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Digital Foundry: PlayStation 5 Pro Review: The Digital Foundry Verdict

Radical_3d

Member
Salty aren't we. :messenger_winking_tongue:
No, I played it on the best version then: XSX.
Golden Girls Dancing GIF by TV Land
 

Parazels

Member
so you pay 100% more money for a 20-40% increase in performance without PSSR and then when PSSR is included it eats up a good chunk of that 20-40% the PS5 Pro seems to be a terrible value per dollar invested
You are judging by the worst (and mostly unpatched) examples, not the best.

By this logic you can pick some cheap indie game on PS5 and say: Look! PS5 is not more powerful than PS3!
 

PandaOk

Member
the architecture is the same. its not like going from polaris to rdna which got a 25% ipc gain. here its the same thing, at least in non-RT games. 65% more tflops should result in around 65% more performance.

if its not, its because they are bottlenecked somehow. either by cpy, vram bandwidth or the CU design is bottlenecking just like it did for Xbox which had way more CUs but didnt have enough grunt to push performance that matched the CU and tflops increase.

its funny to see Cerny fall into the same trap MS did. Shouldve focused on adding infinity cache. AMD was on to something. Thats the only way to scale up performance when you scale up CUs.
Tflops do not scale linearly, they are one mostly unrepresentative metric
 
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Bojji

Gold Member
Boost mode on unpatched games seems limited by the memory bandwidth increase.

Looks like AMD GPUs really need that infinity cache at this performance tier.

DF should not be called expert by anyone as they were comparing this with RTX 4070 or RX 6800/XT.
Dam even at this point of performance of PS5 Pro RTX 3070 seems faster.

On paper it's around 3070ti in raster. It should be as fast as 6800 but it lacks memory bandwidth (no infinity cache).

Real life of course is different than paper as XSX showed as.
 

adamsapple

Or is it just one of Phil's balls in my throat?
The image boost feature is frustrating to me as a programmer. If they can intercept the image and apply filters on top then why cant they somehow determine the resolution and enhance it on the fly?

i understand games on consoles are a closed book, but as an architect, i would love to go in there and figure out how to change resolution for older games. There is definitely information being shared. lets find it and change it. or apply more than just a fucking filter on it. if it adds input lag then fine, just put that in as a warning. its a feature that can be toggled on and off anyway.

I think there's as much publisher approval required as technical stuff to get that done.

One of the main reasons Xbox gave for finishing the BC program was that they had reached the limit of publisher approval.

You gotta imagine not a lot of publishers will sign off on that if they have even 5% of a plan to re-release the same game at retail with improved resolution and frame rate later down the line.
 

DanielG165

Member
It won't be the CPU, it will be DRS range not adjusting aggressively enough, same issue the Xbox One X had, multiplat games often performed better FPS wise on PS4 Pro than on One X because resolution was higher on One X.
I thought the One X consistently offered better performance as well as fidelity over the PS4 Pro?
 

Killer8

Gold Member
The PS4 enhancement looks really good. I recommend seeing the screens of it posted in the written review as Youtube compression destroys the detail. Really tastefully done AI-looking upscale that doesn't over-sharpen the image. It's nothing like that garbage squint or you'll miss it comparison shared originally on Twitter. Sony should now add some sort of image enhancement "plus" to force SMAA too as it would do wonders to clear up some of the jaggies that become more visible with the higher fidelity.
 

sncvsrtoip

Member
Uh, pssr not that good as I thought. Some briliant examples like Stellar blade and FF r but also very poor. Artifacts and stability problem in Dragons Dogma 2, Alan Wake 2, Veilguard to the point its not that much better than fsr 2 in this games :messenger_neutral:
 
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mansoor1980

Member
could the lower GPU frequency of 2.18 GHz explain some of these sub 60 frame drops ,like in alan wake 2
base ps5 gpu could go upto 2.23 GHz
 
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Markio128

Gold Member
The Horizon games look stunning, as does Demon’s Souls, so I’ll be replaying those at some point.

Interesting that GT7 can run at 120/4K without a patch, and DMC5 runs pretty much flawlessly with RT enabled. Then you have Metaphor running at a solid 60fps.

There are a few games that don’t use PSSR too well, but this is likely due to dev teething problems, and not the tech itself.

All in all, it’s exactly what I expected at this point and I can’t wait to get stuck in tomorrow.
 

Senua

Member
Uh, pssr not that good as I thought. Some briliant examples like Stellar blade and FF r but also very poor. Artifacts and stability problem in Dragons Dogma 2, Alan Wake 2, Veilguard to the point its not that much better than fsr 2 in this games :messenger_neutral:
Like DLSS it's not magic, if the internal Res is super low (below 1080p) then it only has so much to work with. It's still a huge improvement over FSR2 at those resolutions. But yea don't expect miracles
 

sncvsrtoip

Member
Like DLSS it's not magic, if the internal Res is super low (below 1080p) then it only has so much to work with. It's still a huge improvement over FSR2 at those resolutions. But yea don't expect miracles
Agree that resolution is too low but wouldnt call Veilguard and Alans Wake2 prorformance modes massive improvements ;d
 

Venom Snake

Member
What's the point in the 4k 50fps mode on Stellar Blade? Looks worse, runs worse, crazy.

I have no idea, but this example shows how much really depends on developers' approach to the technical aspects of the PS5 Pro. On one hand, we have something that relies solely on additional processing power, on the other, a clever use of new upscaling technique with dramatically better results. In addition, everything may depend on the engine, as you can see, not all titles will be able to benefit from this, at least not immediately.

It is not unusual, whether in the case of consoles or even PC, that new solutions need time to develop, and because time is money, not everyone will meet at the finish line at the same time. However you look at it tho, it's a step forward in the right direction, and you can never have too many of them.
 
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pasterpl

Member
The image boost feature is frustrating to me as a programmer. If they can intercept the image and apply filters on top then why cant they somehow determine the resolution and enhance it on the fly?

i understand games on consoles are a closed book, but as an architect, i would love to go in there and figure out how to change resolution for older games. There is definitely information being shared. lets find it and change it. or apply more than just a fucking filter on it. if it adds input lag then fine, just put that in as a warning. its a feature that can be toggled on and off anyway.
I think this is exactly what MS Super Resolution is doing on Qualcomm powered PC.
 
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