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[Digital Foundry] PlayStation 5 Pro Hands-On: 11 Games Tested, PSSR and RT Upgrades Revealed, Developers Interviewed!

ps5-pro-sit.jpg




Following its announcement earlier this month, we've had a chance to go hands-on with the PlayStation 5 Pro at a Sony event in San Francisco. With a rapid nine-minute reveal and little additional information made available after the fact, this is our first look at the new hardware, PSSR upscaling and 11 upgraded PS5 Pro titles in the flesh.

The first game is not one you might expect: F1 24. Codemasters are continually pushing visual features on the PC version, despite the yearly release cadence, and there is therefore a lot of rendering technology that can be used for the PS5 Pro. The headline here is that the PS5 Pro has enough grunt to deliver a 4K 60Hz quality mode with multiple RT effects - DDGI (dynamic diffuse global illumination, previously seen in the PS5 version), plus RTAO, RT transparency and RT opaque reflections. In the right circumstances, this is an almost generational leap in image quality.

A lot of these improvements come in the form of improved indirect lighting, with a lot of additional lighting detail visible on the PS5 on the shaded streets of mid-afternoon Monaco. Reflections now encompass cars, track-side detail and even transparent surfaces in that track-side detail. This isn't new - we've seen these features on the PC version - but it makes the game look much closer to the F1 broadcast that fans will be familiar with.

The RT mode, as well as delivering all of the RT features from the PC version besides RT shadows, also includes improved anisotropic filtering (AF), which improves the visuals as well. The RT mode isn't as stable as PS5 on quality mode - likely due to a combination of PSSR limitations and the noise inherent to RT effects - but the trade-off is absolutely worth it.

F1 24 PS5 Pro vs PS5 comparison

F1 24 was the most impressive PS5 Pro demo we saw, offering a big boost in fidelity and pushing out RT effects.

There's also a 4K 120fps mode, which sacrifices RT features to maximise image quality and frame-rate. Indeed, this also maximises the HDMI 2.1 standard, and replaces the earlier 1440p 120fps mode.

Finally, the promise made by side of the PS5 box is (kind of) realised: there's an 8K 60fps mode which pushes image quality to the maximum and still includes DDGI. Interestingly, the 8K mode drops into 8K 30fps for replays and adds on all of the RT features from the PC build, including RT shadows, that don't appear in the 4K 60fps mode.

The 8K mode isn't native 8K, but it actually isn't using PSSR yet - it's using the Ego Engine's native TAAU instead. Simon Lumb, a producer at Codemasters, said that they hadn't gone through too many iterations of their PSSR implementation, but they are looking to include it in the future and they expect that as "it's tuned to console hardware, it's going to get better and better over time." He also added that "it's going to go into our engine", so it ought to make an appearance in future titles.

The next title is another racing game: Gran Turismo 7. Developer Polyphony Digital are a first-party Sony studio, so it's not surprising to see that the continually-updated GT7 is getting a sizeable PS5 Pro upgrade too. There are two new modes, an RT mode and a image quality priority mode.

The RT mode solves a lot of the issues with the base PS5 implementation, with RT reflections replacing real-time cube maps. That allows for self-reflections, more accurate mirrors, coverage of smaller elements left out of the cube maps, and of course reflections of other cars too. However, GT7 doesn't go as far as F1 24, as you don't get things like off-track buildings in the RT reflections. Image quality takes a bit of a hit too, with the native 4K view on base PS5 looking subtantially more stable than the PSSR-upscaled image on PS5 Pro, with its internal resolution of around 1440p in gameplay and 1152p in replays (which are 60fps versus 30fps on base PS5).

The image quality priority mode, on the other hand, outputs at 4K on 4K screens and 8K on 8K screens. PSSR upscaling is used in both cases, with RT reflections dropped. This does look noticeably sharper if you're sitting close to an 8K screen, but most people will probably prefer the better fidelity of the RT mode - or perhaps the existing 120fps mode, which wasn't mentioned in the briefing but presumably would see some performance advantage from running on PS5 Pro.

ps5 vs ps5 pro in gran turismo 7 comparison screenshot

GT7 on PS5 Pro features a number of modes, including the new RT mode shown here that includes self-reflections and reflections of other cars in gameplay.

Of course, it's not just racing games that benefit from PS5 Pro hardware. Guerrilla Games' Horizon Forbidden West was included in the Pro reveal, but we found it hard to describe exactly what they'd changed in the new version of the game.

The answer is pretty fascinating - rather than traditional checkerboarding or PSSR, Guerilla is using a new anti-aliasing reconstruction method that looks incredibly impressive when it comes to stability and resolving fine detail, like in foliage or character weapons. The image does look a little soft in comparison to the pin-sharp TAA in the original, but for our money the new game had the best image quality in the whole preview event.

The upshot of this is that this new 60fps performance mode on PS5 Pro actually looks better than the old quality mode on the base PS5. There's also a quality mode that renders the game out at a full native 4K much of the time. Both modes also benefit from improved lighting, better visual effects and changes to hair and skin rendering.



Horizon Forbidden West's new 60fps mode often looks better than the old quality mode, thanks to a new reconstruction method used by Guerilla and the new hardware's extra performance potential.
Hogwarts Legacy was another title that featured in the PS5 Pro presentation, where we noticed a big boost to RT effects. Those come in the fidelity RT mode, which sticks to a 30fps update rate but includes higher-res and longer-range RT reflections and the RT shadows from the PC version. The game also benefits from using PSSR for upscaling and anti-aliasing, versus the old technique which was TAAU plus first-gen FSR.

There's also a standard fidelity mode, which pushes a higher resolution without RT, and a 60fps performance mode, which uses many of the settings from the fidelity mode on base PS5. In person, the changes looked much more significant than they did on the Sony stream, and the ray tracing upgrades in particular does make the game look significantly better than it did on PS5.

For the purposes of discussion, we're going to lump the next two games together: Ratchet and Clank: Rift Apart and Marvel's Spider-Man 2. For Spider-Man 2, the new "Performance Pro" mode looks more detailed, less aliased and altogether more stable than the old performance mode on the base PS5. The use of PSSR means that this mode isn't a huge visual upgrade versus the base PS5's quality mode, it just presents a little differently - a bit softer and with slightly different break-up patterns. The game's other modes should be similarly upgraded, and there were hints from core technology director at Insomniac Mike Fitzgerald that we could expect visual improvements to the fidelity modes - eg perhaps RT shadows which are supported by the engine.

screenshot of marvel's spider-man 2 on ps5 proscreenshot of ratchet and clank rift apart on ps5 pro

Marvel's Spider-Man 2 and Ratchet and Clank: Rift Apart both offer relatively restrained usage of PS5 Pro to offer a new 4K 60fps mode, with hints of more to come.

Interestingly, we spotted some signs of oversharpening in the early PS5 Pro footage, and now it seems like developer Insomniac is removing that step when using PSSR, as it's not really needed. That's a compelling vote of confidence in the technology, and it does make it look more stable in motion than what we saw in the initial reveal.

Ratchet and Clank: Rift Apart is a slower-paced game than Spider-Man, so it's easier to appreciate the natural look and impressive level of detail that PSSR provides - with the base PS5 looking over-sharpened and messy by comparison. Base resolutions here look to be around 1440p - compared to 1152p for the faster-paced Spider-Man 2 - and that allows, in combination with PSSR, for a stable image with good resolution of fine detail. Again, Mike suggested that PSSR would continue to evolve in the future and has already come a long way.

The Last of Us Part 2 has one of the most interesting approaches to new modes, in that they're offering a new PS5 Pro mode targeting 60fps, but you're free to swap to the old performance and fidelity modes at their PS5 settings. That may not be too useful for players - beyond justifying their PS5 Pro purchases - but could be a godsend for reviewers like us.

the last of us part two on ps5 pro screenshotthe last of us part two on ps5 pro screenshot

The Last of Us Part 2 comes with a new PS5 Pro mode, as well as both of its base PS5 modes so you can see the difference more easily - an approach that most developers haven't taken.

Final Fantasy 7 Rebirth is perhaps the first PS5 Pro game that sparked a lot of debate online, as Sony shared an additional seven-minute ProRes clip which we spun out into a video and Eurogamer article. It's clear that the base PS5 has some profound image quality issues, which the PS5 Pro can clean up significantly.

In person, the game does look extremely detailed, but the temporal stability is a little less than a native 4K render with TAA. LOD pop-in also hasn't been changed, which creates some image stability issues of its own. Like the Last of Us Part 2, PS5 Pro gets a single new mode targeting 4K 60fps, with the same settings as the base PS5's quality mode, but it doesn't seem like any other modes are available - potentially because the old 30fps fidelity mode looks worse than the new performance mode! This is a bit more of a basic upgrade in terms of what is actually affected then, but the difference between the two machines is still almost night and day.

Another game getting a single mode experience at 4K 60fps is Ubisoft's The Crew Motorfest. Playing this one, it looked way more detailed than the old performance mode, though there are some artefacts from using PSSR. Regardless, the extreme level of image quality makes it worthwhile, and with no RT support this is the obvious way to push this title to new heights on PS5 Pro - alongside less significant upgrades to various visual settings, with some options from the old fidelity mode.

final fantasy 7 rebirth screenshot on PS5 Profinal fantasy 7 rebirth screenshot on PS5 Pro

PS5 Pro looks to finally solve the image quality issues inherent to Final Fantasy 7 Rebirth on base consoles.

Demon's Souls was a PS5 launch title, and it's to developer Bluepoint's credit that the game still looks great on the base PS5 - with the PS5 Pro upgrade delivering a 4K-like image at 60fps, versus a decision between 1440p 60fps and 4K 30fps on the base PS5. The old modes remain selectable, as in The Last of Us Part 2, and there's also a new contact shadow system on PS5 Pro with a high level of detail - though it doesn't use RT, so screen-space artefacts can pop up on rare occasions.

The final game in the round-up is perhaps the sternest test for PS5 hardware, given its intense CPU utilisation: Dragon's Dogma 2. The idea here is a bit different than with other games, in that you're getting the same visual feature set as PS5, but rendered from circa 1080p up to 4K with PSSR. We did spot a possible artefact from the combination of RTGI and PSSR, where there are a lot of disocclusion issues we don't see on the base PS5, but hopefully this can be fixed.

The good news here is that the performance in Dragon's Dogma 2 seems to have been improved, with the PS5 Pro's frame-rates in the 50s in city areas that are in the 30s to low 40s on base PS5. That means that the PS5 Pro is likely to be within the console's VRR window even at 60Hz, which should reduce judder and make for a smoother-feeling experience.

Demon's Souls PS5 Pro vs PS5 comparisonDemon's Souls screenshot on PS5 Pro

Demon's Souls already looked fantastic on the base PS5, so the PS5 Pro upgrade is relatively restrained - but the game's underlying artwork of course looks its best on the new platform.

So after a breathless three hours of PS5 gameplay, we return to the question of value. Against the $449 PS5 Digital, is that $250 premium worth it? It's still too early to say for sure, but we definitely feel more equipped to answer that question now than we did a week ago.

As we mentioned above, it depends on the kind of player that you are. If you're playing primarily performance modes on console, which we've seen recently can suffer from quite low internal resolutions and poor image quality as a result, it might be. You do get a significant upgrade in image quality in performance modes, thanks to the higher internal resolutions and better-quality PSSR upscaling. You're also likely to get better settings and perhaps some extra RT effects in the bargain. It's very similar to the upgrade that you get from slotting in a PC graphics card that's a tier or two higher or a generation or two newer.

The counter-point is that if you're already enjoying games in their 30fps quality modes, then the difference is less obvious. Image quality is already pretty good on the base consoles, especially at a normal viewing distance from a 4K screen, and you're not going to see a huge visual disparity in these sorts of modes unless the developers can really layer on the RT effects. Similarly, if the games that you play in performance modes look fine to you - perhaps they're running at 1440p 60fps - then again, you may not get much of an advantage from PS5 Pro.

dragon's dogma 2 screenshot on ps5 pro

Dragon's Dogma is a good example of a game that runs better on PS5 Pro but isn't transformatively better, given the console's limited extra CPU grunt.

Ultimately, if you do value that fidelity and you either want to see more ray tracing or you prefer to game in a performance mode, then the PS5 Pro could be a worthwhile investment. Of course, there's an argument to be had about the trade-offs between a PS5 Pro and a PC, but certainly in terms of a hassle-free gaming experience at a certain price and visual quality level, the PS5 Pro has its merits. It's unfortunate that the Pro console this generation is as expensive as it is, but it's a different era in terms of how much new process nodes cost - the savings that made Pro consoles workable in the past just aren't around in 2024.

There is one class of games that hasn't been represented in PS5 Pro coverage so far, and that's Unreal Engine 5 games that run at very low internal resolutions and sub-60fps frame-rates on the base PS5 - think of Star Wars Outlaws, Avatar: Frontiers of Pandora and Immortals of Aveum. It'll be interesting to see how these games run on the new console, and moreover how much time developers pour into PS5 Pro specific modes. We saw quite variable uptake of PS4 Pro support, for example, and this time around it's not clear whether developers will want to commit to transformative changes, opt for a simple bump to resolution or frame-rate targets with PSSR, or ignore the new console entirely.

It'll be fascinating to learn more about the console as we get closer to launch, with a good 40 to 50 games slated for improvements and a "game boost" feature that Sony aren't yet ready to talk about in more detail. For now though, we do at least know more about the PS5 Pro, its capabilities and the sorts of upgrades we can expect - even if the value argument hasn't been made completely.

 
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kevboard

Member
I already said this in the other preview thread.

but if Horizon uses a new temporal reconstruction method and not PSSR, it begs the question if they will also add it to the base PS5 version, because it should be doable...
 
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bundylove

Gold Member
Uh nope, I just checked and it would be around 4070, for some reason I thought 3070 was WAY more powerful... So it should be around 6800XT/7800XT in RAW performance but with way better RT and upscaler
Lets not forget the 6800xt is 2 gens behind.
We keep saying rdna1 to rdna 2 cu's are more efficient and here we have rdna3.5 with rdna4 features so cu counts etc are not apples to apples.

My take its closer to 7800xt but then you jave better rt in this one plus the pssr at 300tops that dont exist in those cards.

Even if its not 4070 level i am happy with what i see
 

adamsapple

Or is it just one of Phil's balls in my throat?
I already said this in the other preview thread.

but if Horizon uses a new temporal reconstruction method and not PSSR, it begs the question if they will also add it to the base PS5 version, because it should be doable...

Wait, Horizon is *not* using PSSR ?

Odd, you'd think a flagship title would be one of the first one's to use their heavily advertised new tech.

Kinda like how ND never embraced checker-board rendering back on the PS4 Pro days either.
 

Kataploom

Gold Member
Lets not forget the 6800xt is 2 gens behind.
We keep saying rdna1 to rdna 2 cu's are more efficient and here we have rdna3.5 with rdna4 features so cu counts etc are not apples to apples.

My take its closer to 7800xt but then you jave better rt in this one plus the pssr at 300tops that dont exist in those cards.

Even if its not 4070 level i am happy with what i see
When they say 45% more performance I'm assuming it's real time scenario, like when we say PS5 GPU is around 6600XT or 6700 (non-XT) not because of the specs but because that's the card you get a performance the closest to PS5 GPU as possible in games (like, put a frame rate counter, don't just count CUs because these comparisons are not so deterministic).

It's here in power

W14wIE0.jpeg


Closer to 3070ti than 4070. Almost exactly 6800 but this GPU doesn't have ML and have weaker RT.
That's why I said 4070, around 6800 in RAW power is ok, but with better RT and upscaler
 

Lysandros

Member
When they say 45% more performance I'm assuming it's real time scenario, like when we say PS5 GPU is around 6600XT or 6700 (non-XT) not because of the specs but because that's the card you get a performance the closest to PS5 GPU as possible in games (like, put a frame rate counter, don't just count CUs because these comparisons are not so deterministic).
RX 6600XT is slower mostly due to bandwidth, RX 6700/RX 6650XT are closer.
 
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akira__

Banned

It's not complicated, It's playing out exactly as always.

DF makes claims and narratives, and then back in reality, Mark Cerny delivers as always.

DF claimed ps5 pro wouldn't be able to run games at 60 fps. How is that narrative going?

How is the DF narrative that the industry wasn't ready for a Pro console going?

How is the PS5 Pro weak cpu narrative going?

Just because they are forced to report on reality doesn't remove their bizarre and cringe-worthy takes on the ps5 pro throughout the year. This is once again a giant L for them. When it was unannounced, they kept bashing the idea, and now faced with reality, they sing another tune. Yet you and others somehow think them being wrong each time is a win.

But for the negative sentiment, they couldn't help themselves and ended the article with:

> even if the value argument hasn't been made completely.
 
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Kataploom

Gold Member
RX 6600XT is slower mostly due to bandwidth, RX 6700/RX 6650XT are closer.
I'm saying real time scenarios, not inherent specs, PS5 tend to play around the same performance than 6600XT to 6700, I think it depends on the game and most of the time it's in performance mode since those cards (built for 1080p mostly) don't get bottlenecked by bandwidth since you're comparing lower resolution outputs at highest possible frame rates.
 

DrDryRub

Banned
Outside of the raytracing most of the improvements aren't gonna be noticed while gaming. No one zooms in on strands of hair or leaves. Also, in my opinion I prefer horizon on vanilla PS5 compared to the pro model for some reason. But on the pro the skin looks less "plastic/shiny" which is better
 

Zathalus

Member
DF claimed ps5 pro wouldn't be able to run games at 60 fps. How is that narrative going?

How is the DF narrative that the industry wasn't ready for a Pro console going?

How is the PS5 Pro weak cpu narrative going?
They never claimed the first point, although they definitely had the wrong take on the need for a Pro console. For the CPU that is still factually true, but not really needed for the majority of games.
 

Lysandros

Member
I'm saying real time scenarios, not inherent specs, PS5 tend to play around the same performance than 6600XT to 6700, I think it depends on the game and most of the time it's in performance mode since those cards (built for 1080p mostly) don't get bottlenecked by bandwidth since you're comparing lower resolution outputs at highest possible frame rates.
In both real life scenarios and architecture RX 6700 is a closer fit, PS5 is even faster in games like Cyberpunk and Black Myth Wukong. Sometimes it's a bit slower but in first party games it should almost always perform better.
 

OccamsLightsaber

Regularly boosts GAF member count to cry about 'right wing gaf' - Voter #3923781
It's not complicated, It's playing out exactly as always.

DF makes claims and narratives, and then back in reality, Mark Cerny delivers as always.

DF claimed ps5 pro wouldn't be able to run games at 60 fps. How is that narrative going?

How is the DF narrative that the industry wasn't ready for a Pro console going?

How is the PS5 Pro weak cpu narrative going?

Just because they are forced to report on reality doesn't remove their bizarre and cringe-worthy takes on the ps5 pro throughout the year. This is once again a giant L for them. When it was unannounced, they kept bashing the idea, and now faced with reality, they sing another tune. Yet you and others somehow think them being wrong each time is a win.

But for the negative sentiment, they couldn't help themselves and ended the article with:

> even if the value argument hasn't been made completely.
They should be allowed to speculate, it's not that deep.
 

kevboard

Member
Yep I get that, just that I didn't notice them as being a problem when they were the standard. They looked good enough to me.

I absolutely despise them. especially Screen Space Reflections. that shit legit should have never been a thing. it's like the developers deliberately add a visual glitch to their games.
so it's not even about the quality, it's about removing distracting crap from the visual presentation.

I have bought games on PC instead of console before for the sole reason that I can turn screen space reflections off, even if it meant I had to use Unreal Unlocker or dig through config files.
 
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akira__

Banned
They never claimed the first point, although they definitely had the wrong take on the need for a Pro console. For the CPU that is still factually true, but not really needed for the majority of games.


DF did claim that it wouldn't be able to run games in 60fps. You have been part of many of those threads. Weird that you forgot. Let me refresh your memory.

DF stated the following:
> " I still assume that GTA VI will be a 30fps game, unless some kind of technological miracle happens, and there is no technology in the PS5 Pro that can change that"

And now it turns out there is that kind of technology. Mark Cerny checkmated DF once again

 
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HeisenbergFX4

Gold Member
It's not complicated, It's playing out exactly as always.

DF makes claims and narratives, and then back in reality, Mark Cerny delivers as always.

DF claimed ps5 pro wouldn't be able to run games at 60 fps. How is that narrative going?

How is the DF narrative that the industry wasn't ready for a Pro console going?

How is the PS5 Pro weak cpu narrative going?

Just because they are forced to report on reality doesn't remove their bizarre and cringe-worthy takes on the ps5 pro throughout the year. This is once again a giant L for them. When it was unannounced, they kept bashing the idea, and now faced with reality, they sing another tune. Yet you and others somehow think them being wrong each time is a win.

But for the negative sentiment, they couldn't help themselves and ended the article with:

> even if the value argument hasn't been made completely.
You forgot at one point DF acted mad it might even be coming, there was no need for it
 
Dragon's Dogma 2 seems the most interesting test to me as most of the other games had a good solid 60fps option on PS5.
In DD2 we do get better framerate but the IQ is still not as good as the first years of this gen, still seems a worthy upgrade if you have the funds.
 

Zacfoldor

Member
Does this mean they didn't fix the VRR window on the Pro? What the fuck. Disappointing but still going to try to pre-order tomorrow.
If the vanilla PS5 has a VRR range starting at 48hz, the speculation was that maybe it would drop down to 40hz for the pro, correct?

The full line you quoted is here, "The good news here is that the performance in Dragon's Dogma 2 seems to have been improved, with the PS5 Pro's frame-rates in the 50s in city areas that are in the 30s to low 40s on base PS5. That means that the PS5 Pro is likely to be within the console's VRR window even at 60Hz, which should reduce judder and make for a smoother-feeling experience."

It says "30s to low 40s on base PS5" which basically means the base PS5 is below the 48hz window.

PS5 Pro then it says, "PS5 Pro's frame-rates in the 50s in city areas" meaning it would be above that VRR threshold whether that threshold was 40hz or 48hz.

These statements would still be true if the PS5 Pro's VRR rate had improved to 40hz, so unless there is another comment I don't think this confirms or denies that specific thing.
 

Zathalus

Member
DF did claim that it wouldn't be able to run games in 60fps. You have been part of many of those threads. Weird that you forgot. Let me refresh your memory.

DF stated the following:
> I still assume that GTA VI will be a 30fps game, unless some kind of technological miracle happens, and there is no technology in the PS5 Pro that can change that

No you claimed that the DF narrative was that the Pro won’t be able to hit 60fps in games. The actual narrative is that nothing about the Pro would allow a game to hit 60fps should the title be limited on the base PS5 to 30fps due to the CPU. BG3 in act 3 for example will struggle to hit 40fps, even on the Pro.

Should any game come out that is heavily CPU limited for some reason (be it poor coding or actually using the CPU to the max) then the Pro won’t magically make it a 60 fps game. That is factually true. It is also factually true that these CPU intensive games are a tiny minority of games. GTA6 might be one of those, but we can’t really say with certainty.
 
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Zacfoldor

Member
No you claimed that the DF narrative was that the Pro won’t be able to hit 60fps in games. The actual narrative is that nothing about the Pro would allow a game to hit 60fps should the title be limited on the base PS5 to 30fps due to the CPU. This is factually true, BG3 in act 3 for example will struggle to hit 40fps, even on the Pro.

Should any game come out that is heavily CPU limited for some reason (be it poor coding or actually using the CPU to the max) then the Pro won’t magically make it a 60 fps game. That is factually true. It is also factually true that these CPU intensive games are a tiny minority of games. GTA6 might be one of those, but we can’t really say with certainty.
I still remember when wow only used 1 core and the only way to get a decent fps increase was to basically upgrade to the cpu with the best single core performance.

When I think of CPU limited games I still think of wow. Most other games scaled really well with gpu and cpu wasn't as much of a factor.

The people who said we would get no fps increase were imho, always wrong. There is just no way to group together every game like that. Some games will get fps increase(imho) some will not(and it may be a surprise which ones) but imho ALL games could be improved in some way with this much of a gpu upgrade. Games that take advantage of the new hardware will simply be better and that "better" will look different from game to game.
 
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