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PS5 System Software Public Beta Test (Feb 2026 Edition)

Why are you saying that? Is it from a leak or your gut?

The rumor suggested that PSSR 2.0 was coming somewhere between January and March of this year. And maybe this Beta coming out now is either hinting at the possibility of it being out next month via the official update, or this beta is just for whatever purposes like the previous ones. I personally would love to see it out before games like Saros and Crimson Desert. The latter may need a good boost from it but who knows.


It is odd though for what was listed to be in a public beta. I believe there's bigger features that warrant a public beta so idk.
 
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Don't go expecting evidence of PSSR 2.0. Every title will need patching to use it.

Even subversions of 1.0 have only been rolled out via patching for the obvious reason that they can't run full QA passes on every game out there every time they upgrade the libraries.

That is pretty easy to fix. Toggle to use last version of PSSR at system level, toggle on = using the last one, toggle off = using the version installed in that game
 
That is pretty easy to fix. Toggle to use last version of PSSR at system level, toggle on = using the last one, toggle off = using the version installed in that game

I doubt Sony is gonna do that. maybe it's not even actually possible, like who knows how easily you can intercept this stuff with their APIs
 
Going in the ini file to enable 60fps in Bloodborne is also an easy fix, yet here we are.
That is not even true. Bloodborne physics fucks if you change the framerate, they had to import some DS3 files from PS4 pro patch to fix them. Also you are comparing old software running on a compatibility layer, vs a new api non existent before
 
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I doubt Sony is gonna do that. maybe it's not even actually possible, like who knows how easily you can intercept this stuff with their APIs
I would be surprised if they didn't design PSSR in that way (even if we don't get the toggle ever). PS6 is probably getting different architecture so they are going to need bypass PSSR and PSSR2 inferencing to a new hardware
 
I would be surprised if they didn't design PSSR in that way (even if we don't get the toggle ever). PS6 is probably getting different architecture so they are going to need bypass PSSR and PSSR2 inferencing to a new hardware

I don't see why PS6 couldn't support PSSR. it's not like it's tied to the PS5 hardware in any real way.

but if they have a system that can easily replace it, I assume they will make it a developer side choice (like something they can activate, which then gets send into a database that your system checks when starting the game), and not something the user can do.
 
The rumor suggested that PSSR 2.0 was coming somewhere between January and March of this year. And maybe this Beta coming out now is either hinting at the possibility of it being out next month via the official update, or this beta is just for whatever purposes like the previous ones. I personally would love to see it out before games like Saros and Crimson Desert. The latter may need a good boost from it but who knows.


It is odd though for what was listed to be in a public beta. I believe there's bigger features that warrant a public beta so idk.

You have a great point. Now I'm getting excited.
 
I don't see why PS6 couldn't support PSSR. it's not like it's tied to the PS5 hardware in any real way.

but if they have a system that can easily replace it, I assume they will make it a developer side choice (like something they can activate, which then gets send into a database that your system checks when starting the game), and not something the user can do.
PS6 is going probably to get tensor cores or some similar from RDNA5. Are they going to keep those special shaders instructions from PS5 Pro made specifically for Ai inferencing when they have specific hardware for that? I really doubt, maybe I'm wrong and they do for compatibility reasons.
 
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I don't see why PS6 couldn't support PSSR. it's not like it's tied to the PS5 hardware in any real way.

but if they have a system that can easily replace it, I assume they will make it a developer side choice (like something they can activate, which then gets send into a database that your system checks when starting the game), and not something the user can do.

Yep! If they do it system wide, it could break other games in ways that are unexpected.
 
That is pretty easy to fix. Toggle to use last version of PSSR at system level, toggle on = using the last one, toggle off = using the version installed in that game

They could do that, but why needlessly create potential fail states ?

The bottom line is that noone is forced to implement PSSR, its just an option. If the result of one implementation is inferior to another, or potentially worse than not using it all, then why would a developer CHOOSE to use it in the first place ?

Why would anyone choose to self-sabotage like that ?

Short answer is that evidently they decided it was beneficial at the time, even if you disagree and think the trade-offs weren't worth it.

Also there's an obvious issue in that upscaling isn't something that should be blindly turned off or on for good results. The scaling ratio matters, and obviously if the image can be scaled up from a lower internal res without further degradation than the previous versions then effectively extra performance is being left on the table.

What seems like an obvious analogy with PS4 Pro's boost mode toggle, as it turns out is wildly inappropriate.
 
PS6 is going probably to get tensor cores or some similar from RDNA5. Are they going to keep those special shaders instructions from PS5 Pro made specifically for Ai inferencing when they have specific hardware for that? I really doubt, maybe I'm wrong and they do for compatibility reasons.

I don't see how they could not support PSSR on PS6.
they can't expect developers to be ok with them swapping out their reconstruction method without consent.

PSSR has shown many times how a simple swap of the TAA method used can completely break the visuals of a game, to the point where devs had to patch PSSR out or give users a toggle.

now imagine if every PSSR game on PS6 was forced to use FSR5 or PSSR3... or whatever they'll use on that system. imagine a developer having to patch their game because that new reconstruction method breaks their reflections, or their ambient occlusion, or introduces insane ghosting issues.

we can also look at DLSS to see how that can work out.
swapping in DLSS 4.5 into games not made with it in mind can easily add excessive ghosting.
 
Been a lot of updates lately. 3 including this beta?
Surely its implemented or being implemented in one of these?
Either way, im pretty damn excited to see results.
 
Anyone interested in reporting a bug on the PS5, taking advantage of the beta window? I think you can only report it by logging into your account on the beta page if you were invited.



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PS5 DHCPv6 client is broken, and does a check on the DUID type, bugging out when it's not one of the "known" values (as in, known from the original RFC). That's not RFC compliant:

Clients and servers MUST treat DUIDs as opaque values and MUST only compare DUIDs for<br> equality. Clients and servers SHOULD NOT in any other way interpret DUIDs. Clients and servers <br> MUST NOT restrict DUIDs to the types defined in this document, as additional DUID types may be <br> defined in the future.


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