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List of PS5 Pro enhanced games

PicoLordens

Member
This looks great. Using PSSR. I dont see any issues here and it looks crisp




Im also sure this is using RTGI on PS5 pro because i remember this looking worse on my pc without RT when i played it near launch. RT was unplayable

It looks and runs pretty good and the visual cutbacks aren't that bad compared to a high end PC. Only thing that bothers me is lod transition which is pretty bad.
 

saintjules

Gold Member
Considering all that has happened with botched patches, I'm inclined to disagree. And not because of me, either. At the very least, leaving the original modes intact is ideal. This way, if the "Pro Mode" is having issues, you can at least enjoy the game as you would on the base PS5.

This I can agree with. However there are games like HZD FW that don't need the quality mode whatsoever. And also a game like Stellar Blade having, what, 5 different modes to choose from? It's kind of silly.
 
Has anyone played F1 24 on the Pro and can give their impressions as to whether it's as impressive as DF made it sound?

I played the trial version on Pro which AFAIK is the same as the full game and can't say i was impressed ....I was only able to play in clear weather conditions but nothing jumped out at me in terms of omgz ray tracing ...granted I never played the original version to compare. It looked good?
 

Inviusx

Member
Yeah same here, going on a platinum run with the wife on it. The place you picture here was an FSR mess on OG PS5 so its a massive upgrade.

They are using TSR upscaling, as its UE5. Apparently they didn't see any difference between PSSR and TSR so they just kept using what they already had.
 

Mr.ODST

Member
Darktide is a great example of how "their" vision of a Pro upgrade and work on it gave us the best version, 60fps, RT and quite a few upgrades over the place, I hate the choice of Quality v Performance, clear the disparity of them both rather than working on the best Pro mode patch is affecting some games.
 

saintjules

Gold Member
Honestly, i think 2 should be the absolute max. Performance and Visuals/res. Each having a VRR/120hz mode to extend the frame rate and help future proof them.

Agreed. I guess one mode that allows 30fps for those that like that for whatever reason versus 60 + all features.
 

Kangx

Member from Brazile
The first Descendant frame-gen is pretty decent compare to the base machine when game was launched.

Fidelity plus frame-gen is playable in these small scale fight. Look like it is a solid 60fps. Balance plus frame-gen is a bit more responsive and appears to run at maybe 90fps. Performance plus frame-gen is 120fps and more responsive.

I play mostly in the Balance mode plus frame-gen and occasionally switch to Fidelity mode.

I don't know man. I think Frame-gen is a game changer here for the casual. I don't think most people would notice the lag from frame-gen. Just look at wukong, it is a alot worst implementation on the ps5 than this game on the ps5 pro, but it seems most casual are fine with it.

I would not mind if Wukong enhanced follow this direction. In fact, I think it is a great option where you can toggle frame-gen on and off on all modes.
 
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Kangx

Member from Brazile


Ignore the guy. Look night and day difference from the series x version in term of clarity to me.

I am waiting to play POE2 in a few days, hopefully the dev will do a good job here on the pro since I am kinda interested in this game.
 
I'm playing Lies of P and I can't understand nor see the difference between the graphic modes.

Tried the demo first :
- Quality + HF = 40fps
- Performance = 60fps

Retail game :
- Quality + HF = 60fps (?)
- Performance = 60fps

I didn't notice any drops nor framerate instabilities so far in quality mode but, I see no boosted clarity either when compared to the performance mode.
Dev's statement is vague as fook and doesn't mention anything besides the "quality mode now is 30% faster".

Maybe the performance mode has lesser FX compared to quality? does this even have RT ?

God, i hate this shit, you'd think that changes should be mentioned but no, apparently it's too hard.

Also : IMO, Sony should MANDATE to have graphics options named to "Pro", shit is way to vague right now and many games have 4-5 modes like on the base console which doesn't help things (excluding FF7Rebirth and Stellar blade)
 
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Ignore the guy. Look night and day difference from the series x version in term of clarity to me.

I am waiting to play POE2 in a few days, hopefully the dev will do a good job here on the pro since I am kinda interested in this game.


God damn does Darktide look C-R-I-S-P, would you look at that, one the best looking games I've seen so far on the Pro - and this is from Fatshark of all people, meanwhile, the 9/10 GOTY Silent Hill 2 is still riddled with problems and this is the difference between devs ladies and gentlemen, or rather, the difference between a competent dev and the absolute incompetent, amateur hacks of Bloober team.
 
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ManaByte

Gold Member


Eh, I think this guy is just making hyperbolic videos about the Pro to feed into people's confirmation bias that they don't need it (they do).

I played about half of Frontiers of Pandora on XSX in Performance mode last year, I grabbed it in the Black Friday sale for the Pro and started a new game (I could've just used my synced save and continued, but I wanted to play through the first area again with the Pro upgrade). The Pro version is a huge upgrade over the original Performance mode and I've already put in about 12 hours into it.

Same thing with Outlaws. I finished the game in Performance mode on the base PS5, but then played through Wild Card (about 4-5 hours DLC) on the Pro and it's a huge upgrade over the base console.

I really believe a lot of the pushback against the Pro is disingenuous and people are looking for any tiny thing to convince themselves it's not a huge upgrade. The reason is there are a lot of people who fought scalpers and the supply issues to get their PS5 and some weren't able to easily get a PS5 for retail price until 2022 or even 2023. So these people have only owned their PS5 for a couple years and are REALLY pissed off that a Pro has come out so soon after they finally got the base console.
 
What is the resolution on the PS5Pro in RE 8 Village? The base PS5 ran at 4K checkerboard (interlaced) but only supported 60Hz. The PS5Pro however supports 120fps mode (locked 120fps without RT, and 60-80fps with RT). I'm guessing the PS5Pro use PSSR instead of checkerboard?
 

rofif

Can’t Git Gud
looks good and framerate is smooth


yeah I've checked myself and it's visibly higher res (dynamic res) at 4k40fps mode. The performance mode also runs great but it cuts down on some lod and few minor effects.
A far cry from 20fps zones and poor ambient occlusion on release. The game was patched ... I think 1-3 months after release and they fixed all the complaints DF had with ambient occlusion and so on. They increased res and performance and so on too but it was still not locked 40fps. now it's locked 40 and higher res.
 
What is the resolution on the PS5Pro in RE 8 Village? The base PS5 ran at 4K checkerboard (interlaced) but only supported 60Hz. The PS5Pro however supports 120fps mode (locked 120fps without RT, and 60-80fps with RT). I'm guessing the PS5Pro use PSSR instead of checkerboard?

Yes

kmkq1Sk9_o.png


1728p -> PSSR -> 2160p

You can achieve locked 120 fps disabling ray-tracing at 1512p -> PSSR -> 2160p
 
Yes

kmkq1Sk9_o.png


1728p -> PSSR -> 2160p

You can achieve locked 120 fps disabling ray-tracing at 1512p -> PSSR -> 2160p
Thank you. I was expecting even lower resolution, 1728p reconstructed (PSSR) to 4K should look razor sharp. Do you have a similar chart for RE4 Remake on PS5Pro?
 
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Fabieter

Member
I think the most important reason to stick with TSR for both the PS5 and Pro version is that it's much less work than supporting two different upscalers at the same time. PSSR (when it works) is cool, but I don't think devs were delighted when they heard PSSR was going to be a PS5 Pro only feature. It just ads complexity and leads to more work.

Pcs support multiple upscalers for alot of games. Devs support ultrawide and most people don't have a setup for those.

If it's as easy as possible than I doubt devs will mind to much. The problem is pssr isn't ideal right now for alot of games.
 
Re 8 was the the first game I played on my pro because I bought the dlc. It does look amazing and performs really well.
One of the best ones I've played so far

But...it already looked really good on both the XSX and PS5 even with the (minimal) RT effects option enabled so I don't know what the Pro gains would be 🤔
 

gerth666

Member
But...it already looked really good on both the XSX and PS5 even with the (minimal) RT effects option enabled so I don't know what the Pro gains would be 🤔
I remember the resolution looking a lot softer, performance could never hold 60 with the raytracing on.
Now performance is rock solid and it looks really sharp.
For me, a good patch
 

Vick

Gold Member
Basically the same

0JEi5YHv_o.png
Resident Evil 4 in the mode I'm using, High Framerate OFF, Resolution and RT, definitely doesn't use PSSR.
I've pixel counted two frames, one from the outdoor village and one from indoor castle and both have shown full native 3840 x 2160 Corporal.Hicks Corporal.Hicks .

FUBARx89 FUBARx89 suspected PSSR is only used when in HFR mode:

I also feel like HFR could be the only setting using PSSR. Because fidelity and performance with HFR off both look slightly different in the main menu. Whereas HFR on and switching between performance and resolution don't change the image at all.

I imagine the same could happen with RE8, which I haven't started yet King Dazzar King Dazzar as I'm still on Separate Ways.
Still feel the urge to play and replay the game and unlock everything and complete every challenge after hundreds of hours, nobody does games like Capcom.
 

sachos

Member
Just picked up Lords of the Fallen, really nice crispy clean presentation on Pro, looks wonderful and smooth as butter, great job by the devs. Can't speak to later parts of the game, only an hour in so far.

055Fdif.jpeg
I love that UI design, big PS2 era energy.
 
Resident Evil 4 in the mode I'm using, High Framerate OFF, Resolution and RT, definitely doesn't use PSSR.
I've pixel counted two frames, one from the outdoor village and one from indoor castle and both have shown full native 3840 x 2160 Corporal.Hicks Corporal.Hicks .

FUBARx89 FUBARx89 suspected PSSR is only used when in HFR mode:



I imagine the same could happen with RE8, which I haven't started yet King Dazzar King Dazzar as I'm still on Separate Ways.
Still feel the urge to play and replay the game and unlock everything and complete every challenge after hundreds of hours, nobody does games like Capcom.
I get that but aren't all the RE games (Re engine) using checkerboard AA or res? (I've seen discussion about this before)

This could lead to problems in IQ back in the PS5 version of RE4, even compared to XSX, on places that had too much detail like the woods you can thru in the beginning of the game (right in that shack there used to be an impaled woman villager), especially if you looked up in that place.

I was hoping that, like Dragons Dogma 2, they replaced this checkerboard res solution for PSSR, and had better IQ because of that. DD2 has better IQ just because of PSSR instead of the Checkerboard... like NX Gamer proved in one of his Pro videos.

I ask you, is that the case on the Pro?
 
Did the resolution mode in Tsushima run at 60 on the base console? Can’t remember.
Yeah. Unfortunately, Sucker Punch was lazy as hell IMO.

Resolution mode is just 4K Checkerboard, like original God of War. It's especially noticeable on the grass and particles in the distance, game still looks awesome but could look just a bit better with native res or now PSSR.
Framerate mode is 1800p Checkerboard, like the old PS4 Pro version. Both run at 60 locked.
 

Vick

Gold Member
I get that but aren't all the RE games (Re engine) using checkerboard AA or res? (I've seen discussion about this before)
Not really. They were on PS4 Pro, but as far as I know there's no mention of checkerboard for native PS5 versions of RE7, RE2R and RE3R.
RE Village being the only exception, I believe.

This could lead to problems in IQ back in the PS5 version of RE4, even compared to XSX, on places that had too much detail like the woods you can thru in the beginning of the game (right in that shack there used to be an impaled woman villager), especially if you looked up in that place.

I was hoping that, like Dragons Dogma 2, they replaced this checkerboard res solution for PSSR, and had better IQ because of that. DD2 has better IQ just because of PSSR instead of the Checkerboard... like NX Gamer proved in one of his Pro videos.

I ask you, is that the case on the Pro?
Those IQ issues on PS5 were patched a long while ago:



The game just has a minimal TAA, but this is true everywhere including PC where Alex from DF multiple times lamented IQ and aliasing coverage.
All I know is that the game looks absolutely stunning in Resolution Mode on Pro, and waay sharper (and much better if we talk about still screenshots) with DoF, CA, Lens Distortion and Motion Blur turned off compared to these images where it's all ON.

Resident-Evil-4-20241121133913.png


Resident-Evil-4-20241121164103.png


Resident-Evil-4-20241119173142.png


Resident-Evil-4-20241119172828.png


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Resident-Evil-4-20241119172927.png


Resident-Evil-4-20241119174525.png


Resident-Evil-4-20241117154910.png


Resident-Evil-4-20241121161254.png


Resident-Evil-4-20241121182704.png


Resident-Evil-4-20241116133505.png


Resident-Evil-4-20241121224244.png


Resident-Evil-4-20241121224439.png


Resident-Evil-4-20241122065041.png


Resident-Evil-4-20241122091819.png


Resident-Evil-4-20241117044920.png


Resident-Evil-4-20241118024233.png


Resident-Evil-4-20241118025510.png


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Resident-Evil-4-20241118024622.png


Resident-Evil-4-20241118203152.png


Resident-Evil-4-20241118202240.png


And I'm personally glad it's not using PSSR.
 
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Markio128

Gold Member
Has anyone played F1 24 on the Pro and can give their impressions as to whether it's as impressive as DF made it sound?

I played the trial version on Pro which AFAIK is the same as the full game and can't say i was impressed ....I was only able to play in clear weather conditions but nothing jumped out at me in terms of omgz ray tracing ...granted I never played the original version to compare. It looked good?
It’s fairly subtle during day races, but night races have much more realistic lighting - I believe it’s dynamic global illumination. The game has 3 ray tracing effects in use, including the RT reflections and ambient occlusion for better shading effects. None of it really stands out until the night or wet weather races, but it generally looks much more realistic than the base PS5 version imho.
 

bundylove

Gold Member

I kept saying its pssr not working well with rt GI or ar AO.

The effect is identical through several different type of engines.

And i said this weeks ago but now when DF confirms it people believe it finaly.

Pssr ruins a lot of good looking games and should be just a toggle option till there is a newer more stable version released
 
Resident Evil 4 in the mode I'm using, High Framerate OFF, Resolution and RT, definitely doesn't use PSSR.
I've pixel counted two frames, one from the outdoor village and one from indoor castle and both have shown full native 3840 x 2160 Corporal.Hicks Corporal.Hicks .

FUBARx89 FUBARx89 suspected PSSR is only used when in HFR mode:



I imagine the same could happen with RE8, which I haven't started yet King Dazzar King Dazzar as I'm still on Separate Ways.
Still feel the urge to play and replay the game and unlock everything and complete every challenge after hundreds of hours, nobody does games like Capcom.
Personally I would like to know how people pixel count the reconstructed image, as it should look the same as the native image and give a 4K pixel count (otherwise we'd see a reduction in detail). I'm guessing Figital Foundry pixel count a frame durig fast movement, when reconstruction fails, while you counted pixels on the static image.

It's hard to believe that the RE4 remake would run at 75-90fps in native 4K with RT and Hair Strands on the PS5Pro, given the game's requirements on PC. Even a Radeon 6800XT on a PC (with full memory bandwidth dedicated to its cores, unlike a console where the CPU also eats up memory bandwidth) can only run this game at 50fps on these settings.
 
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Vick

Gold Member
Personally I would like to know how people pixel count the reconstructed image, as it should look the same as the native image and give a 4K pixel count (otherwise we'd see a reduction in detail). I'm guessing Figital Foundry pixel count a frame durig fast movement, when reconstruction fails, while you counted pixels on the static image.
There's also an alternative and extremely easier way to check, take this Pro gameplay picture (not really static as Leon moves all over the place while aiming):

Resident-Evil-4-20241117153612.png


Open it in Photoshop or Pixlr Editor, find a proper spot depicting internal aliasing and use the Lazo tool, which would always use the native resolution grid of the image.

YKJuMwq.png


And if pixels match you have a confirmation, as doing this on a reconstructed image doesn't work.

It's hard to believe that the RE4 remake would run at 75-90fps in native 4K with RT and Hair Strands on the PS5Pro, given the game's requirements on PC. Even a Radeon 6800XT on a PC (with full memory bandwidth dedicated to its cores, unlike a console where the CPU also eats up memory bandwidth) can only run this game at 50fps on these settings.
Keep in mind however:

- It's possible HFR mode uses PSSR, therefore the higher framerate is a result of lower internal resolution. The regular Resolution mode I use is indeed locked 60fps for vast majority of the game, but still drops sporadically like in some spots of the maze or the main village square during the storm, meaning there's a chance it doesn't run as high as HFR On.

- Hair Strands are extremely heavy, and at the highest settings on PC they are higher density which would imply a different impact on performance.
 
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FUBARx89

Member
FUBARx89 FUBARx89 suspected PSSR is only used when in HFR mode:

I still fully believe this. I started replaying Seperate Ways (cause of this topic lol) again in HFR mode and some of the grass has the fizzle & noisy look foliage SH2 had.

The sniper scope sights have big problems with fizzle and break-up when ADS. If you slowly pan the scope up it looks like the image breaks up behind the scope lines too.

Edit - It will be interesting to see what, if anything has been changed apart from adding HFR mode. Because looking back at what Capcom said regarding Pro they've delivered exactly what they said they would. Ngl. I did expect more. Doesn't look like they even did any bug fixes. Lol.

"Resident Evil 4 is a survival horror game with a ton of gameplay variety, built around the concept “Survival is just the beginning.” On PS5 Pro, the game runs at a higher framerate, making the dynamic action even more intense. Resident Evil 4 also uses the power of PS5 Pro for ultra-high-resolution technology, painting vividly realistic imagery brimming with detailed environments and more natural and beautiful visual effects than ever before.”
 
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Even after all these thesises, I STILL don't know which graphics option is better for RE4Re 😁

Quality mode + RT, without HFR enabled gives the best possible image quality since it DOESN'T use PSSR, would that be correct ?
Truth be told, I don't see that much of a difference between the modes...

Also : I asked this before but, can anyone tell me about Lies of P ? What's the difference between the two modes ? The quality + HFR option looks to be - pretty much - 60fps, I don't see the reason to use the performance one.
 
There's also an alternative and extremely easier way to check, take this Pro gameplay picture (not really static as Leon moves all over the place while aiming):

Resident-Evil-4-20241117153612.png


Open it in Photoshop or Pixlr Editor, find a proper spot depicting internal aliasing and use the Lazo tool, which would always use the native resolution grid of the image.

YKJuMwq.png


And if pixels match you have a confirmation, as doing this on a reconstructed image doesn't work.


Keep in mind however:

- It's possible HFR mode uses PSSR, therefore the higher framerate is a result of lower internal resolution. The regular Resolution mode I use is indeed locked 60fps for vast majority of the game, but still drops sporadically like in some spots of the maze or the main village square during the storm, meaning there's a chance it doesn't run as high as HFR On.

- Hair Strands are extremely heavy, and at the highest settings on PC they are higher density which would imply a different impact on performance.
According to El Analista De Bits, the RE4 Remake on the base PS5 runs at dynamic 4K with temporal reconstruction (resolution mode).



The PS5Pro version runs at a near-locked 60 fps (42fps vs 60fps in this particular screenshot comparison, that's 43% relative difference, very close to the 45% marketing claims), but there's no power left for resolution increase.

Screenshot-20241201-212911-You-Tube.jpg




The resolution table provided by MisterXDTV is more realistic (dynamic 4K). Your screenshots prove that the RE4R looks amazing on the PS5Pro (and no wonder, since 1620p-1800p is still very high base resolution for image reconstruction), but it seems that the game does not run at 4K native, as you want people to believe.
 
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