan Johnson's routine so he is in his prime for another 20 years. The man is a visionary
 
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SweetTooth

Gold Member
FSR4 is AMD finally catching up to Nvidia. Nvidia still has an edge via its new Transformer model, but it looks like FSR4 still holds up even against direct comparisons with DLSS 4 having the edge in sharpness fine detail.

TLDR: PSSR 1.0 is yesterdays news, time for Sony to learn what they can from the all the advances seen in FSR4 and implement what they can.

Sony HAS co-developed FSR4..

As per the legend himself:
"The neural network (and training recipe) in FSR 4's upscaler are the first results of the Amethyst collaboration," Cerny told us. "And results are excellent, it's a more advanced approach that can exceed the crispness of PSSR. I’m very proud of the work of the joint team!"...We don't believe sparsity is useful for this particular upscaling algorithm.
 

Wolzard

Member
So Sony rolls their own solution, then enters into a partnership with AMD bringing that knowledge with them, thereby accelerating FSR4 development and you think they deserve no acknowledgment?

You realise an argument can be made in broad terms that FSR4 is actually PSSR2? Well not really as the hardware targets are different and that influences project scope and ambition, but the bones of FSR4 are obviously PSSR.

Pay attention to the timelines. Apologies for bothering you if you were just trolling.

Going forward the reality is we have two solutions, PCAmethyst and PSAmethyst. Both tuned to specific hardware. With PSAmethyst to further fork in the future to reflect Pro/PS6 differences. Albeit that will probably align closer to PC, but whether it also exactly mirrors the output will remain to be seen, as if Sony gets a good result on the Pro that might greenlight PS6 hardware cutbacks vs PC. Which frankly is going to be Sony's preferred solution to help with reigning in hardware costs.

The timeline is:

- AMD was developing an AI solution for its FSR upscaling. RDNA 3 incorporated some matrix accelerator instructions that are important for achieving machine learning upscaling. This to me indicates that there was already an intention to do this probably in FSR3.
- Sony was developing an AI solution for the PS5 Pro, likely based on RDNA 3.
- Their paths crossed when Sony noticed that AMD's solution was better, despite being computationally heavier. So they joined forces to share models to improve both companies' solutions.
 

Ashamam

Member
The timeline is:

- AMD was developing an AI solution for its FSR upscaling. RDNA 3 incorporated some matrix accelerator instructions that are important for achieving machine learning upscaling. This to me indicates that there was already an intention to do this probably in FSR3.
- Sony was developing an AI solution for the PS5 Pro, likely based on RDNA 3.
- Their paths crossed when Sony noticed that AMD's solution was better, despite being computationally heavier. So they joined forces to share models to improve both companies' solutions.

Nope. Per Cerny.

The neural network (and training recipe) in FSR 4’s upscaler are the first results of the Amethyst collaboration,” he says, calling it “a more advanced approach that can exceed the crispness of PSSR.

FSR4 is from Amethyst, and Amethyst post dates PSSR. Or at least it kicked off as PSSR was finalising (2023). ergo, Sony IP was injected at the beginning of Amethyst bootstrapping the project. I'm sure AMD were working well in advance on hardware capability but that wasn't what I was talking about.

edit: perhaps AMD rolled in their own pre FSR4 ML work assuming they had any, but afaik there is no reporting on that at all. What it looks like to me is AMD got to a point in the hardware where they needed to get serious on the software and they knew Sony were rolling their own, decided it was a great pathway to hitting their own targets and Amethyst was born. That or they weren't happy with their own progress. Hence I stand by my opinion PSSR is the bones of Amethyst. Quite possibly Sony are bringing patents to the party as well.
 
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Nice for PlayStation and pc gamers but where dose this leave Xbox? Do they have their own version? Will there even be next gen Xbox, so much uncertainty for Xbox fans, no wonder so many are jumping ship.
 

Wolzard

Member
Nope. Per Cerny.



FSR4 is from Amethyst, and Amethyst post dates PSSR. Or at least it kicked off as PSSR was finalising (2023). ergo, Sony IP was injected at the beginning of Amethyst bootstrapping the project. I'm sure AMD were working well in advance on hardware capability but that wasn't what I was talking about.

edit: perhaps AMD rolled in their own pre FSR4 ML work assuming they had any, but afaik there is no reporting on that at all. What it looks like to me is AMD got to a point in the hardware where they needed to get serious on the software and they knew Sony were rolling their own, decided it was a great pathway to hitting their own targets and Amethyst was born. That or they weren't happy with their own progress. Hence I stand by my opinion PSSR is the bones of Amethyst. Quite possibly Sony are bringing patents to the party as well.

You are omitting the first part of Cerny's interview:

PlayStation lead system architect Mark Cerny says that "our target is to have something very similar to FSR 4's upscaler available on PS5 Pro for 2026 titles as the next evolution of PSSR."

The neural network he mentions is the work they're doing to adapt it for the PS5 Pro. This is the first project in the collaboration between the two manufacturers.
 

Ashamam

Member
The neural network he mentions is the work they're doing to adapt it for the PS5 Pro. This is the first project in the collaboration between the two manufacturers.
I'm not omitting anything. The quote is self contained, it doesn't need context, everything you need for comprehension is in the sentence. The neural network he mentions is literally the product of Amethyst and part of FSR4. You can draw a straight line from PSSR -> Amethyst -> FSR4 -> FSR4onPSPRO (or PSSR2 branding, PSSR1.5?)

Its clear to me you are completely misreading the whole process. The only thing in question is how far FSR4 deviated from PSSR. They moved pretty quickly so I'm tipping whatever they did was heavily influenced by PSSR first hand experience, lessons learnt in what to do and what not to do. So whilst the end result may or may not incorporate much actual code from PSSR, I have zero doubt FSR4 stands firmly on the shoulders of PSSR.

The quote you pulled out is just what happens now FSR4 exists. Future timeline vs past timeline.
 
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Clear

CliffyB's Cock Holster
I guess I don’t understand why Sony didn’t put RDNA4 into PS5 Pro?
Probably not ready in time for their launch target, and I mean this in terms of both the hardware and software component which I suspect were developed concurrently.

Is there something special about PS5 Pro’s hardware that has an advantage vs RDNA4?

Its just different silicon. Sony's modifications to AMD's fundamental design in the case of the PS5Pro's APU were in large part repurposing certain parts of the chip in such a way that they could be used to do AI tasks.
It basically breaks interoperability at a driver level with AMD's stuff, so Sony need to effectively create their own.

I dont think RDNA4 would break BC, because surely PS6 will just use a new architecture and still have BC

Its fundamentally a software solution. Forget all the marketing bullshit about AI and neural networks. Its just a method of transforming data, a computer program. The hard part is figuring out the best performing (in terms of quality of output) method, and having hardware that can do this in a usable timeframe. What's more is that it needs to be a sort of "black box" function where the user (the dev) simply feeds it a certain set of parameters and it takes a smaller image and produces a larger one (or multiple versions of in the case of frame-gen). Meaning that the only real issue that the developer needs to worry about is how much frame time it takes to do its work and whether it needs extra memory to function.

These last two things are why Sony is ensuring that the game needs to have its PSSR implementation linked statically via title updates as opposed to simply during system software updates. Because a console is a closed system they can't simply assume that extra memory or raster time won't break certain games.

Bottom line; the important part is the software, which is going to continually improve as techniques and knowhow expand. Which is why AMD and SONY teaming up is going to prove beneficial to both even if they end up forking off their hardware designs into configurations best suited to their businesses. This is the beauty of it, PSSR and FSR aren't competitors. Just different brandings for what could end up being AI stews with mostly identical recipes!
 
1000€ did I miss the price increase memo?

The ML capabilities are in line with modern GPUs.

The model has no price or class of cards. DLSS4 also works on the plucky RTX 2060. Does this make the Transformer model that of a $250 card from 2018? Of course, not.


Ahem* it’s actually 1099€ when you continue to inflate it and slap an € on the end.

Did I do it right?

…1250€ okay that was the last one, I’ll see myself out.
 
Probably not ready in time for their launch target, and I mean this in terms of both the hardware and software component which I suspect were developed concurrently.



Its just different silicon. Sony's modifications to AMD's fundamental design in the case of the PS5Pro's APU were in large part repurposing certain parts of the chip in such a way that they could be used to do AI tasks.
It basically breaks interoperability at a driver level with AMD's stuff, so Sony need to effectively create their own.



Its fundamentally a software solution. Forget all the marketing bullshit about AI and neural networks. Its just a method of transforming data, a computer program. The hard part is figuring out the best performing (in terms of quality of output) method, and having hardware that can do this in a usable timeframe. What's more is that it needs to be a sort of "black box" function where the user (the dev) simply feeds it a certain set of parameters and it takes a smaller image and produces a larger one (or multiple versions of in the case of frame-gen). Meaning that the only real issue that the developer needs to worry about is how much frame time it takes to do its work and whether it needs extra memory to function.

These last two things are why Sony is ensuring that the game needs to have its PSSR implementation linked statically via title updates as opposed to simply during system software updates. Because a console is a closed system they can't simply assume that extra memory or raster time won't break certain games.

Bottom line; the important part is the software, which is going to continually improve as techniques and knowhow expand. Which is why AMD and SONY teaming up is going to prove beneficial to both even if they end up forking off their hardware designs into configurations best suited to their businesses. This is the beauty of it, PSSR and FSR aren't competitors. Just different brandings for what could end up being AI stews with mostly identical recipes!


4 months is not a long time, seems like a heck of a lot of work on Sony's end for the Pro which will inevitably just get scrapped. They could have just delayed the Pro if it wasn't ready.
 
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Ashamam

Member
4 months is not a long time, seems like a heck of a lot of work on Sony's end for the Pro which will inevitably just get scrapped
It would only be scrapped if FSR4 was a parallel totally independent effort. Which is not the case. Its speculation obviously as to how much of FSR4 derived from PSSR, but unless you argue the companies siloed PSSR from Amethyst, including devs, there is no reason to believe that the work done on PSSR was wasted. Could be quite the opposite, it might have been foundational. I see that as much more likely obviously from my comments.

Also again watch the timelines, its not 4 months, PSSR was pretty much baked in 2023. Once they had the model down, they had more training to do, along with SDK integration etc etc. I'm sure they needed every one of the at least 12 months to get ready to ship. Evidenced by the fact out of the gate PSSR could fall over on third party (untrained likely) games.
 
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RafterXL

Member
Cool. The faster the better. Better IQ and better performance is always welcomed. My only issue with closed hardware, like a console using this tech, is that games that used the first iterations of it will most likely be stuck with the worst versions of it forever, and that sucks. Sony needs to have a small, dedicated, team that does nothing but work on updating games to newer version compatibility and implementation.

Because Cerny is down, everyone here is all about fake frames and fake resolutions?
Don't you know? Any technology has two phases, BPS (before Playstation) and APS (after Playstation). Anything tech that is available BPS is terrible, "fake", stupid, useless, etc. The minute it hits PS hardware it becomes APS and it's "the future" and "amazing". It's kinda hilarious. I can't wait until frame generation hits consoles, the whiplash will be immense.
 

Topher

Identifies as young
Because Cerny is down, everyone here is all about fake frames and fake resolutions?


Don't you know? Any technology has two phases, BPS (before Playstation) and APS (after Playstation). Anything tech that is available BPS is terrible, "fake", stupid, useless, etc. The minute it hits PS hardware it becomes APS and it's "the future" and "amazing". It's kinda hilarious. I can't wait until frame generation hits consoles, the whiplash will be immense.

Upscaling tech has been discussed all generation. This ain't exactly new. Where is all the frame gen talk?
 

RafterXL

Member
It already has, BMW, and the reception hasn't been great. Exception to your rule?
That's one game. It's also in TFD as well. Wait until it's in Insomniac and Naughty Dog games. Wait until GTA6 has it. A lot of the people cheering on PSSR were shitting on DLSS back in the day, the same thing will happen with frame gen. If it existed right now on PS5, we'd have a million PS fanboys posting comparison videos vs Xbox games showing double the framerates and taking a piss at Microsoft.
 

Ashamam

Member
That's one game. It's also in TFD as well. Wait until it's in Insomniac and Naughty Dog games. Wait until GTA6 has it. A lot of the people cheering on PSSR were shitting on DLSS back in the day, the same thing will happen with frame gen. If it existed right now on PS5, we'd have a million PS fanboys posting comparison videos vs Xbox games showing double the framerates and taking a piss at Microsoft.
Whilst 60fps is the target I don't think anyone will ever be trying to gaslight FG on console as a good thing.

120fps I could see your scenario though. But at that point it will be debatable because at least the tech will work. For example I find 60 doubled to 120 perfectly acceptable on PC so I suspect I'd be the same on PS5, but it would have nothing to do with it suddenly being a Playstation tech all of a sudden. But I'm sure you would be able to find some shitting on FG on PC suddenly on board on PS. Not sure it would be anything other than the usual small unrepresentative group these things give rise to.
 
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Wolzard

Member
I'm not omitting anything. The quote is self contained, it doesn't need context, everything you need for comprehension is in the sentence. The neural network he mentions is literally the product of Amethyst and part of FSR4. You can draw a straight line from PSSR -> Amethyst -> FSR4 -> FSR4onPSPRO (or PSSR2 branding, PSSR1.5?)

Its clear to me you are completely misreading the whole process. The only thing in question is how far FSR4 deviated from PSSR. They moved pretty quickly so I'm tipping whatever they did was heavily influenced by PSSR first hand experience, lessons learnt in what to do and what not to do. So whilst the end result may or may not incorporate much actual code from PSSR, I have zero doubt FSR4 stands firmly on the shoulders of PSSR.

The quote you pulled out is just what happens now FSR4 exists. Future timeline vs past timeline.

If you omit the beginning you will do exactly what you want, assuming that FSR4 is the result of Sony's work, when the reality is the opposite. AMD has been talking about using machine learning well before the Amethyst announcement.

You are misinterpreting because you want to fit a narrative, but the text is clear about what Cerny reported.
 

Fafalada

Fafracer forever
That's one game. It's also in TFD as well. Wait until it's in Insomniac and Naughty Dog games. Wait until GTA6 has it.
Well it makes a lot of sense to use it for R* games where input latency is already measured in seconds.
Face Troll GIF


Anyway - consoles were hyping (image based) frame-gen close to 10 years before NVidia decided it was cool, and obviously it was all the rage in PSVR(well all forms of VR except Valves) as well. And we had shipped games using (other forms of) frame-gen another 5-7 years prior - but Gaf had this discussion in another thread already.
The current interpolation methods still largely suck though - AI or no AI.
 

yogaflame

Member
I don’t understand why it takes until 2026 if fsr4 already exists ?
I assume game developers will need to be provided by Sony with new job aids and instructions for training and seminar purposes. And new patch and updates to there development kits might also be needed to be provided by Sony. All of this might take a while but not that long.
 

SlimySnake

Flashless at the Golden Globes
"PS5 Pro isn't needed. It's not as big of a jump as PS4 to PS4 Pro. Cash grab."
ps5 pro was badly needed. especially for 60 fps modes.

it's definitely not as big of a jump as ps4 to ps4 pro. hence why PSSR struggled so much. I had zero issues with PSSR in games that were already 1440p 60 fps on the ps5 like tlou2, and demon souls. it was games that were already falling to 720p that just didnt have the raw grunt power to push to 1080p while using pssr. had the ps5 pro been 2.3x more powerful like the ps4 pro, the shortcomings of PSSR wouldve been masked by a higher internal load.

That said, FSR4 is a good upscaler for 1440p so maybe the Pro can target 1440p fsr balanced and have a decent looking 60 fps mode. A LOT of ps5 pro third party games have that 864p internal resolution and dont look all that hot.

and at $699/799 euros/pounds without a disc drive, its definitely overpriced. watch it sell like hot cakes when they reduce the price to $599.
 
ps5 pro was badly needed. especially for 60 fps modes.

it's definitely not as big of a jump as ps4 to ps4 pro. hence why PSSR struggled so much. I had zero issues with PSSR in games that were already 1440p 60 fps on the ps5 like tlou2, and demon souls. it was games that were already falling to 720p that just didnt have the raw grunt power to push to 1080p while using pssr. had the ps5 pro been 2.3x more powerful like the ps4 pro, the shortcomings of PSSR wouldve been masked by a higher internal load.

That said, FSR4 is a good upscaler for 1440p so maybe the Pro can target 1440p fsr balanced and have a decent looking 60 fps mode. A LOT of ps5 pro third party games have that 864p internal resolution and dont look all that hot.

and at $699/799 euros/pounds without a disc drive, its definitely overpriced. watch it sell like hot cakes when they reduce the price to $599.

There's zero chance of getting a 2.3x better raster performance that actually doesn't run into severe limitations with scale with the current diminishing returns on GPU architecture, not to mention the limits of power draw. PS5 Pro is basically at the thermal limits of a reasonable console form factor.

I think PSSR and ML/AI is far more transformative than PS4 to PS4 Pro. The IQ improvements to some games is utterly enormous.
 

Mibu no ookami

Demoted Member® Pro™
There's zero chance of getting a 2.3x better raster performance that actually doesn't run into severe limitations with scale with the current diminishing returns on GPU architecture, not to mention the limits of power draw. PS5 Pro is basically at the thermal limits of a reasonable console form factor.

I think PSSR and ML/AI is far more transformative than PS4 to PS4 Pro. The IQ improvements to some games is utterly enormous.

Raster improvements are a dead end at this point. I'm not sure at all how much silicon should be dedicated to beefing up GPUs moving forward. All improvements moving forward are going to come from AI upscaling and being able to natively render at the smallest possible resolution. The major advantage Sony has is that Cerny is intrinsically knowledgable about bottlenecks and finding the right balance the experience he's getting with PSSR and PS5 Pro will pay major dividends for PS6.

It was interesting when he mentioned they considered an NPU but found it wasn't as efficient. If they can find away around that...

I would find it very interesting if the PS6 has a CPU + GPU + NPU. It'll be interesting to see what they do without as many constraints from the base PS5.
 
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