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[Digital Foundry] Resident Evil Requiem - DF Analysis - Stunning on PS5 Pro + PS5/Xbox Series X|S Breakdown

It's nowhere near locked 60 with the raytracing. (PS5pro) The city slow walk section is unstable, the dinner room with two zombies on the table chugs, the first chainsaw combat scene drops a lot etc.
 
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True.

I wonder if Sony will make their own ML denoiser for PS6 or just use AMD Ray Regeneration.
From Cerny would seems the case; I remind some chats of him with another AMD guy who talking about a simple math calculation and how they want achieve a denoising effect with the Amethyst collaboration. Well it's a very approximate sum up of what I got it
 
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It's nowhere near locked 60 with the raytracing. (PS5pro) The city slow walk section is unstable, the dinner room with two zombies on the table chugs, the first chainsaw combat scene drops a lot etc.
No No No GIF by Back to the Future Trilogy
 
Residential Evil is basically Hallway Simulator 3000. It's like looking at car models in a racing game and being blown away. Yeah no shit because it ain't rendering much else.
 
Not feeling so bad about missing out on RTGI on base consoles now.

Still think they should have atleast tried to get RT reflections on them.
A 30 fps mode would be very nice for those people who want to push RE9 further on console. There's clearly some headroom there to manage it.
 
Pro seems like it needs a patch. What were DF thinking saying looks stunning. Looks rough! C2 Oled 42. May have to try it on the 77 C5 downstairs.

Flickering shimmering. Soon as you move the camera the edges of the screen flickering like crazy. Just awful. But maybe a lighting thing. F knows but I'm powering through.
 
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The best news is having the ability to inject PSSR2 into games without dev involvement.

If this works well then it's gonna be a gamechanger for upscaling on the device, lots of "bad Pro versions" might become great overnight!

Yes, it's basically doing the same thing as AMD with FSR4 and Nvidia with DLSS4. Just overriding the old dll with the newest version.
And this also means, that when there are improvements in the future, all games will benefit from a simple firmware upgrade.
 
The best news is having the ability to inject PSSR2 into games without dev involvement.

If this works well then it's gonna be a gamechanger for upscaling on the device, lots of "bad Pro versions" might become great overnight!
And I'm so excited !
 
Pro seems like it needs a patch. What were DF thinking saying looks stunning. Looks rough! C2 Oled 42. May have to try it on the 77 C5 downstairs.

Flickering shimmering. Soon as you move the camera the edges of the screen flickering like crazy. Just awful. But maybe a lighting thing. F knows but I'm powering through.
To be fair they seemed to be talking more about the image quality on the Pro
 
So DF lied in their analysis? Confused.
Well, they did show the street scene at the beginning having performance issues but also mentioned it's the heaviest scene in the game. I've not played far, but only the first 2-3 hours had multiple situations where fps dropped more than 1-2 frames for prolonged time.
 
I finally tested Resident Evil 9 today. Seeing how demanding this game is, I think PS5 Pro owners will be really happy with the results on their console.

I tried matching PS5 resolution and RT settings. I think the PS5 Pro version uses normal RT settings. With the high RT settings, the RT reflection noise is significantly reduced compared to what I saw in DF video and it's only visible during movement.

4K DLSS Performance (50% res scale), normal RT with other settings maxed out. I think the PS5P use similar settings.


DLSSP with FGx2


And for reference DLAA screenshot.


4K DLSSQ + FGx2 with high RT


I want to emphasize that DLSS FG is incredible in RE9. Even at generated 60-70 fps, the game is fully playable with a keyboard and mouse (not to mention a gamepad), and there are almost no artifacts even during very fast movement. At 100 fps and higher, the smoothness and latency are incredible. People laugh at FG, calling it a "fake frames" but personally I don't care if the frames are generated by shader cores or tensor cores if I cant tell the difference.

Character models in cutscenes (4K DLSSQ without FG)


PT in RE9 is incredibly demanding in that opening location (busy street). However, once I entered the alleys, the game ran much better, making this mode usable..... if only I hadn't noticed the DNR filter because of ray reconstruction! I hope Nv will update RR to transformer 4.5, because that old E preset looks like crap. To get good image quality with PT and ray reconstruction, you need DLAA, or at least DLSSQ. Anything less, and the image starts to resemble a painting.

4K DLSSP + FGx2 with Path Tracing


1440p DLSSQ + FGx2 with PT


1440p-PT-DLSSQ-FG-4.jpg


1440p-PT-DLSSQ-FG-6.jpg
 
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Pro seems like it needs a patch. What were DF thinking saying looks stunning. Looks rough! C2 Oled 42. May have to try it on the 77 C5 downstairs.

Flickering shimmering. Soon as you move the camera the edges of the screen flickering like crazy. Just awful. But maybe a lighting thing. F knows but I'm powering through.
The PS5Pro subreddit is complaining about major shimmering on non reflective surfaces and around screen edges when panning the camera with some areas being more problematic than others.
How did DF miss this is baffling.
 
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I can't believe they didn't include a 30 fps ray-tracing mode for base ps5. hope they will reconsider it.

after trying it with RT on PC... I honestly think using RT is a downgrade here.

their denoiser is really bad. right at the start of the game, there are wet brick walls, and the moment you move anything, be it your camera slightly, or by walking, the entire reflection just disappears into denoiser fizzle essentially.

it looks really bad. and I think even on PS5 Pro they should add a third option for no-RT 60fps at a higher internal res + PSSR, as that would be a far better 60fps mode than their highly compromised raytraying efforts here.


sadly the nvidia app settings are not working, so I couldn't even try to override the denoiser with Ray Reconstruction (a setting that in-game can only be used when path tracing is enabled for some reason...)
 
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after trying it with RT on PC... I honestly think using RT is a downgrade here.

their denoiser is really bad. right at the start of the game, there are wet brick walls, and the moment you move anything, be it your camera slightly, or by walking, the entire reflection just disappears into denoiser fizzle essentially.

it looks really bad. and I think even on PS5 Pro they should add a third option for no-RT 60fps at a higher internal res + PSSR, as that would be a far better 60fps mode than their highly compromised raytraying efforts here.


sadly the nvidia app settings are not working, so I couldn't even try to override the denoiser with Ray Reconstruction (a setting that in-game can only be used when path tracing is enabled for some reason...)
I'm not even sure it's a denoiser issue. I think their RT output is not being upsampled. What you are getting is raw low res results at quarter res. R&C had this issue and Insomniac had to fix it by changing where PSSR ran within their pipeline. Capcom needs to do that as well for all upsampling algorithms. If they are working on any updates, that should be the priority item, not some band aid. PT doesn't see this issue because the sampling is wayyy higher + RR is leagues ahead.
 
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I'm not even sure it's a denoiser issue. I think their RT output is not being upsampled. What you are getting is raw low res results at quarter res. R&C had this issue and Insomniac had to fix it by changing where PSSR ran within their pipeline. Capcom needs to do that as well for all upsampling algorithms. If they are working on any updates, that should be the priority item, not some band aid. PT doesn't see this issue because the sampling is wayyy higher + RR is leagues ahead.

path tracing seems to be way higher quality yeah.
on my aging 3060ti I drop to like 25fps with DLSS performance mode when using path tracing in the opening street sequence. so I am losing 35fps while having to reduce the internal resolution as well 😬

by comparison, CP2077 with path tracing and DLSS Performance Mode gives me ~60fps on the same card.

I'll have to wait for their fixed driver update, so I can try forcing on ray reconstruction without PT (it's currently locked behind the PT setting for some fucking reason...), with the current driver I wasn't able to adjust anything, not even the DLSS preset
 
The PS5Pro subreddit is complaining about major shimmering on non reflective surfaces and around screen edges when panning the camera with some areas being more problematic than others.
How did DF miss this is baffling.
Probably because it's raytracing and not PSSR? From what I seen even with path tracing there are several artifacts for lower precision.
 
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path tracing seems to be way higher quality yeah.
on my aging 3060ti I drop to like 25fps with DLSS performance mode when using path tracing in the opening street sequence. so I am losing 35fps while having to reduce the internal resolution as well 😬

by comparison, CP2077 with path tracing and DLSS Performance Mode gives me ~60fps on the same card.

I'll have to wait for their fixed driver update, so I can try forcing on ray reconstruction without PT (it's currently locked behind the PT setting for some fucking reason...), with the current driver I wasn't able to adjust anything, not even the DLSS preset
Yeah most engines just aren't ready for prime time with PT. It all seems to be extreme brute force that only the best cards can handle. Now that most devs/engines have had their first go at it, they should mature rapidly over the next few games. CDPR were a different breed, it seems, to come out with something so performant and scalable right out of the gate.
 
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after trying it with RT on PC... I honestly think using RT is a downgrade here.

their denoiser is really bad. right at the start of the game, there are wet brick walls, and the moment you move anything, be it your camera slightly, or by walking, the entire reflection just disappears into denoiser fizzle essentially.

it looks really bad. and I think even on PS5 Pro they should add a third option for no-RT 60fps at a higher internal res + PSSR, as that would be a far better 60fps mode than their highly compromised raytraying efforts here.


sadly the nvidia app settings are not working, so I couldn't even try to override the denoiser with Ray Reconstruction (a setting that in-game can only be used when path tracing is enabled for some reason...)
Well, thanks, at least this eases my pain :D
 
The PS5Pro subreddit is complaining about major shimmering on non reflective surfaces and around screen edges when panning the camera with some areas being more problematic than others.
How did DF miss this is baffling.
Whenever a new tech is pushed out by Sony, DF seems to overlook the flaws. They did it with the PS5 Pro around launch which helped set peoples expectations towards the positive, even if most updates were extremely weak. Now, it's pssr2's turn to be promoted ...

PSSR2 in this game seems like it may be a step in the right direction but the noise and artifacts are at times really noticeable. Also, reflections suck ....looks like they're half res, shimmery, jagged messes. Only time reflections look good is on opaque surfaces.
 
Whenever a new tech is pushed out by Sony, DF seems to overlook the flaws. They did it with the PS5 Pro around launch which helped set peoples expectations towards the positive, even if most updates were extremely weak. Now, it's pssr2's turn to be promoted ...

PSSR2 in this game seems like it may be a step in the right direction but the noise and artifacts are at times really noticeable. Also, reflections suck ....looks like they're half res, shimmery, jagged messes. Only time reflections look good is on opaque surfaces.

In RE games - denoiser they use is a total POS. PSSR2 have nothing to do with all those problems.

But DF did a bad job, not showing those problems properly.
 
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Whenever a new tech is pushed out by Sony, DF seems to overlook the flaws. They did it with the PS5 Pro around launch which helped set peoples expectations towards the positive, even if most updates were extremely weak. Now, it's pssr2's turn to be promoted ...

PSSR2 in this game seems like it may be a step in the right direction but the noise and artifacts are at times really noticeable. Also, reflections suck ....looks like they're half res, shimmery, jagged messes. Only time reflections look good is on opaque surfaces.
Cracking Up Lol GIF
 
Capcom often does very strange things with patches. Apparently, they've listened to people's complaints about performance and shimmering caused by ray tracing in some areas, and their decision has been to remove it in those areas... ignoring those who didn't consider it a problem.

It reminds me of how they handled the Resident Evil 4 Remake, adjusting and changing the different scaling methods on XSX and PS5, only to end up leaving it as the day-one version. 🤷
 
isn't the same happening with the PC version - which means it's a bug? I think I read someone say that in another thread.

I tested area 1 and 2 of RC and it seems RT is still there, both in normal and high setting. And it can look... horrible



vs. PT



RT high (all of that is noise in front):

Nw31DYs.jpeg


RT off:

h6j0aqa.png


RT is present:

m3e9Gcf.jpeg


I guess they didn't do anything to PC version because "RT off" option was always there.
 
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I tested area 1 and 2 of RC and it seems RT is still there, both in normal and high setting. And it can look... horrible



vs. PT



RT high (all of that is noise in front):

Nw31DYs.jpeg


RT off:

h6j0aqa.png


RT is present:

m3e9Gcf.jpeg


I guess they didn't do anything to PC version because "RT off" option was always there.

Yeah, they really need to sort this denoiser thing out (Capcom, Sony, AMD, all of them lol).
 
DF confirms RT off in some areas after patch on Pro:




John completely overlooking the massive flickering on the RT reflections in the intro rain scene was very odd in the first place, at least they're reporting on this quick and John mentions that things other people pointed out might not be things that would have bothered him otherwise.
 
DF confirms RT off in some areas after patch on Pro:



oh wow. that looked really fucking broken lol.

their RT is not good enough for GI,
I'm so confused why they didn't just use RT reflections, and instead also make the rt reflections seemingly dependent on the RTGI
 
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