Yeah I definitely see it. Just choosing to ignore it. The game is that good. It’s shocking that the bones of this game are more than 2 decades old.
I think the only way bloober can have a working version of pssr here is if they implement an RT denoiser of their own or upgrade to UE 5.5. I doubt either is happening. The improvement in denoising quality between 5.5 and earlier is staggering and it solves the exact problem that is exhibited here more efficiently, so that they can increase the lumen quality on the pro and then it plays well with pssr.
The sample above is on 5.3. I believe it was even worse with earlier versions. Brute forcing to epic quality is way too taxing at lower UE versions to be viable for console.
Unfortunately, I see no way they would make such a big jump without breaking a bunch of other things. Only viable fix is to disable pssr and have tsr clean up the messy input.
I’m guessing Sony would eventually come up with their own library (or train pssr to deal with it), that the devs can leverage, but pssr currently doesn’t like noisy input, which other temporal solutions handle perfectly well. I don’t think it’s even rt related. Any noise or low quality input gets worse with pssr. Hence the shadow flickering for certain types of foliage in tlou 2, which has no RT. Completely my armchair hypothesis, of course.
The good news is, I think games built on UE 5.5 or up should play well out of the box with pssr, even with RT
There is no ray tracing specific or resolution specific issue with PSSR. Those were just bullshit guesses.
Just like the bullshit Battaglia from DF stated about PSSR not working well when resolution is less than 1440p
It's pretty much how you stated.
As Cerny explained current PSSR is just trained to sharpen and enhance everything, that is just the goal of the tool.
If your game has noisy/flickering effects PSSR won't do anything to hide them, actually it's going to enhance them thinking it's a fine detail.
The difference in UE5 versions with Lumen stability is probably the reason why in Wukong great results were achieved and in SH2 not.
In both cases developers didn't do much besides turning on the PSSR switch.
Things will get much better as developers learn how to use the tool, games are developed with Pro support in mind and we're not dealing with quick rushed retrofitted patches where PSSR is turned on without tweaking the graphical settings .