Zuzu
Gold Member
Interesting. What is this ¹ ?
It says on the website that it's just about having a compatible TV:

Here's the link: https://www.playstation.com/en-us/games/007-first-light/
Interesting. What is this ¹ ?
looks like it could be the biggest pro-upgrade over base ps5 so far.
It says on the website that it's just about having a compatible TV:
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Here's the link: https://www.playstation.com/en-us/games/007-first-light/
Interesting. Seeing how bad the framerate was at the presentation, I was wondering whether they'd be a 60fps mode at all.007 Pro enhancements:
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Even the actual PSSR it's not bad at all. But only Dying Light 2 and AC Shadows use it properly. It's just most of the developers don't care to polish it.Could be one of the first games to have the new version of PSSR going by what Cerny said for next year.
It's all very confusing, to be honest. The stream began saying it was captured on PS5. The previewers who visited them were explicitly told the footage shown to them was from base PS5. But the high bitrate b-roll, which looks identical as far as i know, sent to the previewers literally says "captured on Ps5 pro", but runs at 30 fps with frame dips during the plane section, just like the stream. I don't know what is what anymore. May be the PS5 pro enhancements weren't actually in place for the recording and the framerate is just wonky because it is in-dev? They did warn the previewers that it was an old but stable build and performance is much better already. Don't know!Interesting. Seeing how bad the framerate was at the presentation, I was wondering whether they'd be a 60fps mode at all.
FSR toggle?Konami has just patched Metal Gear Solid Delta and underneath the patch notes they've said that their looking into adding an option to select a preferred rendering mode on Pro in the future. I don't know what this means but I'm guessing it will either allow you to select between FSR or PSSR or perhaps it's a 30fps mode. Here's a screenshot from the section underneath the patch notes:
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Link: https://www.konami.com/mg/mgs3r/news/us/en/update_113
FSR toggle?
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They have to fix the damn PSSR, it's possible for the fuck sake. Thought I will appreciate 40 fps mode, better than nothing I guess.
It uses FSR on console. Though if they opt for TSR I will be really curious to try. Seems with the last update PSSR is a bit improved from my perception.As a quick fix this is not bad, I doubt it's FSR - TSR more likely.
30, 60fps modes as well?
I think this means a Graphics Mode and a Performance Mode like on the base PS5.Konami has just patched Metal Gear Solid Delta and underneath the patch notes they've said that they're looking into adding an option to select a preferred rendering mode on Pro in the future. I don't know what this means but I'm guessing it will either allow you to select between FSR or PSSR or perhaps it's a 30fps mode. Here's a screenshot from the section underneath the patch notes:
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Link: https://www.konami.com/mg/mgs3r/news/us/en/update_113
Even the actual PSSR it's not bad at all. But only Dying Light 2 and AC Shadows use it properly. It's just most of the developers don't care to polish it.
It's hit or miss, some games look great, some look like hot dog shit. RE4 PSSR is a crying shame. Sniper scopes are disgusting to use with the lines vibrating and breaking up and the dithering on plants. Everything else looks solid.
But it is better than the blury mess some games are on base IMO.
What you are talking here are CBR issues not PSSR. I suggest you to play RE4R at 120 fps. It's the only mode with the PSSR and honestly the IQ it's far better, not flawless, but the vegetation is definitely a lot better.It's hit or miss, some games look great, some look like hot dog shit. RE4 PSSR is a crying shame. Sniper scopes are disgusting to use with the lines vibrating and breaking up and the dithering on plants. Everything else looks solid.
But it is better than the blury mess some games are on base IMO.
FSR toggle?
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They have to fix the damn PSSR, it's possible for the fuck sake. Thought I will appreciate 40 fps mode, better than nothing I guess.
I can confirm PSSR it's definitely improved with the last patch. I used Hell is us demo as a sample to compare, there is a very apparent shadow wobbling effects in the foliage of the trees typical with the PSSR and UE5. MGSDelta compared to it shows some shimmering but the wobbling effects it's more subtle and you have to watch carefully the vegetation to notice somehow, if I can say. Unfortunately it's still present a strange noisy effect in the long distance on the vegetation enlighted, similar to the film grain filter, probably it's a Lumen artifact not denoised properly with PSSR.hope this is the FSR4 PS5 debut game.... possible you know
I think one mode uses it in 4, if I am reading it correctly.I don't think RE4 uses PSSR. Only game with PSSR from this series is Village.
But video about this from DF is few months old so maybe it changed.
Resident Evil 4 Remake is more profound in its performance gains, though it's also a more taxing title overall once all visual bells and whistles are enabled. Surprisingly, PS5 Pro makes no major visual changes - and PSSR is a no-show while outputing at 60Hz - with 4K checkerboard rendering used there much like the base PS5 version. The resolution mode runs natively at 2160p, while the performance mode runs at around 1944p once again. RT is optional, adding RT reflections when engaged, and there's a hair strand option too. However, the new 120Hz HFR mode on PS5 Pro adjusts the resolution setup, and we can confirm that this instead runs at 1536x864, with a PSSR upscale to 4K (or 40 per cent scale of the 4K reconstructed target). So long as 120Hz selected it switches to this alternate rendering mode, though 60Hz continues to use base PS5's 4K checkerboard method. Looking back at the base PS5, running the game on the resolution mode with RT turned out to be a recipe for disaster with a 40-60fps frame-rate, at times going below the ideal VRR window. A solution for base PS5 users is the performance mode, which runs at 55-60fps with RT.
I don't think RE4 uses PSSR. Only game with PSSR from this series is Village.
But video about this from DF is few months old so maybe it changed.
What you are talking here are CBR issues not PSSR. I suggest you to play RE4R at 120 fps. It's the only mode with the PSSR and honestly the IQ it's far better, not flawless, but the vegetation is definitely a lot better.
I think one mode uses it in 4, if I am reading it correctly.
Looks like the article was updated after the video launched, because it doesn't mention it, but below the video there's an "update":![]()
Five Resident Evil games tested on PS5 Pro - and the upgrades are substantial
The Digital Foundry review of five Resident Evil games running on PS5 Pro, including RE 7, RE2 and RE3 remakes, RE Village and the RE 4 remake with Tom Morgan.www.eurogamer.net
Update 14/12/24: There is a difference in resolution while using the 120Hz mode in Resident Evil 4 Remake on PS5 Pro - and we can confirm that this runs at 1536x864, with a PSSR upscale to 4K (or 40% scale of the 4K reconstructed target). So long as 120Hz selected it switches to this alternate rendering mode, though 60Hz continues to use base PS5's 4K checkerboard method in this game.
It does. There was a whole discussion about this when RE4 got a pro update. I eyeballed the HFR mode as having PSSR. Then it was backed up by DF after mistakenly being said it was still CB.
It really isn't. It's PSSR issues on HFR mode. Go play Seperate ways. (EDIT) C2 after clearing the valley on the way to the village where you speak to wesker, look at the vegetation on the way, it pops and fizzles likely due to PSSR having trouble with ambient occlusion. Really noticeable there. Aim any sniper scope and it fizzles. Look at a wall with the scope, it's that bad it makes it look like the wall is texture warbling like on the PS1.
But yes. Other than that. It does look cleaner.
Edit - Even Stellar Blade has issues with PSSR and that's always been championed as a very strong PS5 Pro patch. Granted this is right at the end of the game near enough. But pop and fizzle. RE4 is nowhere near as bad. But still.
Vick will back me up on this.
Is there a 40fps mode?FSR toggle?
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They have to fix the damn PSSR, it's possible for the fuck sake. Thought I will appreciate 40 fps mode, better than nothing I guess.
NoIs there a 40fps mode?
Probably because they use native resolution for such effects and not the PSSR upscaler. From what I knew Nvidia DLSS automatically fixed such issues runs natively such effects, using some protocols instructions or whatever it is if I have understood correctly. PSSR I guess doesn't working such instructions automatically leaving the whole work to the developers.Interesting, thanks for the info.
Ambient occlusion, RTAO and RTGI (+lumen) are the biggest weakness of current version of PSSR. For some reason some developers (Wukong, ACS) were able to solve most of those issues, I wonder how?
It does. There was a whole discussion about this when RE4 got a pro update. I eyeballed the HFR mode as having PSSR. Then it was backed up by DF after mistakenly being said it was still CB.
It really isn't. It's PSSR issues on HFR mode. Go play Seperate ways. (EDIT) C2 after clearing the valley on the way to the village where you speak to wesker, look at the vegetation on the way, it pops and fizzles likely due to PSSR having trouble with ambient occlusion. Really noticeable there. Aim any sniper scope and it fizzles. Look at a wall with the scope, it's that bad it makes it look like the wall is texture warbling like on the PS1.
But yes. Other than that. It does look cleaner.
Edit - Even Stellar Blade has issues with PSSR and that's always been championed as a very strong PS5 Pro patch. Granted this is right at the end of the game near enough. But pop and fizzle. RE4 is nowhere near as bad. But still.
Vick will back me up on this.
Probably because they use native resolution for such effects and not the PSSR upscaler.
It not a nonsense. It's how nvidia prevent such issue with DLSS. Notoriously such graphic effects runs around at 1/4 or 1/2 of native resolution of the whole buffer; upscaling/reconstruct means even going from 1/8 of native resolution or even lower causing broken artifacts because the upscaler can reach its limits, it's not black magic. They have to come back at least to a 1/4 of resolution of the "real" buffer to make the graphic effect work decently.This is not sense. PSSR scale the full frame from lower resolution to 4k
Yeah its night and day. Its a shame Balanced tanks framerates at times because it looks fantastic, Performance is noticable softer. But both look a lot better than FSR or NIS.Comparing FSR and PSSR in Path of Exile 2 you can see PSSR is a lot better. Turn off DRS with PSSR. FSR hides lots of thin details and blurs skills like Arctic Armor (sorc). I've been playing on the Performance profile, it's a great IQ and good frame rate, with dips on busy screens with lots of enemies and effects.
What makes PSSR look bad most of the time are ray tracing reflections. Maybe it takes too much frame time to adapt to the engines and denoise it properly, especially when ray tracing uses really low res.
Because people are not ready yet.Borderlands 4 : not a single fucking footage of the PS5 version and the game page doesn't even say enhanced for pro, what gives?
Because people are not ready yet.
How fucking insane it will look on the pro.
Other games had this too
Because people are not ready yet.
How fucking insane it will look on the pro.
Other games had this too
Bl3 ran crap with some dumb gfx shit turned on that made 0 diffrencePeople are saying in the previews it has performance issues on PC and there's the only version that was shown, we know switch 3 is a disaster and they happily letting you preload 129$ version but we have no idea how the game runs or looks...
Borderlands 3 ran like shit by the way.
It's not BL3 running at 120fps on PS5 and XSX?Bl3 ran crap with some dumb gfx shit turned on that made 0 diffrence