Looks like nxgamer will have a video out on the pro patch for bg3. From the image really minor framerate improvement.
Cpu bound and it is inline with the pro cpu advantage.
Looks like nxgamer will have a video out on the pro patch for bg3. From the image really minor framerate improvement.
Thanks for the Alan Wake II thoughts. It’s going to be my first Pro game and I wasn’t sure which mode to chose. Sounds like performance mode is best. It was truly awful looking on base PS5 that I dropped it after a couple of hours to wait for the Pro. Only FFXVI and Rebirth performance modes looked worse on base imo. It really was a shimmering mess.So finally had a chance to try some games on the PRO. Still have a bunch more to try but I got enough to get some initial impressions. TLDR, the results definitely vary across games but the gist is there: it's amazing to see that PRO performance modes typically look noticeably better than the base PS5 fidelity modes while running much faster than fidelity. I am a guy who typically go with either fidelity or balanced (unlocked) on my very large OLED display. I like the utmost detail and resolution and am not an FPS snob (30fps is fine for me depending on the game and 40fps is more than acceptable). However, with the PS5 PRO, it becomes really difficult to justify going with the fidelity modes over the Performance modes because the Performance modes honestly look so good now.
The advantage of the fidelity modes on the PRO is relegated to additional RT effects and in general I think that's a fair model to have. However, in my experience the RT on the PRO (while better than the base PS5 in all cases so far) is still not worth and is of generally low quality (compared to a high spec PC). The resolution is low, the BVH range is limited, and the denoising is lacking (a general problem for console where Nvidia seems to be the only one investing in high quality denoising for RT/PT). This is especially evident with Hogwarts and Alan Wake 2. The RT effects are nice but limited and the Performance modes look and feel so good that it's hard to justify it.
Key Takeaway: IMO, the biggest value prop for the PRO is the IQ improvements (over any Perf improvements). If all you care about is Performance, the base PS5 already has performance modes in the vast majority of available games that hit 60 or higher. The real benefit here is now you can get much better fidelity at those higher performing modes...which really requires a certain level TV/monitor to appreciate.
Overall, it's early days but the potential is there. In some games, the results are worst than the base (which should never happen!) and in many games that already looked amazing on the base PS5, the difference is more difficult to detect without a proper TV. Is it necessary over the base PS5? Absolutely not. But if you are a discerning eye that has already invested in a cutting large screen 4K (or 8K) TV, you'll absolutely want this
Game Impressions:
Call of Duty Black Ops 6: I don't think this has been patched but the game not runs at a near locked 120fps in boost mode!
Jedi Survivor: Biggest disappointment!! Looks broken on the PS5 in both modes. The boiling artifacts on the grass and fine detail is atrocious and makes the image look worse than the base PS5. I also noticed more pope in and loss of detail in some of the textures. I don't know what's going on here but Respawn needs to patch this fast!
Alan Wake 2: One of the biggest surprises. Seeing it in person, Alan Wake 2 looks dramatically better on the PRO vs the base PS5 in both graphics and performance modes. The perceived resolution is much higher now and the PSSR resolve (while not perfect) is much better than the previous FSR solution. As I mentioned, the RT in quality is nice and the game looks and feels better than the base's quality mode. BUt the RT is very limited with low res BVH models and limited draw distances that it can be distracting at times. Sometimes, it can add a lot too. BUT the performance mode is absolutely the way to go (this coming from someone who has played the entire game in fidelity on the base PS5!). It looks and feels much smoother and the 2x resolution output, higher settings, and PSSR resolve make it look and run MUCH better than the fidelity mode in the base PS5! After hearing many people complain about the PRO version, this was probably the most impressive upgrade on the PRO for me out of the games I tried. A couple of patches to fix some of the PSSR artifacts and maybe smooth out the FPS more and this will be a premiere title on PRO. And yes the PERF mode FPS isn't locked 60 but it's consistently in the 50-60 range which will feel fine on a VRR display especially.
Hogwarts Legacy: overall nice upgrade with many options. The biggest improvements for the PRO are: 1) PSSR reconstruction over FSR adds clarity to every mode, 2.) Higher FPS for the fidelity mode (now within VRR range most of the time near 60), 3) Higher quality graphics settings in the Perf mode (perf mode doesn't lose as much and still runs about the same as the base but now with PSSR), 4) additional RT effects in the RT mode (at the cost of lower FPS than the base mode). It's a personal taste thing but there's something for everyone. Regarding the RT mode, again the denoising (or lack thereof) really stands out here as a problem on the reflections. Shadows look better but are less noticeable. Oh and the RT mode with unlocked FPS is broken. Don't use it as the FPS jumps wildly and the game feels completely unplayable at times. You really need to use that frame cap to make this serviceable and for me it's fine at 30fps (HL is not a very fast past game most of the time).
Ratchet & Clank Rift Apart: still my favorite graphical showcase of this generation, the game already looked and ran amazing on the base. However, this was a interesting one where it became clear to me how powerful PSSR could be. I've beaten this game roughly 3x on the base PS5 always playing in the unlocked fidelity mode (never on the PERF mode due to what I said above). And now the fidelity PRO mode adds higher quality RT and even maxed out runs comfortable in the 50s which is perfectly fine for VRR. Basically a maxed out 4K/60fps experience is possible here matching a high spec PC. Case closed right? But when you see the Performance PRO mode...in person...and you know what....IT not only looks better than the base PS5's fidelity mode easily....but it honestly looks better than the fidelity PRO mode! Likely due to the added temporal resolution/stability with the higher frame rate COMBINED with the PSSR resolve that makes the game look more "4K" than the native resolution on the base...it truly is the best of both worlds. The FPS is running in the 80-100 FPS range BTW on the Perf PRO mode so latency and temporal stability is pristine! The added RT effects don't add much in actual gameplay (you wouldn't notice them) but nice to have for some A/Bs comparison for reviews
God of War Ragnarok: again game already look superb on the base PS5. Problem was that the unlocked fidelity mode (the way I played) topped out around 45-55 FPS (in and out of the VRR range). Now the PRO enhanced mode looks better than the previous fidelity mode while running well beyond 60fps (generally in the 70-90 fps range). Cool if not dramatic overall update. The interesting thing here though is that you can actually toggle between PSSR and TAA for the anti-aliasing which is one of the only direct comparisons available today. The results: PSSR does a slightly better job (TAA doesn't look bad here) BUT at a significantly higher cost. I clocked a 20-30% lower FPS when using PSSR over TAA. I wasn't expecting that much of a difference. In practice, if PSSR cost ~2ms, that would be TAA costing ~1.5-1.6ms per frame. Not insignificant but hints at why the perf jump isn't quite as big as we'd hope with PSSR. Good news is that PSSR is an infant and will continue to be optimized in the future.
College Football 2025: just played a quick quarter out of curiosity. The game previous had a quality and performance setting in the menus which is now removed on the PRO. Single mode that has the game running at 4K/60fps. The only real difference is that all of the cutscenes from the intros to the celebrations previously ran at 30fps on the base and now they run at a locked 60fps. So the game is a full 60fps experience top to bottom and some areas where there were slowdowns on the base are cleaned up now. Nice improvement but nothing dramatic that you couldn't live without. Doesn't look like they are using PSSR (but I can't confirm this).
Still early days and I have many more games to try: Spiderman 2, Horizon Forbidden West, RE4/Village, Demon Souls, FFVII Rebirth and more. In the meantime, hope this is helpful for some
Haven’t played this on PC, but is it very single threaded or does it take advantage of all cores?Cpu bound and it is inline with the pro cpu advantage.
I don't think that's correct. It always ran at a fixed 1440p in RT performance mode and native 4k 30fps in fidelity. I've just tested it and it still is for me. The image is very good though at 1440p and at least now the couple of minor areas where there was a dip is now locked 60fps - no need for VRR anymore.Performance RT mode in GTA V looks pretty close to 4K on the Pro. It was a dynamic resolution.
The image is pretty much indistinguishable from the Fidelity mode.
lol no there isn’t out yetIt’s already there and it’s broken
I'm not balls of snow , but if I had to guess, it may look sharper on the Pro because it stays closer to the upper bound of the dynamic res the games uses in perf mode.How would Life is Strange Double Exposure look sharper since there is no PS5 Pro patch for it?
I was waiting for the Pro to play outlaws, but looks like the Pro version is a half assed update and in some cases even worse than the base version sigh. Last chance is the big november update, maybe there will be some improvements to their pro support in that one
Not sure anymore
Just watched this and it seems like quality settings to me at double the framerate and a tiny bit softer image on the Pro, but the overall image quality seems better, because the horrible FSR artifacts are gone around the hair and fooliage.
I ended up spending a couple of hours on GTA V today using Performance RT mode and I was pleasantly surprised by how good it looked, and ran.Performance RT mode in GTA V looks pretty close to 4K on the Pro. It was a dynamic resolution.
The image is pretty much indistinguishable from the Fidelity mode.
I'm interested in this too. But I did see one video running earlier today in the new Pro mode and it looked pretty decent to me. But then loads of people are saying its poor.
Thanks for the Alan Wake II thoughts. It’s going to be my first Pro game and I wasn’t sure which mode to chose. Sounds like performance mode is best. It was truly awful looking on base PS5 that I dropped it after a couple of hours to wait for the Pro. Only FFXVI and Rebirth performance modes looked worse on base imo. It really was a shimmering mess.
Jedi-survivor is kinda wild. Some people are saying it is a huge leap some are not because of the RT shimmering.Bit of a mixed bag from me. Some games have great improvements and others have less so. Some of the PSSR implementations have visual issues but such is the nature of ML upscaling and is on the developer to fix. Standout titles that I have tested are F1, Stellar Blade, FF7, and Hogwarts. Disappointments for me are Jedi Survivor and Silent Hill 2 so far. Developer needs to fix those.
It reduces shimmering but 30fps without motion blur is horrible.Make sure you turn off film grain and motion blur, it will greatly reduce shimmering.
Don't know specific details about pc, but it appears to affect pc the same way which only happen in Act 3.Haven’t played this on PC, but is it very single threaded or does it take advantage of all cores?
Interesting. I guess this mostly related to RT features shimmering and break upA dev said why some PSSR implementations are better than others, it's because they are using the latest updated PSSR. he couldn't go into the details because of an NDA.
Interesting. I also think the flickering on reflective surfaces and vegetation in both patched and non patched games are some driver issues and sony will fix it with a firmware.A dev said why some PSSR implementations are better than others, it's because they are using the latest updated PSSR. he couldn't go into the details because of an NDA.
Haven’t played this on PC, but is it very single threaded or does it take advantage of all cores?
It's not single-threaded. It spreads the load across all the cores. The CPU usage isn't poor like with Gotham Knights. The game simply uses a lot of CPU resources.Don't know specific details about pc, but it appears to affect pc the same way which only happen in Act 3.
I liked how the game looked without RT better. They could have pushed the IQ so much higher if they would stop trying to force their RT bullshit.Jedi-survivor is kinda wild. Some people are saying it is a huge leap some are not because of the RT shimmering.
I posted here regarding to this game. I think the devs should drop all the RT features in the performance mode similar to the base version, and up the internal res to 1440p from 1200p to make the image much cleaner and sharper closer or comparable to native 4k sharpness.
They can also implement a uncapped HF mode like stellar blade and Hogwarts. It is doable, these 3 games share the same UE4 engine.
This upgrade will be significantly noticeable by most people over the base consoles with huge increase in sharpness and frame rate vs a mixed bag we currently having.
According to a poster here. In GOW, switching from TAA to PSSR cost around 20 percent of performance.I disagree with the criticisms of Jedi Survivor, I think it looked and played outstanding on my Pro in performance mode.
I will say this: for a first attempt PSSR in an out of the park grand slam.
AMD needs to completely ditch their FSR formula and work with Sony to bring PSSR to PC and/or just merge it with FSR4.
If AMD can get FSR4 to PSSR parity and close the ray tracing gap a bit, then AMD can finally start hitting nvidia where it hurts.
Of course AMDs story has always been "if AMD can do this..." and have never come through on the GPU side.
PSSR gives them an opportunity.
lol yeah it is and pssr is broken on itlol no there isn’t out yet
Sorry i forgot to mention that in my post. I tested both on and off and with it off, the IQ did look much cleaner!Make sure you turn off film grain and motion blur, it will greatly reduce shimmering.
lol no there isn’t out yet
I haven't played a 30fps game in years. 60fps is the way to go with Aw2, Ray tracing is trash anyway on the pro.It reduces shimmering but 30fps without motion blur is horrible.
Seems like motion blur is applied in the wrong layer or something. idk
People absolutely do not understand Stellar Blade modes on reddit. They are so stupid and so loud...
PRO MAX!!!!! there is MAX so it has to be better right?! They don't know it's 50fps ("but it's butter smooth") and they have no idea it's 4k native with just taa. All the shimmering and ghosting included.
Pro mode is pssr, 80fps and clean as new glasses. But there is no MAX IN THE NAME!!!!!
Just one of many reddit examples. All these specialists lol. And the guy is like "I've bought a 4090 not to have to use dlss because native looks better... oh my god. Kill me now. Enough internet for today.
And then there are ton of people "but I don't see a 700$ difference. Where is my disc drive".
Stupid idiots. The console is 250-300$? more expensive than fat. Adds 30-45 more raw performance and dlss rivaling PSSR chip. It's not purely software solution.
I see one more post showcasing shimmering dithered fsr2 game and then pssr clean, nice image... and someone saying "but I dont see a difference".... ooof
edit: The sheeple ignorance and hate on pro in mainstream media is so stupid. Over what? 250$? Are people insane? Casuals getting angry that enthusiasts get a new toy? wtf
Yup. Leave the RT features to the 30fps mode and created a 40fps RT mode for some people who wanted a bit more performance and significant respond time.I liked how the game looked without RT better. They could have pushed the IQ so much higher if they would stop trying to force their RT bullshit.
This will be the case. Saw several cyberpunk video that look like it is running on the upper bound.Do PS5 games that use dynamic resolution get a boost running on a Pro? Was wondering if the 60fps mode of Avatar which could dip as low as 864p would keep a higher resolution even without a Pro patch.
It looked pretty similar to me in the 4K mode when I was switching back and forth.I don't think that's correct. It always ran at a fixed 1440p in RT performance mode and native 4k 30fps in fidelity. I've just tested it and it still is for me. The image is very good though at 1440p and at least now the couple of minor areas where there was a dip is now locked 60fps - no need for VRR anymore.
Yeah it does in places especially with some of the assets, but look a bit closer and you'll notice. Unfortunately it is a fixed lower base resolution. It looks excellent none the less though in its RT mode. Its on my list to revisit for sure.It looked pretty similar to me in the 4K mode when I was switching back and forth.
I'm not sure exactly what GG is doing here. Are they perhaps upscaling from a much higher base resolution using their in-house upsampling method?
Because the performance on the Pro in VRR mode is a bit worse than on the regular PS5. As I said above, it could be due to them upscaling from a higher resolution or it could be that the cost of their temporal upscaler is much higher. Whatever the case, it's not as impressive as I had imagined as I believed the cost would be similar to PSSR.
Forbidden West has the most impressive image quality out of all the games I've tried. It just looks pristine.This guy is offering poor analysis. This isn't apples to apples. So not getting additional frames is not a loss here. Maybe he needs a better prescription on his lenses.
Any type of upscaling is going to have a cost associated with it, but if you're delivering fidelity like visuals at the same framerate as base performance, that's the goal of the PS5 Pro.
I haven't fired the game up myself, so I'll reserve ultimate judgement, but DF said it was the best looking game on consoles.
Forbidden West has the most impressive image quality out of all the games I've tried. It just looks pristine.
No doubt it is better. Everyone says as much. What I'm wondering is what is it doing under the hood? Is it upscaling from 1440p? 1800p? There must be a good reason for GG not to use PSSR when it's such an easy win at 1440p and above.This guy is offering poor analysis. This isn't apples to apples. So not getting additional frames is not a loss here. Maybe he needs a better prescription on his lenses.
Any type of upscaling is going to have a cost associated with it, but if you're delivering fidelity like visuals at the same framerate as base performance, that's the goal of the PS5 Pro.
I haven't fired the game up myself, so I'll reserve ultimate judgement, but DF said it was the best looking game on consoles.
This type of analysis is why we don't have a Bloodborne PS4 Pro version running at 900p60 because people would say I thought the PS4 Pro was supposed to deliver 4K, but this looks worse. Had we had that PS4 Pro version and if it had DRS, there would be a 60 fps version today likely running at up to 4K without issues.
yep. dlss usually have lower cost than fsr because DLSS requires a dedicated chip/component.This guy is offering poor analysis. This isn't apples to apples. So not getting additional frames is not a loss here. Maybe he needs a better prescription on his lenses.
Any type of upscaling is going to have a cost associated with it, but if you're delivering fidelity like visuals at the same framerate as base performance, that's the goal of the PS5 Pro.
I haven't fired the game up myself, so I'll reserve ultimate judgement, but DF said it was the best looking game on consoles.
This type of analysis is why we don't have a Bloodborne PS4 Pro version running at 900p60 because people would say I thought the PS4 Pro was supposed to deliver 4K, but this looks worse. Had we had that PS4 Pro version and if it had DRS, there would be a 60 fps version today likely running at up to 4K without issues.
No doubt it is better. Everyone says as much. What I'm wondering is what is it doing under the hood? Is it upscaling from 1440p? 1800p? There must be a good reason for GG not to use PSSR when it's such an easy win at 1440p and above.
Yeah, 1-2ms according to the docs, but usually, I think 1440p>4K with PSSR on the Pro performs even better than Performance Mode on the regular console.PSSR isn't free and if anything it looks like it has a pretty heavy cost to it.
This is what I'm wondering as well. It must be using AI upscaling to deliver such results and if it is, how did GG go on about developing their own solution in conjunction with Cerny's team who were probably the ones who developed PSSR. I'm guessing we'll also see this being used in Death Stranding 2 as well and if it has benefits over PSSR, then it's possible other engines/games could benefit it. Or it's also possible it uniquely plays to the strength of the Decima Engine somehow. Whatever the case, I really want to see a deep dive into this. It's possibly the best AI upscaler on the market and if not, it's probably top 3.They've built their tools out themselves that plays nicely with their engine and probably has a better result visually than relying on PSSR.
Sometimes you want to use a hammer and sometimes you want to use a scalpel. It depends on the job you're trying to do.
What I'd be more interested in is seeing if some of GG's tech ends up in future versions of PSSR.
I'm not sure exactly what GG is doing here. Are they perhaps upscaling from a much higher base resolution using their in-house upsampling method?
Because the performance on the Pro in VRR mode is a bit worse than on the regular PS5. As I said above, it could be due to them upscaling from a higher resolution or it could be that the cost of their temporal upscaler is much higher. Whatever the case, it's not as impressive as I had imagined as I believed the cost would be similar to PSSR.
Yeah, 1-2ms according to the docs, but usually, I think 1440p>4K with PSSR on the Pro performs even better than Performance Mode on the regular console.
This is what I'm wondering as well. It must be using AI upscaling to deliver such results and if it is, how did GG go on about developing their own solution in conjunction with Cerny's team who were probably the ones who developed PSSR. I'm guessing we'll also see this being used in Death Stranding 2 as well and if it has benefits over PSSR, then it's possible other engines/games could benefit it. Or it's also possible it uniquely plays to the strength of the Decima Engine somehow. Whatever the case, I really want to see a deep dive into this. It's possibly the best AI upscaler on the market and if not, it's probably top 3.