PS6 Might Not Support PS5 Pro Games Due to Different AI Upscaling Architecture?!

Remember the FUD about "only select PS4 games will run on the PS5, it doesn't have BC" and "PS5 doesn't support raytracing XSX does!"?

I guess we're at it again in record time. Just wait 2 years instead of this early concern trolling.
 
I honestly have zero knowledge about PSSR. So are you saying PSSR is the prototype for FS4 and PSSR 2 will be the prototype for FSR5?
Think of it this way. There is a common repo that will advance through Amethyst and AMD will fork out FSR and Sony will fork out PSSR. I suspect it will feel a lot like PSSR is forking off FSR because FSR will update more often and we never see the common code in any form. The reality will be both will contribute back to the common code base though.

The original incarnation of the code would have had a disproportionate contribution by Sony though as it looks like they were working on software earlier whilst AMD was on the hardware for the Pro. Then they realised that combining efforts would help everyone as AMD pivoted away from FSR3 to a ML solution in their roadmap.
 
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I personally don't understand why the PlayStation 5 Pro is still not able to render Video Games at native 4K 60FPS without some Upscaling Solution.

It's absolutely Unacceptable and Laughable!!!
 
I think K KeplerL2 was speaking from a hardware standpoint. What happens on the software layer is up to Sony. If they want PS6 to play Pro versions of the game, they will come up with a work around to brute force the CNN to run on next gen hardware by translating PSSR1.0 instructions with a wrapper. And this will likely only be an issue with PSSR 1.0 games that stay on it forever. A lot of them would likely be updated to 2.0 next year anyway, which the PS6 will absolutely support.

If none of that happens and Sony lets the PS6 run BC games worse than the Pro, it would absolutely suck. But it doesn't seem like a very difficult problem to solve.
 
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I honestly have zero knowledge about PSSR. So are you saying PSSR is the prototype for FS4 and PSSR 2 will be the prototype for FSR5?
When did I talk about FSR5? Who is talking about it?

If you have zero knowledge about PSSR and likely FSR4, then please educate yourself (the knowledge is out there) then come back to the discussion.
 
I don't even understand why PSSR needed to exist. FSR 4 and framegen are more than good enough.

Hell, even the PS5 Pro didn't need to exist, they just did it to set an ongoing precedent of Pro models.
Imagine if Sony makes FSR4 INT8 model for Pro users next year, and AMD decide to stop training INT8 models because their newer cards are using FP8.
 
I think K KeplerL2 was speaking from a hardware standpoint. What happens on the software layer is up to Sony. If they want PS6 to play Pro versions of the game, they will come up with a work around to brute force the CNN to run on next gen hardware by translating PSSR1.0 instructions with a wrapper. And this will likely only be an issue with PSSR 1.0 games that stay on it forever. A lot of them would likely be updated to 2.0 next year anyway, which the PS6 will absolutely support.

If none of that happens and Sony lets the PS6 run BC games worse than the Pro, it would absolutely suck. But it doesn't seem like a very difficult problem to solve.
It depends on how PSSR 1.0 is implemented, if it's anything like DLSS and FSR4 they can just swap DLLs with a PS6 compatible one, but if it's shipped as shader binary they would have to run PS5 base version or get developers to update the game.
 
A speculative inquiry has a lot of people's feelings hurt I see.

I imagine if this turned out to be a reality for games that support PSSR, the dev could go in and update the software for proper compatibility with the PS6. Sony is smarter than that.
 
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So there's been some interesting talk from Kepler about the PS6's hardware and it might be bad news for anyone expecting full compatibility with the PS5 Pro





If this is true, it basically means Sony's next-gen console could have a totally different AI upscaling pipeline making the PS5 Pro's custom PSSR tech incompatible
That would be huge since Sony's been heavily marketing PSSR as a key feature for the Playstation brand
The fuck is PSSR1. If it's the actual PSSR from what I have understood it will be replaced next year to "PSSR2" and the intention of sony was already to update it even in the existent games...
 
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Although Sony have said that PSSR is updateable, it requires developers to patch their games. This implementation approach could indeed create a problem for future PlayStation consoles if it doesn't natively support PSSR and they're not able to craft useable intercepts to re-route the necessary API calls. With that said, I'd give even odds for this actually being a problem. The PS5 was fully backwards compatible with the PS4, showing forward thinking, but Sony did drop PSVR1 support entirely. Guess we'll see.
 
Although Sony have said that PSSR is updateable, it requires developers to patch their games. This implementation approach could indeed create a problem for future PlayStation consoles if it doesn't natively support PSSR and they're not able to craft useable intercepts to re-route the necessary API calls. With that said, I'd give even odds for this actually being a problem. The PS5 was fully backwards compatible with the PS4, showing forward thinking, but Sony did drop PSVR1 support entirely. Guess we'll see.
Imo we have to see what Sony meant for PSSR2 update on ps5 pro I guess.
 
Isn't the whole point of the Pro is to develop the software used in future consoles? Like I don't even think the Pro has sold too much, but it should ensure good data and software development for the future.
 
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Let the FUD begin. They're way early this time around.

fart GIF
 
It depends on how PSSR 1.0 is implemented, if it's anything like DLSS and FSR4 they can just swap DLLs with a PS6 compatible one, but if it's shipped as shader binary they would have to run PS5 base version or get developers to update the game.
I doubt it's an easily swappable DLL, but I sure hope it isn't a shader binary.... can't think of a way to solve that! That would need full on emulation to get around, which I doubt Sony would do.
 
PS6 Might Not Support PS5 Pro Games Due to Different AI Upscaling Architecture?!
Make sure PS6 will be 100% compatible with PS4, PS4 Pro, PS5, PS5 Pro.

Regarding PSSR, make sure it will have and advanced version, call it PSSR 2.0 or whatever other name, that will make games running PSSR 1.0 in PS5 Pro look better.
 
This thread needs to be locked

PS5 Pro is getting PSSR 2.0 upscaler at a system level less than 6 months from now, based on a algorythm co-developed with AMD ITSELF

And you think that the future PS6 won't support that?


This thread is completely worthless
 
For someone supposedly following this stuff I would have thought you would already know that answer. Cerny clearly laid out that console and PC upscaling has different core goals. One prioritises fixed framerate/VRS, the other VFR/Fixed resolution. I imagine there are other technical factors around viewing distance and other TV centric preferences. Thats on the output side, on the execution side they are looking for a more efficient model that better utilises the available hardware.

Sony will always have a console specific fork of Amethyst, just like AMD has a PC specific fork in FSR.
I haven't watched Cerny's video yet regarding the new goodies in RDNA5.
Think of it this way. There is a common repo that will advance through Amethyst and AMD will fork out FSR and Sony will fork out PSSR. I suspect it will feel a lot like PSSR is forking off FSR because FSR will update more often and we never see the common code in any form. The reality will be both will contribute back to the common code base though.

The original incarnation of the code would have had a disproportionate contribution by Sony though as it looks like they were working on software earlier whilst AMD was on the hardware for the Pro. Then they realised that combining efforts would help everyone as AMD pivoted away from FSR3 to a ML solution in their roadmap.
Thanks, these are really good explanations. So it's basically like Chromium, a shared repository that everyone can contribute to, and everyone can fork it, Google forks it to Chrome, MS forks it to Edge etc. So they are forks based on universal or TV specific formats.

Anyways, it seems the battle lines are drawn, hopefully no more upscalers after this, and they can simply keep iterating.

We will have PS6 Orion and Canis hardware with FSR 4 and PSSR 2.

Intel hardware with XESS and FSR 4 support.

Nvidia hardware with DLSS and FSR4 support.

Intel/Nvidia APUs with XESS, DLSS, FSR

Xbox hardware with FSR 4. Then AutoSR for all Windows devices, which is system wide without needing Dev input.

And Qualcomm with also AutoSR.

FSR is basically universal, on every OS and hardware type. AutoSR is every Windows device with an NPU, so semi-universal.
 
I doubt it's an easily swappable DLL
Sony has been using host-OS equivalent of DLLs since(and including) the PS2 on their consoles for system libraries.
That doesn't mean they didn't ship them on discs (they absolutely did on PS2, and to some extent on PSP/PS3) but it's still dynamically loaded libraries you can intercept and replace if you really wanted to.

I'd also point to how PSVR worked here where games absolutely had zero access to the hardware (and especially the camera) no matter how much forumites insisted on it, it was all done through APIs that could be redirected to anything, and that included reprojection async compute.
Now let's be clear - Sony could still decide they don't want to run games tested with PSSR against any different upscaler because 'reasons' - but it's not a technical limitation to redirect it.

Reminds me of the whole conversation where internet collectively insisted PS4 Pro can't resolution scale games on the backend because PS3 had borked scaler hardware and obviously that means every Sony console forever does so after - or something.
And the fact that down-scaling was available in PS4 Amateur for all games since launch didn't work as an argument because somehow:
Friday Movie GIF
 
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Sony has been using host-OS equivalent of DLLs since(and including) the PS2 on their consoles for system libraries.
Is PSSR a system library though? The impression I got was it gets compiled from the SDK into the game code... but regardless, this still seems viable if it's an API call as I'm not expecting it to be a shader binary:

you can intercept and replace if you really wanted to.
 
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Xbox Series X is RDNA 2, like their PC APU RDNA 2 DX12U feature set, and they are missing the discrete RDNA 2's infinity (L3) cache.
Sry, maybe my post wasn't clear. I was making a reference to PS5 Pro being RDNA2 but having certain features from RDNA3. So I simply refer to it as RDNA 2.9.....

My point was, had Xbox done a similar console, that would've been waste too. Personally, I think hardware should be updated every three years, but not be constricted to specific gens. Seems, MS will be going that route with Magnus portfolio.

RDNA2 to RDNA 2.9 isn't a big leap, like how RDNA 2 to RDNA 5 will be.
 
Is PSSR a system library though? The impression I got was it gets compiled from the SDK into the game code...
I no longer have access to DevNet so I can't verify if anything changed with PS5 handling of things - but eg. PSVR was (and that runs multiple async computes, arguably more complex than PSSR). Again, runtime loaded modules have been the standard way to handle most* Sony provided libraries since PS2 era.

*Exceptions exist, but this was mostly PS2 time-frame where we had to deal with asymmetric CPUs and a whole bunch of other shenanigans as well as much thinner OS kernel.
 
I didn't realise there were games you could only play on the Pro over the standard PS5... Am I missing something here? Cause if so, what exactly is a PS5 Pro game?
 
PS5 Bill of Materials was lower to begin with. Sony is diverting stock from Vietnam to U.S., a country with lower tariffs than imposed on China. I think Sony also has an automated factory in Japan. Plus Sony is still willing to eat any $50 losses per unit.

That's why MS is also taking some production for Surface and xbox out of China.
Why should it be Sony's fault that Xbox price increase? Why can't Microsoft take loss at hardware after selling 30 million consoles?
 
They did not? You can use PSVR on PS5.
Sorry, you're correct - poor wording on my part. PSVR1 hardware works with PS5 (with an adapter) but the PSVR1 software doesn't work with the PSVR2 at a platform level. Developers need to patch their titles manually or release new PS5 versions.
 
I don't even understand why PSSR needed to exist. FSR 4 and framegen are more than good enough.

Hell, even the PS5 Pro didn't need to exist, they just did it to set an ongoing precedent of Pro models.
They still sell base model so if they want to do even a PS5 Pro 2 we don't have to buy it.
 
Sry, maybe my post wasn't clear. I was making a reference to PS5 Pro being RDNA2 but having certain features from RDNA3. So I simply refer to it as RDNA 2.9.....

My point was, had Xbox done a similar console, that would've been waste too. Personally, I think hardware should be updated every three years, but not be constricted to specific gens. Seems, MS will be going that route with Magnus portfolio.

RDNA2 to RDNA 2.9 isn't a big leap, like how RDNA 2 to RDNA 5 will be.
It'll be RDNA 5 because that's the tech available at the time of release for Magnus. The pro is based on RDNA 2 with features from later architectures because that's what is available now. It's also an enthusiast product for those willing to spend more for a better product. I'm sure Magnus is going to pack a punch when it arrives but it'll come at a high cost. For most people the ps6 will come in at a much more favourable cost with very little to distinguish between them as it'll have the latest bells and whistles afforded by whatever RDNA 5 brings to the table.
 
I call out a guy who admitted to be a Microsoft employee on reddit. And thats where you take the issue?
who-ya-talkin-to-what-the-hell.gif


/r/xCloud is a community run subreddit, with zero control from MS.

Their employees do hang out there but they are clearly flaired.



It'll be RDNA 5 because that's the tech available at the time of release for Magnus. The pro is based on RDNA 2 with features from later architectures because that's what is available now. It's also an enthusiast product for those willing to spend more for a better product. I'm sure Magnus is going to pack a punch when it arrives but it'll come at a high cost. For most people the ps6 will come in at a much more favourable cost with very little to distinguish between them as it'll have the latest bells and whistles afforded by whatever RDNA 5 brings to the table.
I don't know why my assertion that PS5 Pro is an unnecessary product seems so offensive to some people. It was just my viewpoint from the outside looking in. I get it, people will spend money on what they want, more power to Sony.

My point was, they already did a PS4 Pro, and they wanted to keep to that cadence, PS5 Pro then PS6 Pro in the future.

Let me give you some facts:

PS4 Pro GPU was 2.1 times more powerful than PS4, that's 110% better than PS4.

Xbox One X was 4 times more powerful than One S in GPU compute, that's 300% better.

PS5 Pro GPU was only 45% better than PS5 in raster, and 10% faster CPU than PS5. That's 25% better than Series X in GPU, and only 2-3% faster in CPU.

The leap for PS5 Pro was in Ray Tracing and Machine learning. But it still wasn't big enough leap in the grand scheme of things.
 
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