This makes no sense man give it up ...i want the Pro to be amazing too but this isn't how things work.
If the Pro is greater than the specs they've given why are we getting Performance modes patched with PSSR. Why aren't we getting Fidelity modes as the base with whico to implement Pro patches? Love for someone to explain this to me still but people are not acknowledging this at all.
Isn't it true that LoU1/2, Spiderman 2, and Horizon are using Performance mode profile? This is a compromise right off the bat ...a bit concerning, no? I have Pro on the way but man I hope this is just because it's the initial batch of games ...still confounding
"Feel Like I'm On 42 is confused, it hurt itself in its confusion"
You inherently don't understand how games are developed, and you've turned your confusion into anger.
Let's start with getting performance modes patched with PSSR. That's not how game development works. I can see why you're confused about it because the end goal is 60 fps like in performance modes.
Let's say I have a game and it has two modes. Performance and Fidelity. Performance mode is locked to 60 and Fidelity is locked to 30. If these modes don't drop frames, the reality is they almost certainly have room to spare in terms of frame performance. Uncapped frame rates might reveal 65,70, 75, 80 fps e.t.c. in performance mode, but what the game developer has found is that they're not able to hit 60 stable in Fidelity mode.
That's the first thing you need to understand. The second, is that not all performance modes are built the same. Some performance modes just reduce the resolution, perhaps dynamically others reduce image quality features like ray tracing or shadow and texture detail.
In addition most of these games are already using some element of upscaling in both performance mode and fidelity mode, simply because native 4K is super expensive on performance.
What PSSR does is it allows the hardware to handle this utilizing machine learning and is significantly better on image quality than FSR and TSR.
So you're not necessarily utilizing performance mode or fidelity mode in creating your Pro mode.
First you're removing FSR or TSR or checkerboard upscaling because combining upscaling techniques is going to result in trash. This brings you back to a native image and a native resolution (presumably 4K). You don't even need to use PSSR to have a Pro mode if you don't want, but in most cases it's going to help improve your game at minimal costs.
Let's say you wanted to turn all image quality settings to the max and you wanted to upscale from a 1440P (rather than 4K) image into PSSR. Now you see what your frame rate looks like in this mode. Is it above 60 fps? If not you have a few options depending on what frame rate you're getting.
- You could make a high frame rate mode utilizing 120 fps to deliver a 40 fps mode
- If you're above 48 fps you could rely on an uncapped frame rate mode with VRR
- If you're above 30 fps maybe you label that Fidelity Pro
- If your goal is still to deliver 60 fps maybe you dial down some of the fidelity settings or you go with a lower native resolution than 1440P (it also depends on what resolution you're trying to output to)
You've created this massive nonsensical conspiracy out of your own ignorance for the developmental process, which is going to be different across games, partially because of who the developers are and partially because of the demands of the game.
The idea that developers are simply taking existing performance modes and slapping on PSSR to sharpen the image, is largely foolish and oversimplified.