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List of PS5 Pro enhanced games

FUBARx89

Member
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.

Personally. The more I'm playing it in HFR mode, despite how clean it looks at times, I wouldn't recommend it unless you're a slave to the framerate. I'd say resolution & RT.

I've just discovered this lovely image quality issue with HFR on. The PSSR having issues with resolving the fine lines on the scope makes the wall aimed at looks almost like Quake 2 model warbling.

 
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Vick

Gold Member
According to El Analista De Bits, the RE4 Remake on the base PS5 runs at dynamic 4K with temporal reconstruction (resolution mode).


The area that most noticeably drops from 60fps in the entire game is this exact place in the village square at night:

Resident-Evil-4-20241121215328.png


And this frame, while harder to tell due to all the post processing, using internal aliasing is still clearly 3840 x 2160 across the entire image.

evx1yRG.png


Wouldn't make any sense for a dynamic resolution implementation to not activate when the game needs it, no?

I'm not excluding it, but I haven't noticed a single instance of IQ appearing softer than usual in the entire game and DLC (+300 hours) and all the screenshots I've tested show the same exact 3840 x 2160 resolution. Not 1800p and surely not "from 1800p to 1620p" as it would mean the 2160 examples posted wouldn't exist.

And while I'm not necessarily saying this is the case here, El Analista de Bits is banned source here on GAF as was proven incorrect in many different occasions.

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

Screenshot-20241201-212911-You-Tube.jpg



Nice that they used the maze, as I've said it's one of those places where I could feel the drops.

The resolution table provided by MisterXDTV is more realistic (dynamic 4K - between 1800p and 1620p). Your screenshots prove that RE4R looks amazing on the PS5Pro, but it seems that the game does not run at 4K native like you want people to believe.
Maybe I'm wrong, but that last sentence seems to heavily imply I'm being disingenuous..

NQ5FTWM.png



9JH8xiE.png


Which would be very offensive especially coming from one user I always liked such as yourself.
Perhaps you could search my previous posts in this Thread (when I unknowingly had a glitch that prevented me from using Resolution mode) and how hard I've been shitting on Capcom and how this game looked on Pro.

Not sure if this was posted yet, but Resident Evil 4 Remake Pro patch is broken. You select Resolution mode but it is in fact Framerate Mode, so if you recently played RE4 Remake on Pro, you played with base PS5 Framerate settings (meaning much lower resolution textures and many more very noticeable differences).

This is why framerate reports indicated identical performance between Resolution and Framerate mode on Pro, they are the same.

The most ridiculous thing is that the original Resolution Mode finally runs at stable 60fps on Pro, but the only way to access this much better presentation is from unpatched disk version (thank God for the Gold version).*

Hopefully they'll fix this shit as soon as possible, would be awesome if someone could contact John on X or someone from DF and let them know, so they can spread awareness.

*Unfortunately even the Gold Edition is the launch code, so while it has the higher graphical settings it suffers from some original IQ issues like sporadic moire and some aliasing.
To play the ideal version? Unless you installed RE4 on the Pro before the official Patch and never updated, no.
The ideal version was the one right before the latest patch.

Resolution/IQ matter on the game is a little complicated.. even if the patched game on Pro runs at Framerate settings when you select Resolution Mode (much lower res textures etc.), the IQ is better still on Pro than disc 1.00 version* because PSSR (or whatever they're doing) is way ahead at resolving some of the raw aspects affecting the original base PS5 Resolution Mode (aliasing, moire, etc). So even if it is perceived as a little softer, it looks both better and cleaner.

Those unpleasant IQ issues* were later solved with a patch, so if you own a disc version, you're going to get the higher graphics settings and sharper picture, but with those IQ issues the game originally shipped with.


I've played the Chainsaw Demo right after two playthoughs on Pro, and immediately noticed the much higher resolution textures and higher resolution/sharper IQ.
This Demo never received the Pro patch, but did receive the IQ improvements over 1.00.


Here. This is the Demo and those much higher assets/textures are everywhere, texture difference is night and day in so many spots a proper comparison would take forever:

fODG0TB.gif


Fd5OI9C.gif


k7boZlh.gif


qCwZfFx.gif


Just confirmed the higher settings are present on 1.00.


Unfortunately, you're right. I naively believed Gold Version shipped with updates (due to save file working), but no, it is indeed 1.00.

Capcom needs to fix this shit immediately. We have to do something.

Edit:

*That being said, IQ "issues" are greatly reduced by simply disabling Lens Distortion and CA, maybe on 1.00 they don't work as good as patched version.
I apologize for the many posts on the matter, but base PS5 version of Resident Evil 4 has also been massively affected by patch 1.400.
It runs at much more stable 60fps now, but those higher settings graphics are simply gone.

Basically on PlayStation platforms there's no longer high resolution textures/assets, and there's no way/graphic mode to bring them back.

Sarcastic Oc GIF


Great job Capcom, please stay the fuck away from RE2/RE3 now that the physical versions are coming.

Edit:

Thanks to the amazing FUBARx89 FUBARx89 , we discovered it's actually a stupid 1.400 glitch preventing those graphics to activate, on both base PS5 and Pro.
Likely caused by selecting Resolution when first booting the game. To fix this issue you have to switch between modes until you see the background (post first run) changing in real time.

Game is looking SPECTACULAR! And I did two whole playthroughs with the awful textures..

I would never in a million years be interested in making people believe something I know being false. I just provided what I could with my limited means and shared my experience with the game.

DF said base PS5 uses checkerboard, is there a way to easily spot checkerboard?

Edit:

Dragon's Dogma 2 uses Checkerboard on base PS5, and this is the kind of disgusting mess it produces:

n3zq8ey.jpeg


GdvH_9LW4AE-zXj


There's obviously nothing even remotely close to any of this on RE4.
Only IQ "issues" that I could notice in the game in Resolution HFR Off are of AA nature, as a raw native image would have, and it's the same for every version of the game due to way TAA has been implemented. It is undoubtedly free from this kind of reconstruction artifacts.
 
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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.
Lazy PS5 update and now lazy Pro update as in no Pro update
 
The area that most noticeably drops from 60fps in the entire game is this exact place in the village square at night:

Resident-Evil-4-20241121215328.png


And this frame, while harder to tell due to all the post processing, is still clearly 3840 x 2160 across the entire image.

evx1yRG.png


Wouldn't make any sense for a dynamic resolution implementation to not activate when the game needs it, no?

I'm not excluding it, but I haven't noticed a single instance of IQ appearing softer than usual in the entire game and DLC (+300 hours) and all the screenshots I've tested show the same exact resolution.

And while I'm not necessarily saying this is the case here, El Analista de Bits is banned source here on GAF as was proven incorrect in many different occasions.


Nice that they used the maze, as I've said it's one of those places where I could feel the drops.


Maybe I'm wrong, but that last sentence seems to heavily imply I'm being disingenuous..

NQ5FTWM.png



9JH8xiE.png


Which would be very offensive especially coming from one user I always liked such as yourself.
Perhaps you could search my previous posts in this Thread (when I unknowingly had a glitch that prevented me from using Resolution mode) and how hard I've been shitting on Capcom and how this game looked on Pro.





I would never in a million years be interested in making people believe something I know being false. I just provided what I could with my limited means and shared my experience with the game.

DF said base PS5 uses checkerboard, is there a way to easily spot checkerboard?

Edit:

Dragon's Dogma 2 uses Checkerboard on base PS5, and this is kind of disgusting mess it produces:

n3zq8ey.jpeg


GdvH_9LW4AE-zXj


Which is obviously entirely absent on RE4.
Only IQ "issues" the game has in Resolution HFR Off are of AA nature, not one single reconstruction artifact.
The last sentence simply means that your claims were not true. You probably really believed that the PS5Pro version was running at 4K native (and I believed you too at first because your screenshots could have passed for 4K), but it seems the game wasnt running at 4K native like you thought.

I often see elanalistadebits videos here on neagaf and I think his pixel counts in RE4R are legit. NXgamer also confirmed the game wasnt running at 4K native (in resolution RT mode).

eSarM1G.jpeg


It makes perfect sense to me why the PS5Pro is 43-45% faster in this game compared to the base PS5, because it corresponds to 45% improvement in GPU power, but to run this game at native 4K on top of that would require even faster GPU.
 
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Df did a video a month ago. It probably would give you a better look than any of us.

Thanks ...still hoping to hear some impressions as I havn't seen any here, surprisingly, since this games features were so hyped pre-release of Pro ....I'm thinking it's a situation where without playing both games side by side it's hard to tell ....Hopefully I'm wrong

I've tried the trial but don't know if that had Pro enhancements and I can't find confirmation online if the demo has them or not...anyway
 

rofif

Can’t Git Gud
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.
Same here. I can’t stop worth re4. It’s great.
And dead rising after this!
 

Vick

Gold Member
The last sentence simply means that your claims were not true. You probably really believed that the PS5Pro version was running at 4K native (and I believed you too at first because your screenshots could have passed for 4K), but it seems the game wasnt running at 4K native like you thought.
I'm sorry, but "it seems" based on what?

I'm playing the game right now, just took screenshots (that you're completely free to pixel count yourself) while running and moving the camera, not one reconstruction artifact of any kind that I could see, same exact IQ as staying still.

Gameplay screenshots running (with Striker Charm 8% faster movement) AND rotating the camera (DoF, Motion Blur, CA and Lens Distortion OFF):

Resident-Evil-4-20241202005446.png


Resident-Evil-4-20241202005451.png


Gameplay screenshot while staying still, even though Ada never really stays still in idle (DoF, Motion Blur, CA and Lens Distortion OFF):

Resident-Evil-4-20241202005620.png


1:1

UaZfRKV.png


Full 4K detail on clothes and stiches, no dithering whatsoever on hair in any cutscene nor instance whatsoever that I could notice (replaced instead by native res aliasing), single strands on Luis facial hair always precisely resolved, every single aliased edge always coming as 3840 x 2160..

If this is not native 4K, then what are we are looking at?

It's a genuine question, reconstructed using what? I don't know of a single reconstruction technique that doesn't produce artifacts with fast movements while turning the camera, and that also presents native 4K aliased edges and fully preserved texture detail..
And this ain't an hallway, there's a lot of stuff like explosions and fire and destruction and enemies happening in this place, if there was a dynamic resolution in place this is the exact kind of situation it would intervene. Does this look like 1800p or "a more realistic 1620p" to you?

So all I can say, once again, is that I'm sorry you don't believe what I take time posting, but I'm not willing in the slightest to take as proof what a suspicious source banned on GAF is claiming when my own eyes and tests are telling me otherwise.

And since this is my direct experience with the software for more than 300 hours, I'll keep saying RE4R is native 4K when running in Resolution Mode with HFR Off because this is what evidence is telling me.
Evidence anyone here could easily corroborate in seconds by pixel counting or testing themselves.

Edit:

A couple more screenshots took shortly after the others, mostly because the previous ones look like ass graphically and don't really do the game justice.

DoF, Motion Blur, CA and Lens Distortion OFF:

Resident-Evil-4-20241202031721.png


DoF, Motion Blur, CA and Lens Distortion ON:

Resident-Evil-4-20241202031820.png


Resident-Evil-4-20241202033125.png


Resident-Evil-4-20241202033454.png


Resident-Evil-4-20241202033719.png


And one from a previous run:

Resident-Evil-4-20241128044705.png


I'm honestly interested in other people opinions on this matter because I'd obviously like to know if I'm wrong about something, but game keeps looking native 4K to me. As a matter of fact, more native 4K than countless proven native 4K games with heavier TAA implementations.
Corporal.Hicks Corporal.Hicks what does "Interlaced" mean exactly? Is there an easy way to distinguish between a native resolution and an "interlaced" one?
 
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Kangx

Member from Brazile
The Witcher 3 looks pretty sharp on the pro. Like 4k sharp. Most likely running in the upper bound of DRS.

This is why I like game with DRS and unlock frame rates. It's kinda future proof.

The graphics overall looks good, but the animation during cutscene still look janky like games 10 years ago which it is but man the combat kinda clunky also.

I don't enjoy the fighting, but the scenery could look really beautiful for a 10 years old game With 4k like image.

Is the combat gona get better later on? I am still early. Just traveled to the first big region look for Ciri.
 
I'm sorry, but "it seems" based on what?

I'm playing the game right now, just took screenshots (that you're completely free to pixel count yourself) while running and moving the camera, not one reconstruction artifact of any kind that I could see, same exact IQ as staying still.

Gameplay screenshots running (with Striker Charm 8% faster movement) AND rotating the camera (DoF, Motion Blur, CA and Lens Distortion OFF):

Resident-Evil-4-20241202005446.png


Resident-Evil-4-20241202005451.png


Gameplay screenshot while staying still, even though Ada never really stays still in idle (DoF, Motion Blur, CA and Lens Distortion OFF):

Resident-Evil-4-20241202005620.png


1:1

UaZfRKV.png


Full 4K detail on clothes and stiches, no dithering whatsoever on hair in any cutscene nor instance whatsoever that I could notice (replaced instead by native res aliasing), single strands on Luis facial hair always precisely resolved, every single aliased edge always coming as 3840 x 2160..

If this is not native 4K, then what are we are looking at?

It's a genuine question, reconstructed using what? I don't know of a single reconstruction technique that doesn't produce artifacts with fast movements while turning the camera, and that also presents native 4K aliased edges and fully preserved texture detail..
And this ain't an hallway, there's a lot of stuff like explosions and fire and destruction and enemies happening in this place, if there was a dynamic resolution in place this is the exact kind of situation it would intervene. Does this look like 1800p or "a more realistic 1620p" to you?

So all I can say, once again, is that I'm sorry you don't believe what I take time posting, but I'm not willing in the slightest to take as proof what a suspicious source banned on GAF is claiming when my own eyes and tests are telling me otherwise.

And since this is my direct experience with the software for more than 300 hours, I'll keep saying RE4R is native 4K when running in Resolution Mode with HFR Off because this is what evidence is telling me.
Evidence anyone here could easily corroborate in seconds by pixel counting or testing themselves.
Based on common sense. You need RTX4070ti, or 6950XT to play this game at 4K native with RT and hair strands at around 60fps, and the PS5Pro has much slower GPU.

It's not just El Analista De Bits who said that the RE4R isnt running at 4K native on the base PS5. Nxgamer and Digital Foundry (two of the most credible sources you can ask) also said the game does not run at native 4K, but at interlaced / checkerboard 4K. The RE4R received an update for PS5Pro and it's probably using PSSR in all it's modes instead of checkerboard 4K (your screenshots look a lot better than the original PS5 screenshots.). As for the lack of image reconstruction artifacts, with such a high base resolution you will not see them as easily, even in motion, so you have no proof that the game runs at 4K native.

If you want to believe that the game runs at 4K native, please do, but the chart linked by MisterXDTV with 1800p-1620p pixel counts is definitely more believable to me. At the end of the day, I dont care about your PS5Pro, because I can run both RE4K and Village at native 4K with maxed out settings.

RE4-Remake.jpg


re4-2024-12-02-03-32-48-217.jpg


re4-2024-12-02-03-37-35-506.jpg


re4-2024-12-02-00-56-36-989.jpg

re4-2024-12-02-00-57-09-774.jpg


re8-2024-12-02-03-22-32-825.jpg


re8-2024-12-02-03-26-00-910.jpg


re8-2024-12-02-03-28-33-691.jpg


re8-2024-12-02-03-21-50-995.jpg

re8-2024-12-02-03-27-54-884.jpg
 

Vick

Gold Member
It's not just El Analista De Bits who said that the RE4R isnt running at 4K native on the base PS5. Nxgamer and Digital Foundry (two of the most credible sources you can ask) also said the game does not run at native 4K, but at interlaced / checkerboard 4K. The RE4R received an update for PS5Pro and it's probably using PSSR in all it's modes instead of checkerboard 4K (your screenshots look a lot better than the original PS5 screenshots.).
But you already had people in this Thread, people actually playing the game on the console like me or FUBARx89 FUBARx89 , who don't believe at all PSSR is being used in Resolution mode with HFR Off..
Not only since IQ is noticeably different from HFR On that apparently does use it instead, but because PSSR would never leave aliased edges to pixel count so easily like what's shown in the images I posted.

PSSRvs-DLSS-A.gif


PSSRvs-DLSS-5.gif


Getting rid of aliasing virtually the main thing PSSR does, and aliasing in particular is the only noticeable IQ "issue" in RE4. Usual PSSR artifacts, instead, are nowhere to be seen in RE4 and only seem to appear when enabling HFR Mode.

Also, if common sense is telling you that a 45% increase in Performance would leave no room for a resolution boost, how could PSSR, which is considerably more demanding than checkboard, fit into the picture?

As for the lack of image reconstruction artifacts, with such a high base resolution you will not see them as easily, even in motion, so you have no proof that the game runs at 4K native.
True, but I also believe I've posted enough material to support my claims.
Material that could also easily disprove what I'm saying in case more well-versed users would want to join the discussion.

If you want to believe that the game runs at 4K native, please do, but the chart linked by MisterXDTV with 1800p-1620p pixel counts is definitely more believable to me.
But doesn't that chart indicate a dynamic 2160, meaning actual native 4K dropping to 1800p at minimum in Resolution Mode HFR Off, and dropping to 1620p with HFR On?
This scenario I've already said I'm not excluding, just based on the areas suffering from frame drops the most resolution doesn't appear to scale down from what's my experience (and I've shared pictures of such instances), so if dynamic resolution is in place it's not working as it should.

Edit:

That chart is from Resetera, and it indicates 2160m, meaning machine learning upscale.

0JEi5YHv_o.png



4EIvxXl.png


So at ERA they believe Resolution Mode HFR Off is using PSSR from 1800p, despite the game being full of easily countable aliasing not matching 1800p, and showing complete absence of every known PSSR artifact. The chart also says this mode is "Locked 60fps", which isn't technically true.

Wouldn't exactly bet on what they provided being correct..

At the end of the day, I dont care about your PS5Pro, because I can run both RE4K and Village at native 4K with maxed out settings.

RE4-Remake.jpg


re4-2024-12-02-03-32-48-217.jpg


re4-2024-12-02-03-37-35-506.jpg


re4-2024-12-02-00-56-36-989.jpg

re4-2024-12-02-00-57-09-774.jpg


re8-2024-12-02-03-22-32-825.jpg


re8-2024-12-02-03-26-00-910.jpg


re8-2024-12-02-03-28-33-691.jpg


re8-2024-12-02-03-21-50-995.jpg

re8-2024-12-02-03-27-54-884.jpg
f0a44825fc5594ea2fb316d10c3a65a5.gif


It's not "my Pro", you're in a Thread about a console most participants here bought and would be interested in these kind of info.
Your screens look great, whatever AA + Sharpen combo you're using provides an exceptionally sharp image.
 
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The Witcher 3 looks pretty sharp on the pro. Like 4k sharp. Most likely running in the upper bound of DRS.

This is why I like game with DRS and unlock frame rates. It's kinda future proof.

The graphics overall looks good, but the animation during cutscene still look janky like games 10 years ago which it is but man the combat kinda clunky also.

I don't enjoy the fighting, but the scenery could look really beautiful for a 10 years old game With 4k like image.

Is the combat gona get better later on? I am still early. Just traveled to the first big region look for Ciri.
You get more combat moves but can't say the fundamentals change the further you play ...it's still worth playing just try not to get hung up on the combat not being great. Its an amazing game and experience over all.
 

rofif

Can’t Git Gud
Personally. The more I'm playing it in HFR mode, despite how clean it looks at times, I wouldn't recommend it unless you're a slave to the framerate. I'd say resolution & RT.

I've just discovered this lovely image quality issue with HFR on. The PSSR having issues with resolving the fine lines on the scope makes the wall aimed at looks almost like Quake 2 model warbling.


It’s similar on pc. This game does some weird stuff to scopes.
 
But you already had people in this Thread, people actually playing the game on the console like me or FUBARx89 FUBARx89 , who don't believe at all PSSR is being used in Resolution mode with HFR Off..
Not only since IQ is noticeably different from HFR On that apparently does use it instead, but because PSSR would never leave aliased edges to pixel count so easily like what's shown in the images I posted.

PSSRvs-DLSS-A.gif


PSSRvs-DLSS-5.gif


Getting rid of aliasing virtually the main thing PSSR does, and aliasing in particular is the only noticeable IQ "issue" in RE4. Usual PSSR artifacts, instead, are nowhere to be seen in RE4 and only seem to appear when enabling HFR Mode.

Also, if common sense is telling you that a 45% increase in Performance would leave no room for a resolution boost, how could PSSR, which is considerably more demanding than checkboard, fit into the picture?


True, but I also believe I've posted enough material to support my claims.
Material that could also easily disprove what I'm saying in case more well-versed users would want to join the discussion.


But doesn't that chart indicate a dynamic 2160, meaning actual native 4K dropping to 1800p at minimum in Resolution Mode HFR Off, and dropping to 1620p with HFR On?
This scenario I've already said I'm not excluding, just based on the areas suffering from frame drops the most resolution doesn't appear to scale down from what's my experience (and I've shared pictures of such instances), so if dynamic resolution is in place it's not working as it should.

Edit:

That chart is from Resetera, and it indicates 2160m, meaning machine learning upscale.

0JEi5YHv_o.png



4EIvxXl.png


So at ERA they believe Resolution Mode HFR Off is using PSSR from 1800p, despite the game being full of easily countable aliasing not matching 1800p, and showing complete absence of every known PSSR artifact. The chart also says this mode is "Locked 60fps", which isn't technically true.

Wouldn't exactly bet on what they provided being correct..


f0a44825fc5594ea2fb316d10c3a65a5.gif


It's not "my Pro", you're in a Thread about a console most participants here bought and would be interested in these kind of info.
Your screens look great, whatever AA + Sharpen combo you're using provides an exceptionally sharp image.
My previous screenshots show 4K TAA native image quality, I wasnt using downsampling, or reshade sharpening, so PS5Pro screenshots should look exactly the same if the game was really running at 4K TAA native. I looked at your screenshots and I think the image on the PS5Pro looks cleaner, especially around hair and fences.

4K TAA native without downscaling, no reshade sharpening. Note how individual hairs show aliasing on PC. The hair looked cleaner in your PS5Pro screenshots.

4-K-TAA-native-2.jpg


4-K-TAA-native-1.jpg


re4-2024-12-02-00-56-36-989.jpg


I also included ultra-high quality screenshots in the spoiler to show you how this game looks with downsampling+reshade.

5120x2880p + reshade sharpening

2880p-reshade-11.jpg


2880p-reshade-2.jpg


2880p-reshade-3.jpg


4K TAA + 150% resolution scale + reshade sharpening

2160p-ingame-150-resolution-scale-2.jpg


2160p-ingame-150-resolution-scale.jpg


4-K-reshade-150-resolution-scale.jpg
 
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Vick

Gold Member
My previous screenshots show 4K TAA native image quality, I wasnt using downsampling, or reshade sharpening
This is either proof PS5 version is indeed interlaced then, whatever that means, or the game renders the images differently between platforms like RE2R did, maybe due to the internal work they did on the PS5 code in order to solve the IQ launch issues. But there's an additional DoF layer impossible to disable on PS5 along with heavier haze, TAA coverage is noticeably different, and so is the CA appearance.

It's interesting to see trees LOD being noticeably lower on PC:

JzOCvov.gif


Hp9vIiw.gif


Tew7Zwo.gif


Also noticeable the different Hair Strands settings compared to PC, as I've said multiple times, meaning the performance impact they have on each platform is surely different.

QnokNPz.gif


You can also more easily notice Leon's stubble and skin detail on PC.

2m0bcqD.gif
 

Vick

Gold Member
Then why are you in this thread, clown?
I'm sorry but he's definitely not a clown, one of the very few PC users without console who never trolls, never partook in mocking of consoles and its users, and has always shown genuine appreciation for what consoles can deliver when in presence of stuff worthy of praise.
I've always seen him calling a spade a spade, and I'm fairly positive he's only here because I previously claimed RE4 being native 4K on Pro in another Thread, and this was his response:

So basically RE4R offers similar experience on the PS5Pro compared to my PC (IMO the difference between 60fps and 80-90fps isnt that big). That's absolutely insane when you consider the price of this console ($700) compared to my $2500 PC.
 

HeWhoWalks

Gold Member
I'm sorry but he's definitely not a clown, one of the very few PC users without console who never trolls, never partook in mocking of consoles and its users, and has always shown genuine appreciation for what consoles can deliver when in presence of stuff worthy of praise.
I've always seen him calling a spade a spade, and I'm fairly positive he's only here because I previously claimed RE4 being native 4K on Pro in another Thread, and this was his response:
Seconded. Corporal is one of the more level-headed peeps of our PC species!
 

rofif

Can’t Git Gud
This is either proof PS5 version is indeed interlaced then, whatever that means, or the game renders the images differently between platforms like RE2R did, maybe due to the internal work they did on the PS5 code in order to solve the IQ launch issues. But there's an additional DoF layer impossible to disable on PS5 along with heavier haze, TAA coverage is noticeably different, and so is the CA appearance.

It's interesting to see trees LOD being noticeably lower on PC:

JzOCvov.gif


Hp9vIiw.gif


Tew7Zwo.gif


Also noticeable the different Hair Strands settings compared to PC, as I've said multiple times, meaning the performance impact they have on each platform is surely different.

QnokNPz.gif


You can also more easily notice Leon's stubble and skin detail on PC.

2m0bcqD.gif
The other shots from pc version someone posted almost look to raw. Unlike the subtle ca in this game and look on ps5 version. Well on pc version too of course.
I just finished ps5 pro version in hfr quality mode and it was fantastic. Feels like first well anti aliased re game in some time. These always have some aa issues
 
Then why are you in this thread, clown?
Curiosity. I don't want to repeat false information. That's why I always want to know the truth, even if people don't like me for it. This is a PS5Pro thread, so it was the right place for a question about resolution in Resident Evil games on the PS5Pro.
I'm sorry but he's definitely not a clown, one of the very few PC users without console who never trolls, never partook in mocking of consoles and its users, and has always shown genuine appreciation for what consoles can deliver when in presence of stuff worthy of praise.
I've always seen him calling a spade a spade, and I'm fairly positive he's only here because I previously claimed RE4 being native 4K on Pro in another Thread, and this was his response:
I was a console gamer for over two decades, but since MS and Sony started porting their games to PC, I realized that I might as well play exclusively on PC this generation. But I still like consoles, and if I could not afford a high-end PC, I would definitely want to get the PS5 Pro, because the value in this console is just insane. Yes, I can run RE4R at native 4K, but it does not matter since the image quality on the Pro looks comparable if not better in some regards. The Callisto protocol on the PS5Pro is even more impressive because on my PC I have traversal stutters and sub 60fps dips (CPU optimization to blame) with similar settings to the PS5Pro.
 
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HeWhoWalks

Gold Member
How else would a PCMR guy let you know that your choice in gaming electronic is wrong and that you are a lesser person for liking something they don't like?
Again, that’s not what Corporal is trying to do. The hostility towards him makes no sense at all.

At the end of the day, I dont care about your PS5Pro, because I can run both RE4K and Village at native 4K with maxed out settings”.

All that’s stating is that he has a device more powerful than the one in question, so he doesn’t fret about it as much. He’s not saying anyone is wrong for preferring the Pro.
 
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How else would a PCMR guy let you know that your choice in gaming electronic is wrong and that you are a lesser person for liking something they don't like?
That's so funny 😃. IDK why people always have to assume the worst about other people's intentions, but that's definitely not what I was thinking.

There are many people who criticise Sony for releasing the PS5Pro, but I'm not one of them. I would not be writing all these positive comments about this console if what you think about me were true.

I can't say anything bad about the PS5Pro, apart from PSSR. Some games has noise / flickering problems when PSSR mode is selected, but that's a software problem, not a hardware one. I remember what DLSS looked like in the first few games and the results were not good too. I suspect that some games might use older versions or PSSR, as the image quality in Stellar Blade looks stunning and this game also use PSSR.

There are already a few games that show the potential of the PS5Pro. You need a high-end PC to beat the PS5pro in these games (and not by much, as the difference between reconstructed 4K and native 4K TAA is not that great). If you think I am trying to make PS5Pro owners feel bad about their purchase, think again, because not many people who own a high-end PC are willing to admit that a console offers a comparable experience.

 
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Tqaulity

Member
I was one of the ones saying the Pro was going to be roughly on par with a 4070 and it seems to fall quite a bit short so far. My expectations were perhaps too high and this is why as more games are shown, I grow less impressed. However, this was always meant to be a Sony first-party machine for me and I've been very happy with those. There's also the fact that Pro patches are being rolled out at a slower pace than I anticipated and that I was expecting 45% to be the usual even in boost mode, but it's more like 30-35% there.
Of a 4070? Don’t think so, but then again, it’s not rational in hindsight. 3070 Ti was more reasonable.
Look, it's always difficult to look at some specs on paper and try to infer exactly how that may look on a system running an actual game. Rational expectations would include a wide range with the understanding that performance will vary greatly depending on the engine, the optimization, etc. Also, remember these are still VERY early days and most of these initial patches are minimal efforts. That said, we've already seen a number of games meet or exceed the 45-50% faster rendering claim. We've seen a number of games take existing base PS5 modes and double the perf with either double the framerates or double the pixel counts. We have at least 5 launch games pushing 8K resolutions (upscaled but sharper than 4K). And we have plenty of games pushing closer to 80+ FPS with fidelity level settings that were previously locked to 30-60 on the base PS5. In short, the PS5 PRO has already shown itself to be plenty powerful and a nice improvement over the base PS5 in many cases.

Of course as is typical, everyone wants to focus on the few games that are horrible integrations with bugs and unoptimized code. There will always be those but those are not even the majority of what's been shown thus far.

Going in it was only expected to meet 4070 performance on highly optimized games, though. Like Sony first party games where consoles get priority resources.

I don’t think many expected that for your average patch, let alone rushed launch day patches

On paper it doesn’t match a 4070, so you need good closed box optimization to bridge the gap
Spot on. Case in point:

God of War Ragnarok PS5 PRO Quality Mode (Native 4K TAA) - 45-60fps (avg low 50s)


God of War Ragnarok PC (Native 4K TAA) - Hardware Unboxed (via TechPowerUp)
T9MOLFa.png


Looking at this title due to removing some of the variables associated with DRS, graphical settings, and upscaling, the native 4K / TAA God of War Ragnarok delivers low 50 fps on average on the PRO in quality mode (virtually identical to max settings on PC according developer). As you can clearly see, that level of performance far exceeds an RTX 4070 which is averaging only in the mid 40s (roughly the 1% low on the Pro). We're talking perf closer to the 4070 Super/7900 GRE on the PRO in this title.

That's a best case for sure but what could happen with a supremely "optimized for PlayStation HW" type of title. Of course, certain scenes may vary in the gap and absolute performance numbers but in general even getting a locked 50fps at native 4K requires 4070Ti or higher on PC so PS5 Pro is delivering a pretty high end experience.
 

King Dazzar

Member

Yeah I mentioned this a while back. Pro now looks native 4k (a big uptick in the DRS) whilst also finally locking to 60fps at all times. The two stress areas: the swamp and Novigrad were all locked when I tested.

I'm a massive AC Valhalla fan and recently restarted on XSX. But with cross platform save support. I switched over to Pro. And its maintaining a better higher resolution at all times whilst also eliminating all the screen tearing that used to be there.

Pro patches are great to look at. But some of my biggest joys are coming from older titles simply running and looking better.
 
Look, it's always difficult to look at some specs on paper and try to infer exactly how that may look on a system running an actual game. Rational expectations would include a wide range with the understanding that performance will vary greatly depending on the engine, the optimization, etc. Also, remember these are still VERY early days and most of these initial patches are minimal efforts. That said, we've already seen a number of games meet or exceed the 45-50% faster rendering claim. We've seen a number of games take existing base PS5 modes and double the perf with either double the framerates or double the pixel counts. We have at least 5 launch games pushing 8K resolutions (upscaled but sharper than 4K). And we have plenty of games pushing closer to 80+ FPS with fidelity level settings that were previously locked to 30-60 on the base PS5. In short, the PS5 PRO has already shown itself to be plenty powerful and a nice improvement over the base PS5 in many cases.

Of course as is typical, everyone wants to focus on the few games that are horrible integrations with bugs and unoptimized code. There will always be those but those are not even the majority of what's been shown thus far.


Spot on. Case in point:

God of War Ragnarok PS5 PRO Quality Mode (Native 4K TAA) - 45-60fps (avg low 50s)


God of War Ragnarok PC (Native 4K TAA) - Hardware Unboxed (via TechPowerUp)
T9MOLFa.png


Looking at this title due to removing some of the variables associated with DRS, graphical settings, and upscaling, the native 4K / TAA God of War Ragnarok delivers low 50 fps on average on the PRO in quality mode (virtually identical to max settings on PC according developer). As you can clearly see, that level of performance far exceeds an RTX 4070 which is averaging only in the mid 40s (roughly the 1% low on the Pro). We're talking perf closer to the 4070 Super/7900 GRE on the PRO in this title.

That's a best case for sure but what could happen with a supremely "optimized for PlayStation HW" type of title. Of course, certain scenes may vary in the gap and absolute performance numbers but in general even getting a locked 50fps at native 4K requires 4070Ti or higher on PC so PS5 Pro is delivering a pretty high end

Terra Ware did a comparison two weeks ago and it seems that his 6800XT (4608 cores) can run this game in 4K native at around 60fps. The standard 6800 (3840 cores like the PS5Pro) would probably match the PS5 Pro's 50fps in this game.

 
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Vick

Gold Member
The other shots from pc version someone posted almost look to raw. Unlike the subtle ca in this game and look on ps5 version. Well on pc version too of course.
I just finished ps5 pro version in hfr quality mode and it was fantastic. Feels like first well anti aliased re game in some time. These always have some aa issues
I actually agree, since as I've said multiple times already one of the reasons I play with all the post process enabled is because the PS5 Pro version "naked" also looks too raw for me.

And speaking of..
I once again can't exclude this is due to the extra work Capcom dedicated to PS5 version IQ, as the biggest difference between launch and patched concerning the image is how CA is rendered, since it looks entirely different post-updates and I noticed while playing version 1.00 it was the main cause of those IQ issues at launch, but Lens Distortion + CA work differently on PS5 compared to PC, and has a different impact on the overall image on the consoles.
Enabling CA does add granular detail on Textures and detail, but either that or Lens Distortion has a tremendous impact on the overall clarity and sharpness of the image.
Took other screenshots, this time without all the post processing minus Motion Blur (which in these shots possibly affects Leon and trees since they are moving) which I realized too late I forgot to turn off due to it being in a different menu (and there is still a sort of DOF enabled on PS5 on everything beyond the house in this spot, and gamma and white balance is different) but it now better matched the PC screenshot and when I was about to post it, looking at the two pictures I really couldn't help but notice something..


HmRB8lS.png


SnXpsNV.gif


608DOyX.gif


5nNcNrE.gif


PS5 Pro:
Resident-Evil-4-20241202194339.png


PC Native 4K:
re4-2024-12-02-03-32-48-217.jpg


How common it really is for Interlaced/Checkerboard reconstructed images to have internal aliasing edges perfectly matching those of a native image on a 3840 x 2160 pixel grid, Corporal.Hicks Corporal.Hicks ?
 
I actually agree, since as I've said multiple times already one of the reasons I play with all the post process enabled is because the PS5 Pro version "naked" also looks too raw for me.

And speaking of..
I once again can't exclude this is due to the extra work Capcom dedicated to PS5 version IQ, as the biggest difference between launch and patched concerning the image is how CA is rendered, since it looks entirely different post-updates and I noticed while playing version 1.00 it was the main cause of those IQ issues at launch, but Lens Distortion + CA work differently on PS5 compared to PC, and has a different impact on the overall image on the consoles.
Enabling CA does add granular detail on Textures and detail, but either that or Lens Distortion has a tremendous impact on the overall clarity and sharpness of the image.
Took other screenshots, this time without all the post processing minus Motion Blur (which in these shots possibly affects Leon and trees since they are moving) which I realized too late I forgot to turn off due to it being in a different menu (and there is still a sort of DOF enabled on PS5 on everything beyond the house in this spot, and gamma and white balance is different) but it now better matched the PC screenshot and when I was about to post it, looking at the two pictures I really couldn't help but notice something..


HmRB8lS.png


SnXpsNV.gif


608DOyX.gif


5nNcNrE.gif


PS5 Pro:
Resident-Evil-4-20241202194339.png


PC Native 4K:
re4-2024-12-02-03-32-48-217.jpg


How common it really is for Interlaced/Checkerboard reconstructed images to have internal aliasing edges perfectly matching those of a native image on a 3840 x 2160 pixel grid, Corporal.Hicks Corporal.Hicks ?

See for yourself.

TAA native + chromatic aberration

4-K-TAA-native-lens-filters.jpg


TAA native but without chromatic aberration

4-K-TAA-native-without-lens-filters.jpg


Interlaced with chromatic aberration

4-K-interlaced-with-lens-filters.jpg


Interlaced without chromatic aberration

4-K-interlaced-without-lens-filters.jpg


FSR2 Quality + chromatic aberration

FSR-2-Quality-with-lens-filters.jpg


FSR2 Quality without chromatic aberration

FSR-2-Quality-without-lens-filters.jpg


I think interlaced looks good on a still image, but I can definitely see differences in motion, where hair or vegetation starts to shimmer unlike native / standard rendering mode. As for FSR2 Quality I'm surprised how bad it looks in this game. Not only the image is much softer (ever compared to TAA interlaced) but also has INSANE shimmering (way stronger than interlaced mode).
 
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Vick

Gold Member
TAA native + chromatic aberration

4-K-TAA-native-lens-filters.jpg


TAA native but without chromatic aberration

4-K-TAA-native-without-lens-filters.jpg


Interlaced with chromatic aberration

4-K-interlaced-with-lens-filters.jpg


Interlaced without chromatic aberration

4-K-interlaced-without-lens-filters.jpg
Many, many thanks for your effort man, it's extremely appreciated.

So RE Engine Interlacing has no impact whatsoever on those edges aliasing, and this means all the RE4 comparisons and analysis that went that direction mean nothing.
I can see Pro image being cleaner and featuring less breakups on vegetation than the Interlaced example, but as far as I know this could simply be the result of a higher internal resolution or different bespoke implementation for the console version.

Edit:

I think interlaced looks good on a still image, but I can definitely see differences in motion, where hair or vegetation starts to shimmer unlike native / standard rendering mode.
They Pull Me Back In Al Pacino GIF by The Godfather


But this doesn't happen on PS5 in Resolution Mode..
Alright I get it, let's just wait for the upcoming DF video, hopefully we'll know for certain what Capcom used.
 
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Not with the horrible grass pop in that hasn’t been fixed on PlayStation
Pro automatically fixes it, thats crazy and unusual...

It really does fix that odd grass disappearing and reappering, without having a pro patch. If you have the Pro, please try It!!
 
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Vick

Gold Member
Alright Corporal.Hicks Corporal.Hicks , just watched the opening cutscene from PC version maxed out 4K FXAA + TAA because it just occurred to me that, in the opening scene, the first sacrificial victim's hair do actually shimmer on PS5 Pro in Resolution Mode.

Lo and behold, that doesn't happen at all on PC with those settings.

I guess this really settles it then, and virtually confirms a kind of Interlacing being used on PS5 Pro, just at higher resolution than the examples posted and probably carefully tailored around the console.
I owe you an apology, and to the other users being misinformed by my claim of RE4 being native 4K.
 
Many, many thanks for your effort man, it's extremely appreciated.

So RE Engine Interlacing has no impact whatsoever on those edges aliasing, and this means all the RE4 comparisons and analysis that went that direction mean nothing.
I can see Pro image being cleaner and featuring less breakups on vegetation than the Interlaced example, but as far as I know this could simply be the result of a higher internal resolution or different bespoke implementation for the console version.

Edit:


They Pull Me Back In Al Pacino GIF by The Godfather


But this doesn't happen on PS5 in Resolution Mode..
Alright I get it, let's just wait for the upcoming DF video, hopefully we'll know for certain what Capcom used.
As I recall, Digital Foundry mentioned in the past that the image quality in RE Village on PS5 looked better compared to PC using the same interlaced mode. It's possible that the RE4R also has better image quality than the PC version using the same interlaced mode.

Edit: I found this video:



I also included FSR2 screenshots in my comparison. It's hard to believe how MUCH WORSE it looks compared to both TAA native and even interlaced. The sharpness takes a big hit, and even flickering is a lot more intense (it's even visible when you're not moving the camera).

Alright Corporal.Hicks Corporal.Hicks , just watched the opening cutscene from PC version maxed out 4K FXAA + TAA because it just occurred to me that, in the opening scene, the first sacrificial victim's hair do actually shimmer on PS5 Pro in Resolution Mode.

Lo and behold, that doesn't happen at all on PC with those settings.

I guess this really settles it then, and virtually confirms a kind of Interlacing being used on PS5 Pro, just at higher resolution than the examples posted and probably carefully tailored around the console.
I owe you an apology, and to the other users being misinformed by my claim of RE4 being native 4K.
I don't blame you, after all your screenshots looked like 4K to my eyes. Some games use such good upscaling technology that you can barely tell the difference unless you pixel peep using 200% zoom.
 
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Alright Corporal.Hicks Corporal.Hicks , just watched the opening cutscene from PC version maxed out 4K FXAA + TAA because it just occurred to me that, in the opening scene, the first sacrificial victim's hair do actually shimmer on PS5 Pro in Resolution Mode.

Lo and behold, that doesn't happen at all on PC with those settings.

I guess this really settles it then, and virtually confirms a kind of Interlacing being used on PS5 Pro, just at higher resolution than the examples posted and probably carefully tailored around the console.
I owe you an apology, and to the other users being misinformed by my claim of RE4 being native 4K.
Yes, thats why I said interlaced/checkerboarded res. One could compare the HFR/PSSR mode to interlaced mode from RESOLUTION mode, is pssr worse?
 

matty3092

Member
So what's the recommended settings for RE4R on pro and I could swear I saw a post about a bug that causes texture to be lower quality and a way to fix the issue but i can't find the post anymore
 

Vick

Gold Member
Yes, thats why I said interlaced/checkerboarded res. One could compare the HFR/PSSR mode to interlaced mode from RESOLUTION mode, is pssr worse?
Thanks to FUBARx89 FUBARx89 , we know there's more artifacts when using HFR On, the suspected PSSR mode or lower resolution one anyway.

So what's the recommended settings for RE4R on pro and I could swear I saw a post about a bug that causes texture to be lower quality and a way to fix the issue but i can't find the post anymore
I would personally recommend Resolution Mode HFR Off, RT, Hair Strands, and all the post processing active.

To avoid the glitch, simply switch back and forth at least once between Resolution and Framerate in the option Menu.
 
Yeah I mentioned this a while back. Pro now looks native 4k (a big uptick in the DRS) whilst also finally locking to 60fps at all times. The two stress areas: the swamp and Novigrad were all locked when I tested.

I'm a massive AC Valhalla fan and recently restarted on XSX. But with cross platform save support. I switched over to Pro. And its maintaining a better higher resolution at all times whilst also eliminating all the screen tearing that used to be there.

Pro patches are great to look at. But some of my biggest joys are coming from older titles simply running and looking better.
Same .. most pleasant surprise is just how many games have DRS and are getting meaningfully boosted on the Pro...

If you have a VRR TV for instance, a game like Elden Ring would achieve a smooth 60 with RT AO. As it stands for me without a VRR TV, Elden Ring actually feels perfectly playable with RT AO (feels about as smooth as Performance used to on base ps5).

Another game, Ghostwire Tokyo is now playable at 4k/60 with rt when that wasn't possible before. The game Outward, used to be unplayable on console due to stutters. That's now solved. Sable is now playable for the first time ever on console as it has always been a piece of shit performance wise.

Only problematic game I've tested that is still a screen tearing mess is Warhammer Inquisitor Martyr (next gen update) ..with a VRR TV it's probably better but what a POS that game is. Banishers ghosts of New Eden is very smooth 60 fps now. Cyberpunk looks better than it used to though god damn it CDPR should really be patching it to at least have RT reflections.

Wish people would ask Asobo for a Pro patch for Plague Tale Requiem though ...I know the game's 4k/40 but it doesn't feel good even when I tested it in the 120hz mode ( I have 120hz but no VRR tv). That's one of the most stunning games this generation but no improvement in boost mode other than a more stable 30/40 fps.
 
^ I feel like the fluctuating FPS and DRS in almost every game this generation is acting as a form of forwards compatibility. The effect of PS5 Pro is influencing a wider range of games that were not patched, unlike PS4 Pro which really only benefited patched games, and some that had FPS drops. However, since the PS4 did not have VRR, it could not help games lock onto the VRR window, which PS5 Pro can.
 
I did it’s still there


This vídeo and all the others I've seen shows its not present on the Pro.

Tried on the regular PS5 and its still there.

Sure you're mistakin the glitch for regular pop-in? Pop-in is present on both XSX and PS5/PRO. Only PC has better draw-distance

From minute 4:00 you can see the guy running on plains of grass and not one of them changes place, same spot on my PS5 changes the grass placement all the time..
 
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