[Digital Foundry] Silent Hill f Review - PlayStation 5/PS5 Pro - Impressive On Base, Problems On Pro

DLSS 2.0 was fist TAA based Machine Learning reconstruction, released in 2020. XeSS copied the concept in 2022. Sony had years to come up with a decent upscaler.

And remember, DLSS2 launched on GPUs with much weaker TOPs power vs. PS5 Pro.



AMD came up with much better FSR4 just 4 months later. And now we have to wait 1.5 years for FSR4 to be ported to PS5 Pro? WTF?




Show some examples.
I told you what was reported by different users on resetera doubt they lie.
 
I told you what was reported by different users on resetera doubt they lie.

Links? I'm genuienly curious what they talk about.

Remember that DLSS now have multiple different versions: DLSS3 with presets A-E and DLSS4 with presets L and K. Even if devs choose the wrong version (it happened in the past) you can always change it.
 
I'd prefer if we'd stop using upscalers as a crutch for graphical enhancements. DLSS, FSR, and especially PSSR have way too many documented drawbacks for me to be excited over a PS6 that is heavily based on this tech.
I'd love it as well, but raw power doesn't come cheap, unfortunately. We're better off hoping they keep perfecting those techniques, at least on consoles with limited electric power budget.
 
Links? I'm genuienly curious what they talk about.

Remember that DLSS now have multiple different versions: DLSS3 with presets A-E and DLSS4 with presets L and K. Even if devs choose the wrong version (it happened in the past) you can always change it.
The last one is that, a couple of posts:
https://www.resetera.com/threads/all-games-with-ps5-pro-enhancements.1026072/page-351#post-145489602
But it's not the first time I read a conversation about to the difficult to eliminate noisy/artifactes with DLSS on vegetation.
 
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I'd love it as well, but raw power doesn't come cheap, unfortunately. We're better off hoping they keep perfecting those techniques, at least on consoles with limited electric power budget.

UE5 have effects that scale with internal resolution so running game in native 4k is way more demanding than in "normal" engine. Games on UE5 need reconstruction to run decently even on 5090.
 
I'd love it as well, but raw power doesn't come cheap, unfortunately. We're better off hoping they keep perfecting those techniques, at least on consoles with limited electric power budget.
On a related topic. I don't think the issue with modern gaming is a lack of power that necessitates upscalers. I think the problem is a lot of AAA developers have no idea how to make good or better games compared to the PS4 gen and they rely on making things prettier and prettier. But now we are hitting a wall where games that are too realistic are clashing with the tools, technology, and reality of hardware power and we are left with games that play the same as last gen but look "better" with artifacts muddying everything up.
 
AMD came up with much better FSR4 just 4 months later. And now we have to wait 1.5 years for FSR4 to be ported to PS5 Pro? WTF?
Yeah, this is what I find most strange: why is it taking so long? Why can't it be an iterative thing? Is it currently just as bad as PSSR?
 
Yeah, this is what I find most strange: why is it taking so long? Why can't it be an iterative thing? Is it currently just as bad as PSSR?
Cerny predicted 2026 but maybe will coming early cause FSR4 was already available on weaker gpu and Cerny not expected it?
 
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Yeah, this is what I find most strange: why is it taking so long? Why can't it be an iterative thing? Is it currently just as bad as PSSR?
Likely INT8 support. Current FSR 4 implementation is based on RDNA4 specific FP8. Work is clearly being done, as per the github leak.
 
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I think devs shouldn't put Pro enhance in day 1 without fully sure actually improves it....if doesn't improve it then dont bother.

Look at games like Trail of the Sky 1st Chapter and Cronos, those games have no Pro enhance but I'm guessing they run well on Pro because devs figured it doesn't need it.
You are assuming devs know what's is better. For example many of them think 40 to 45fps is a valid range for framerate
 
Hey, a UE5 game that actually runs at 1080p/60fps on Ps5?

I mean the levels looks relatively small and static, and 90% of the scenery is covered by fog....but still.
 
Likely INT8 support. Current FSR 4 implementation is based on RDNA4 specific FP8. Work is clearly being done, as per the github leak.
Making a INT8 model only need to change the parameters in the training phase. My bet is they are not using INT8 anymore and they are trying to port the FP8 inference model using FP16, that could be the reason they need time to optimize until they get a fast inference enough,

If they are using INT8, they should have already running that. No way Sony need 1 year to train a model and using the already capable hardware for inference.
 
You know PSSR can't universally fix all the issues right? DLSS has also problem with UE5.
I understand that, I just don't want them to implement it if it actually makes it worse.
And as it's wide spread on a now commonly and widely used engine Sony should fix it asap
Another UE5 game with problems? This is the professionals fault how?
The game has no problems without PSSR, turn on PSSR and you have problems.
How is that the engines fault?
Fact is I'm playing games on PS5 Pro with it's features disabled in order to play the based version with a slight upgrade due to slightly better hardware because it's better or I am being forced to play an inferior version because I'm playing on Pro.
That is fucked up for a machine that's almost double the price of the base machine when it was released.
 
The PS5 Pro version should be a sure fire bet. Fucking crazy.

I'm rolling the dice on the Series X version. If it's similar to MGSD or slightly better I'll be happy.
 
You may think that. FF7 Rebirth and Horizon FW say something else for starters.

But I will play this on PC as that is where I will head this round.
What happens if you want to play this game and completed those others and you don't own a pc?

You sold your ps5 for a ps5 pro....?
Im so triggered that i can't afford a pro so to make myself feel better, i need to take shots at the handful of games that have issues with new ai upscaling technology…

That's exactly how you sound. Like the people crying at the first iteration of DLSS. Then Dlss 2/3 came out and everyone suddenly got real quiet. The same will happen again.

What horseshit dude cmon.....this shit is indefensible now.

At least on pc you could just turn DLSS off and not use it. You have no options on these pro patches.
 
lol I don't think any devs are actually targeting 40-45 fps, they are probably thinking "close enough to 60, hope they don't notice 😬".
Phantom Blade developers in a interview said they would try to make the quality mode at least 40 to 45 fps instead 30fps or 40fps. For those developers 40 to 50 is better than locked one.
 
Man, I'm so glad I didn't fall for the Pro scam like I did last gen.
Now what worries me is that when the PS6 comes out, it'll probably use all these botched PS5 Pro modes automatically.
 
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I understand that, I just don't want them to implement it if it actually makes it worse.
And as it's wide spread on a now commonly and widely used engine Sony should fix it asap

The game has no problems without PSSR, turn on PSSR and you have problems.
How is that the engines fault?
Fact is I'm playing games on PS5 Pro with it's features disabled in order to play the based version with a slight upgrade due to slightly better hardware because it's better or I am being forced to play an inferior version because I'm playing on Pro.
That is fucked up for a machine that's almost double the price of the base machine when it was released.
It's the engine fault mainly, they made TSR to hide the huge noise that engine is producing
 
The last one is that, a couple of posts:
https://www.resetera.com/threads/all-games-with-ps5-pro-enhancements.1026072/page-351#post-145489602
But it's not the first time I read a conversation about to the difficult to eliminate noisy/artifactes with DLSS on vegetation.

They talk about Wuchang. I made some comparion:



1: 100% TSR
2. DLSS Balanced (58%)
3. DLSS Performance (50%)
4. DLSS Ultra Performance (25%)
5. TSR (58%)
6. DLSS Performance again

I don't see grass flickering like the one in SHf and other UE5 games on PS5 Pro. I wanted to test XeSS and FSR but game hides those options for some reason when using nvidia GPU.
 
Alex Battaglia from Digital Foundry:

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- Everything is blanketed in thick haze and fog
- "A lot of credit goes to Epic" for strong visual identity
- Lumen, Nanite, Virtual shadow maps all used here
- Software Lumen used on consoles, tho, with minor break-up here and there
- Lumen reflections also featured on water and glossy surfaces but skinned meshes are only in SSR
- Shadow map raytracing heavily used for 'beautiful' diffused effects
- Nanite present, doesn't have the 'pin sharp' look but works well here
- "Satisfying" animation during combat praised, with a good number of hit frames
- Cut-scenes are 'striking' as well with high quality character rendering

Base PS5
- Performance and Quality modes present, mostly similar outside of minor GI differences
- Lumen reflection quality between the two is also subtle, possible other tweaks are used but not obvious
- Volumetrics are lower quality, other effects that scale with resolution like VSM also differ slightly, with only one area noted with obvious difference in VSM coverage
- IQ is the notable difference between the two
- Performance mode seems to run around 1080p with soft but 'fine' image quality
- Quality mode shows 1440p internal using TSR to up-scale
- DF are curious how the game would look with higher bound DRS

- Performance mode is mostly locked 60fps, never run into GPU restraints
- It runs into traversal stutter with minor drops, closed ares are fine
- Cinematics are locked at 30fps in Performance mode too
- Quality mode reaches 30fps vast majority with only minor frame-time hitches
- Quality mode has running animation issue which can be distractng

PS5 Pro:
- Single mode, no Quality/Performance choice
- Seems to be using PSSR which 'unfortunately does not work well'
- Pulsing, strobing artifact effects seen. PSSR does not seem to work well with Lumen RT
- Resolution is typically a bit above 1080p, looks closed to PS5 Quality in stills some areas also show settings similar to PS5's Performance mode
- DF thinks using single mode is fine but devs should make sure the enhancements work properly
- Frame rate is locked to 60 with similar base PS5 traversal stutters in town areas

Verdict:
- Better performance profile than SH2 last year, which had a lot of drops from 60fps in its performance mode
- Stiff player animations are also not a problem comparatively
- "Particularly good UE5 title" - "A good UE5 effort, but not a flawless one"
- Both SH2 and F have poor PS5 Pro implementation at launch, DF hopes PSSR is dropped from this game too.
- Xbox code was not available at launch, Pc and Xbox coverage will follow later.
I don't remember ever thanking you for your summaries. So, thank you. I appreciate your effort. :messenger_smiling_with_eyes:
 
Good too see that it performs well for the base ps5. Looks like this will be my next purchase. For those with PS5 pro, I hope Sony implement to FSR4 and PSSR integration as early as possible.
 
I'm confused about the PSSR complaints since I haven't been following it, but is it THAT bad? I mean, I thought it was half way through FSR 3 and DLSS?
 
I'm confused about the PSSR complaints since I haven't been following it, but is it THAT bad? I mean, I thought it was half way through FSR 3 and DLSS?


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It's this bad in most UE5 games. It's partially on Sony (for not testing it enough with RTGI, RTAO and lumen) and partially on devs - it seems that they don't even look at their games when developing. PSSR should never be enabled here - maybe optional.
 
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It's this bad in most UE5 games. It's partially on Sony (for not testing it enough with RTGI, RTAO and lumen) and partially on devs - it seems that they don't even look at their games when developing. PSSR should never be enabled here - maybe optional.
These are the consequences of consumer continuously buying broken games at launch. Of course publishers don't care if they push games out like this. Consumers (most not all) never vote with their wallet.
 
FFVII R, Callisto, ACS. There are few games that use it properly.
Not really, KCD2 is so far the only game that delivers what Mark Cerny promised. No graphics toggles or anything, KCD2 has quality mode with more even more graphics enhancements at 60FPS(80-90 on a higher refresh rate TV/monitor). Game ran like a dream for the 150 hours I played it.
 
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How is MHWilds on Pro? I heard it improves a lot from base PS5.

It's 60fps solid framerate with 1080p resolution (with PSSR as AA). The best console version for sure.

Not really, KCD2 is so far the only game that delivers what Mark Cerny promised

His promise was always delusional. For achieving quality mode in 60fps you need 2x the power of PS5, he designed console with 45% more power on a good day.

KCD devs founded good middle ground between quality and performance modes with their game and in Cry Engine PSSR works quite well. But most devs fuck up and "one mode" in games like MGS3, SHf, Avatar and SWO was a big mistake. Ubisoft allowed many options after few patches (including PSSR/FSR3 switch).

FFVII is less of an example of them using the PS5 properly, and more an example of how they are using UE4 improperly on base PS5.

they run the game at 1080p with TAA, instead of using TAAU to reconstruct to 4k. with TAAU the game would look significantly sharper on base PS5.

that lack of TAAU makes the Pro version with PSSR look like an insane difference. I bet the difference would be way less pronounced of they just used TAAU on the base version.

Agree, game was much weaker on base console than it should be. Excuses I heard about it: "they couldn't use TAAU because they use old build of the engine that didn't have it". Yeah... but they were able to implement brand new PSSR into it and not able to backport TAAU that is years old? LOL.
 
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FFVII R, Callisto, ACS. There are few games that use it properly.

FFVII is less of an example of them using the PS5 pro properly, and more an example of how they are using UE4 improperly on base PS5.

they run the game at 1080p with TAA, instead of using TAAU to reconstruct to 4k. with TAAU the game would look significantly sharper on base PS5.

that lack of TAAU makes the Pro version with PSSR look like an insane difference. I bet the difference would be way less pronounced of they just used TAAU on the base version.
 
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If Sony were developing PSSR alone, they would have started work on fixing Lumen's shimmering.
In 2026, PSSR's AI algorithm will be overwritten by FSR4.
I don't think anyone is working on fixing PSSR1.0.
 
If Sony were developing PSSR alone, they would have started work on fixing Lumen's shimmering.
In 2026, PSSR's AI algorithm will be overwritten by FSR4.
I don't think anyone is working on fixing PSSR1.0.
Nothing builds consumer trust like charging people $700 for a piece of technology and letting that technology's major selling point rot.
 
You may think that. FF7 Rebirth and Horizon FW say something else for starters.

But I will play this on PC as that is where I will head this round.
Those are just two games ....btw FF7 rebirth has to drop down to Performance mode settings to achieve that on Pro. Hence objects popping into existence right in front of your eyes constantly. It's a constant eye sore.

Forbidden West isn't using Quality mode either, though its using settings that are better than FF7 rebirth.

The Pro has overall been a diagrace on Sony. Even the games people consider good on Pro have problems. PSSR in 90% of games has really noticeable aliasing and artifacts on any thin mesh object- so fences, grates, metal floors, shutters, trees with thin branches all have this characteristic shimmer.

You don't judge a console on the few games that happen to have less of these problems, you judge it on how it handles the majority of games. You look at how it handles games that are more taxing tp it- almost every single game that is using next gen tech whether its UE5 or games that push complex geometry and lighting, the Pro has failed to move the needle in improving graphics amd iq. Alan Wake 2, Silent Hill 2, Avatar, Sw Outlaws, MGS Delta, Dragons Dogma 2, Hogwarts legacy and on and on all of these games look about the same as on base with the same image quality issues they had. There may be a small improvement to frames and iq in a few of these but we're talking miniscule stuff.

We're not seeing games that don't have RTgi on base get Rtgi added on the Pro, even when these games have that framework in place for the PC versions. That is disappointing. We're not seeing games that have RT reflections on base get improved BVH or improved clarity despite the Pros better RT hardware- its going to waste complety outside of about 4 AAA games- Hogwarts got some added reflections (not very good ones), Spiderman and Ratchet got rtao, shadows got a 1080p/60 rtgi setting, and star wars survivor got some rt, aw2 got reflections (they look bad tho).

Now recently we're getting all these games that either have no Pro support or they look worse than base? I mean come on this is a horrible situation and its taking too long fpr FSR4 support to be added to Pssr.

PSSR stinks man and always has- we're seeing it now more because lots of UE5 games are releasing but it has always played badly with ray tracing. If you go back and replay some of the games a I mentioned and look for the artifacting issues I pointed out now you will see them.

$800 for this
 
Will still play this on pro day 1 as it runs at 60 and the flickering doesn't look worse than SH2 on pro's quality mode.

Man, 2026 PSSR can't come soon enough!
Here's the problem though- even when PSSR2 releases, all these games with shoddy pssr1 are going to be stuck with pssr1! Unless it's one of the rare devs who isn't lazy and who actually gives a shit about their audience, devs will juat ignore the problem and will have already been moved on to their next project at the behest of their publishers!

We're pretty much screwed.
 
So when is this magical PSSR update supposed to arrive? 2026?
At that point, won't we be just a year, two at most, away from the next generation of PlayStation?
Sony really tricked people into paying $700 to do a mid-gen beta test for their upscaling technology, and I'll never stop finding that funny.
Scummy, sure, but also funny.
 
So when is this magical PSSR update supposed to arrive? 2026?
At that point, won't we be just a year, two at most, away from the next generation of PlayStation?
Sony really tricked people into paying $700 to do a mid-gen beta test for their upscaling technology, and I'll never stop finding that funny.
Scummy, sure, but also funny.
Was PSSR supposed to be a superior replacement for FSR or something? Why did they even bother if not?
 
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The ONLY bad thing about Phil Spencer being the worst business executive in history is it has allowed Sony to coast as there is no console alternative
 
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