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Digital Foundry: Nioh 3 DF Review - PS5/PS5 Pro - Immense Fun But The Katana Engine Needs An Upgrade

didn't every single Sony game so far lock the resolution when using PSSR? even in games that had a dynamic res on base console?
I don't know about Sony games specifically, but I do recall at least Space Marine 2 having a dynamic 1080-1440p res on Pro with PSSR and there were no similar issues mentioned in the DF video or observed in my experience playing the game. I would bet the issue here is specific to Nioh and their crappy engine.
 
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PSSR not working with dynamic res is probably why almost no game actually uses dynamic res in combination with PSSR.
I wonder why Team Ninja decided to do it.

also, once again incomplete denoising breaking PSSR, so that's not surprising to see.

but one has to wonder how developers still fail to properly accommodate PSSR.

didn't every single Sony game so far lock the resolution when using PSSR? even in games that had a dynamic res on base console?

I don't know about Sony games specifically, but I do recall at least Space Marine 2 having a dynamic 1080-1440p res on Pro with PSSR and there were no similar issues mentioned in the DF video or observed in my experience playing the game. I would bet the issue here is specific to Nioh and their crappy engine.

I guess it depends HOW LOW you go. Nioh goes below 800p and that's a new record for PSSR, so far the lowest resolution for 4K reconstruction was ~840p or something. Unless their final output is below 2160p.

Overall PSSR produces much better results than FSR3 in most aspects, but still show many weaknesess. Most of them (if not all) should be resolved by PSSR2, where is it Cerny?

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I guess it depends HOW LOW you go. Nioh goes below 800p and that's a new record for PSSR, so far the lowest resolution for 4K reconstruction was ~840p or something. Unless their final output is below 2160p.

Overall PSSR produces much better results than FSR3 in most aspects, but still show many weaknesess. Most of them (if not all) should be resolved by PSSR2, where is it Cerny?
its like DLSS CNN model, any resolution below the internal 1080p threshold is unusable for me in most cases, games filled with shimmering. Didn't Cerny say something about overwriting PSSR with never version like PC in one of the DF interview, hopefully it become true. Pro is built to be an tech enthusiast machines, if that is technically possible they should implement it then again I can't count on Sony if they can't even implement basic things like system wide 120hz output with LFC support for VRR.
 
its like DLSS CNN model, any resolution below the internal 1080p threshold is unusable for me in most cases, games filled with shimmering. Didn't Cerny say something about overwriting PSSR with never version like PC in one of the DF interview, hopefully it become true. Pro is built to be an tech enthusiast machines, if that is technically possible they should implement it then again I can't count on Sony if they can't even implement basic things like system wide 120hz output with LFC support for VRR.

Their biggest weakness it not forcing developers to implement things. EVERY game should have 120Hz and LFC support (it's in the api) if they don't want to do system wide implementation.

Same story with PSSR2, they should force developers to use it and if the can, replace PSSR1 in old games. If not, add "force new PSSR" mode in system menu (similar to boost mode in PS4 Pro) to allow players to change PSSR model in unpatched games.

With their approach even when PSSR2 drops we will still see games with FSR1, FSR3, TAAU, TSR and maybe even PSSR1. They trust developers... Same incompetent fucks that can't get basic HDR modes (HDR was introduced 11 years ago) to look correct.
 
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With their approach even when PSSR2 drops we will still see games with FSR1, FSR3, TAAU, TSR and maybe even PSSR1.

The pro enhanced games in recent months had all been using PSSR even those that are not supposed to (ue5 games hello?) So I'm hopeful that devs will use PSSR2 once it's available.

My question is WHEN is the PSSR2 going to be available, because once games come out it becomes highly unlikely that they'd do the PSSR upgrade. (because they'd have to play test the entire game all over again)

I sincerely hope that PSSR2 to be available before the release of Crimson Desert so it can take full advantage of it.

I mean even games like Nioh 3 at its current state is such a missed opportunity.
 
I sincerely hope that PSSR2 to be available before the release of Crimson Desert so it can take full advantage of it.

I mean even games like Nioh 3 at its current state is such a missed opportunity.

I would expect recent games launched with PSSR updating to PSSR2 if the system is not doing automatically. I would be surprised if Sony didn't update PSSR api to accept the input params PSSR2 requires, so they could do an automatic translation at system level in the future. Buts it's Sony and they let developers even disable VRR at system level despite they have a unsupported toggle in the system settings.
 
oooof this engine needs some love!

Just got to the PS5 pro flicker. That looks bad! PSSR needs an update STAT!
 
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Just got to the PS5 pro flicker. That looks bad! PSSR needs an update STAT!
The flicker is not PSSR's fault though, it's how PSSR handles the badly denoised original image.
In case of PC you could argue that an upscaling solution should be as simple to add as possible (which is what DF did with DLSS models L/M).
But in case of a console game there is no such argument - a game must be properly programmed to use the SDK options a platform provide.
Thus in this case I'd put the blame on the developers more than on the PSSR.
 
The flicker is not PSSR's fault though, it's how PSSR handles the badly denoised original image.
In case of PC you could argue that an upscaling solution should be as simple to add as possible (which is what DF did with DLSS models L/M).
But in case of a console game there is no such argument - a game must be properly programmed to use the SDK options a platform provide.
Thus in this case I'd put the blame on the developers more than on the PSSR.

It is exactly PSSR's fault. It is explained in the video. The DRS kicks in and then pisser struggles with the frames and takes a few to work out whats going on. Its absolutely PSSR
 
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The flicker is not PSSR's fault though, it's how PSSR handles the badly denoised original image.
In case of PC you could argue that an upscaling solution should be as simple to add as possible (which is what DF did with DLSS models L/M).
But in case of a console game there is no such argument - a game must be properly programmed to use the SDK options a platform provide.
Thus in this case I'd put the blame on the developers more than on the PSSR.

If they can't fix the engine (in case of many UE5 games) they should avoid using PSSR. With Nioh, I would say positives outweigh the negatives.

DLSS 4.5 shows similar problems but you can deactivate denoisers to fix the image or just use... older version (like in game version):

 
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The game can look great at times, the art directions is solid but sometimes you can find these textures that really break the immersion. This engine needs an upgrade ASAP

PW6aIOpwG22sUvVm.png
Still better textures than FF7 rebirt on the red
 
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Man, AI upscaler was the worse thing to happen to gaming...

720p on a PS5 is absurd, devs really gave up optimizing their games.

I think all these tech innovations work well as tools, just like a good screwdriver. It's just that some developers, instead of screwing a hanger with it, prefer to beat the screwdriver straight into the wall and call it quits.
 
The game can look great at times, the art directions is solid but sometimes you can find these textures that really break the immersion. This engine needs an upgrade ASAP

PW6aIOpwG22sUvVm.png
i notice there are games that do this, is this really an engine issue or the devs forgot to i dont know change it into higher texture?
 
i notice there are games that do this, is this really an engine issue or the devs forgot to i dont know change it into higher texture?
Probably Mipmapping because memory constraints. If the game is not optimized enough they make those mipmaps rendering lower quality textures to save memory and decompression time.
 
The 720p and 792P are the lowpoints of the DRS range not the actual resolution. People talk like its just a 720p game period... lol
 
Lucky for me I actually PLAY games instead of worrying about shit like this. Game looks fine. I've put in around 10 hours so far on ps5 pro. Have noticed zero pop in or texture abnormalities. Frame rate can be erratic at times but nothing poor at all. Game plays amazingly well and the game is incredible. Play it people!
 
Lucky for me I actually PLAY games instead of worrying about shit like this. Game looks fine. I've put in around 10 hours so far on ps5 pro. Have noticed zero pop in or texture abnormalities. Frame rate can be erratic at times but nothing poor at all. Game plays amazingly well and the game is incredible. Play it people!

I wonder if there will be a patch for PSSR 2.0 soon for this one that improves it more. Also played this on pc and now ps5 pro and I can say DF while technical may be correct it doesn't matter. As someone with a 5090 the games not visually on par but I'm enjoying it more on console with less issues!
 
It is exactly PSSR's fault. It is explained in the video. The DRS kicks in and then pisser struggles with the frames and takes a few to work out whats going on. Its absolutely PSSR
It's not PSSR's fault, it's the way the DRS kicks in by doing something weird to the rendering resolution for several frames and expecting this to be "blended over" by your typical slow ass TAA with lazy (aka conservative) color clamping. A faster res reconstructor doesn't "blend over" these moments and shows them to you as they are rendered out by the engine.
Should a reconstructing solution "solve" (not really cause they are still there just less visible) the issues of the DRS system by being slow and thus ghosting on every fast moving object? Or should the DRS system not bug out in this way and account for the lack of TAA in the final render stage? Rhetorical questions.
 
100%. Nioh 3 would be considered a generational game if it didnt have graphical and performance issues. Engine sucks so much ass

Elden Ring had (and still has) performance issues, and visually it was decent, but it was nothing spectacular.

Nioh 3 just isn't a generational game.
 
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when FF7R has blurry textures it's "omg I can never play that!" when NIOH 3 has mobile indie game textures " GOTY! " :messenger_tears_of_joy:

FF7 rebirth DF thread


The difference being, Rebirth was and is a far better game than Nioh 3. Despite both having texture issues, Rebirth is still the better looking game, despite it running on UE4.
 
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