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

th4tguy

Member
Remake looks great, but rebirth’s resolution in performance mode looks like PS3 levels of blurry.
Yeah but that is what I'm talking about. The game looks sharp to me. I was expecting a blurry mess but it really isn't a problem to me.
I do sit about 7 ft away from the tv so maybe that's part of it.
 

Radical_3d

Member
Something like this I guess.

tLwrRK7.png
And when the rat slides through a building.
 
For F1, I took a look at this clip again. Oliver is kinda right though. Under the right circumstances like in this video, it can make a huge differences.

Here is the differences i noticted in favor of the pro. The reflections is so much better on the pro. The car look like they are floating on the ps5 compare to the pro. There are pit crews on the side that missing on the ps5. The ground look clearer on the Pro due to much better AF. The white paint lines on track are faded or completely gone in the Silverstone rain footage. Also, it's small, but image clarity is also a bit better on the pro if you look straight at the letter ROLEX behind the 2D start light. The only downside like oliver stated is image stability due to all those ray tracing effects when zoom in, but hardly noticeable without it.

How did codemaster do it? where Poliphony digital has barely managed to put in just raytrace reflection and compromise image quality vs Native 4k. And they are first party too.

Cpu on consoles is a big part of raytracing bottleneck, but both of these racing game seem pretty light on cpus when they can hit 120fps. So in theory, Poliphony should be able to implement more improvements and raytracing to the pro, but they could not. For many including myself, it's a huge disappointment and I think it's warranted.

Exactly ...this is where im at. Every Sony game so far only using Performance Pro modes is a major disappointment.
 

Bojji

Member
Exactly ...this is where im at. Every Sony game so far only using Performance Pro modes is a major disappointment.

Other than PD they don't even try, and PD just ported their replay gfx setup into gameplay.

Sony devs seem to do low effort ports on Pro but I guess they did the same on PS4 Pro so it's not suprising.
 

OmegaSupreme

advanced basic bitch
AW2 Pro gameplay being revealed today, I'm looking forward to this one. Developers sound bullish too.
So far most of the pro upgrades we've seen are pssr related. I'd love to see a developer push harder and add ray tracing where there wasn't before. Things of that nature.
 
So far most of the pro upgrades we've seen are pssr related. I'd love to see a developer push harder and add ray tracing where there wasn't before. Things of that nature.
AW2's engine is already really heavy because of the amount of geometry they're pushing... although I'm not sure what lighting system is currently being used on the PS5? but yes if they can add in something like RTGI, or RTAO or RT shadows... it'll be a pleasant uplift!
 

Bojji

Member
AW2's engine is already really heavy because of the amount of geometry they're pushing... although I'm not sure what lighting system is currently being used on the PS5? but yes if they can add in something like RTGI, or RTAO or RT shadows... it'll be a pleasant uplift!

They use software GI on every platform. I think the weakest part of PS5 version was (dogshit) SSR and tragic FSR2 quality. Both PSSR and RT reflections should fix this but RT will probably be only in 30fps mode.
 

Tqaulity

Member

I think the main thing Alan Wake 2 needs is the RT reflections for the quality mode. The fallback is basically non-existent and when you pass by a mirror (of which there are many in the game) it is so immersion breaking to see this messy blob in the reflection. Also, the RT reflections do make an impact in the outdoor areas in puddles of water and the link. The way this game's art is designed, the RT reflections are almost essentially for a convincing experience and missing it on the base consoles was a huge sore spot.

I wouldn't expect any of the full path tracing stuff of course as you can just look at the PC to see how taxing that is. No $700 console box can handle that at reasonable framerates. Get rid of the FSR artifacts w/PSSR, add in higher base resolutions in both perf and quality, and add in those RT reflections and we're looking at a pretty substantial upgrade.

WTF is this? Base console reflections:
are-we-gatekeeping-basic-mirror-reflections-now-ps5-v0-zssb68yg0dxb1.jpg


PC Max:
maxresdefault.jpg
 

HeWhoWalks

Gold Member
I think the main thing Alan Wake 2 needs is the RT reflections for the quality mode. The fallback is basically non-existent and when you pass by a mirror (of which there are many in the game) it is so immersion breaking to see this messy blob in the reflection. Also, the RT reflections do make an impact in the outdoor areas in puddles of water and the link. The way this game's art is designed, the RT reflections are almost essentially for a convincing experience and missing it on the base consoles was a huge sore spot.

I wouldn't expect any of the full path tracing stuff of course as you can just look at the PC to see how taxing that is. No $700 console box can handle that at reasonable framerates. Get rid of the FSR artifacts w/PSSR, add in higher base resolutions in both perf and quality, and add in those RT reflections and we're looking at a pretty substantial upgrade.

WTF is this? Base console reflections:


PC Max:
maxresdefault.jpg
Yeah, this was one game where the PC literally shits on the consoles! I would love for the Pro to do it justice if for nothing else but to double dip! I loved the game!
 

TintoConCasera

I bought a sex doll, but I keep it inflated 100% of the time and use it like a regular wife
Because instead of the fakery of previous gens, path/ray tracing offer realtime, calculated, imagery.
So instead of clever tricks, they just enable the RT option on the engine and say goodbye to the performance. Very nice.
 

JimboJones

Member
So instead of clever tricks, they just enable the RT option on the engine and say goodbye to the performance. Very nice.
I think the clever tricks they used to use don't scale well with modern rendering so they can end up being more expensive or would have to implemented on a per mirrored reflection basis for it to look correct.
At least that's my understanding of it.(Please correct me if I'm wrong)
RT is expensive but once it's enabled and the reflective surfaces are assigned they "just work".
Then there is the fact that raytracing can help with shadows, global illumination etc as well.
 

TintoConCasera

I bought a sex doll, but I keep it inflated 100% of the time and use it like a regular wife
I think the clever tricks they used to use don't scale well with modern rendering so they can end up being more expensive or would have to implemented on a per mirrored reflection basis for it to look correct.
At least that's my understanding of it.(Please correct me if I'm wrong)
I was thinking the same, but some (a few) kinda-modern games like Hitman or Uncharted 4 still have working mirrors without RTX, so it sure is doable.
 
Games that have atrocious image quality on console, even in Fidelity mode- #1 Alan Wake. The aliased, pixel crawling shimmer standz out really badly. Only game that "glistened" with aliasing as bad as this is Modern Warfare 2 of all games

#2 Cyberpunk 2077- just played on PS5 and waz reminded how garbage the Fsr2 is. Any wet surface or reflection is smeared and artifacted to oblivion. This game needs Pro support!

#3. Silent Hill 2- the more i play the more i see the characteristic smearing and ghosting of fsr- not so much the aliased shimmer that AW2 has but hy are walls and reflections "moving" yes the artifacts look like a layerof slime is moving around

#4 black myth- 30 fps has good iq aside from ghosting on leaves and fast moving objects but the other modes suck and bruh who wants to play a game like this at 30 fps?

#5 Jedi Survivor- this ones getting patched which is great

These are the games I wanted patches for the most and only 2 out of 5 is disappointing man.
 

Fafalada

Fafracer forever
I think the clever tricks they used to use don't scale well with modern rendering so they can end up being more expensive or would have to implemented on a per mirrored reflection basis for it to look correct.
That 'was' the trick.
There's nothing that goes again modern rendering in it either - what doesn't scale so well is that most modern engines are pretty awful at multi-view rendering (same reason that led to decline of split-screen MP for that matter).
But yes - you'd only get mirrored reflections that way - there's no way to do other shaped surfaces without really complex workarounds - and self-reflections are just off the table. Or alternatively resort to SSR hacks, which help to ground scenes but fall apart the moment you pay any attention to what's actually in reflection.
 
Monster Hunter Wilds on Pro

Non-confirmed games: SH2, FF16, Returnal, GoWR

Of course the big ones that have gotten a lot of attention too, definitely SM2 fidelity Pro

They should do a quick analysis of tons of non-large titles too
 
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