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.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?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?
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 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.
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 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.
I love how you're always throwing the shill card. I'm almost impressed by your dedication to this. Surely, you must be testing the mods to see how far you can take it, before they step in.We literally have the Microsoft employee T Tobimacoss here in this thread.
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...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
Imo we have to see what Sony meant for PSSR2 update on ps5 pro I guess.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.
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.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.
Make sure PS6 will be 100% compatible with PS4, PS4 Pro, PS5, PS5 Pro.PS6 Might Not Support PS5 Pro Games Due to Different AI Upscaling Architecture?!
I haven't watched Cerny's video yet regarding the new goodies in RDNA5.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.
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.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.
Sony has been using host-OS equivalent of DLLs since(and including) the PS2 on their consoles for system libraries.I doubt it's an easily swappable DLL
They did not? You can use PSVR on PS5.The PS5 was fully backwards compatible with the PS4, showing forward thinking, but Sony did drop PSVR1 support entirely.
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.An RDNA 2.9 Midgen Xbox "Pro" would be a waste of money too.
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:Sony has been using host-OS equivalent of DLLs since(and including) the PS2 on their consoles for system libraries.
you can intercept and replace if you really wanted to.
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.....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.
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.Is PSSR a system library though? The impression I got was it gets compiled from the SDK into the game code...
It refers to PS5 games running on PS5 Pro settings, for those that support it.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?
Exactly, meaning that on the PS6 if that doesn't support PSSR it will just support whatever upscaler that system uses. This affects zero games going forward as ALL games are PS5 games.It refers to PS5 games running on PS5 Pro settings, for those that support it.
Why should it be Sony's fault that Xbox price increase? Why can't Microsoft take loss at hardware after selling 30 million consoles?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.
I call out a guy who admitted to be a Microsoft employee on reddit. And thats where you take the issue?I love how you're always throwing the shill card. I'm almost impressed by your dedication to this. Surely, you must be testing the mods to see how far you can take it, before they step in.
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.They did not? You can use PSVR on PS5.
They still sell base model so if they want to do even a PS5 Pro 2 we don't have to buy it.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.
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.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.
I call out a guy who admitted to be a Microsoft employee on reddit. And thats where you take the issue?
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.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.
PS5 Pro's RDNA ? GPU seems to be missing RDNA 3 CU's and RDNA 4 CU's "dual issue" feature.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.
Don't believe everything you read. Its much like people commenting on games they haven't played. The Pro is a significant IQ improvement over the base model, even with the issues PSSR has in its current incarnation. It can be variable of course as it comes down to the developer, but there is no question in my mind that machine fills a need that became apparent mid gen. The flaws are often overstated when I compare lived experience to say a DF review.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.
AMD's current PC APUs only have RDNA 3.5, which has DPa4 INT8 and WMMA INT8.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.
FSR4 FP8 runs on RDNA 4.0 (GFX1200, GFX1201), hence there's less need for the lesser INT8 FSR4 variants (DPa4 INT8, WMMA INT8, INT8 with PSSR 2.0). FSR4 FP8 and FSR4 INT8 have an FSR 3.1 entry point.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
*not sure if serious*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!!!
Yea, I know. Why I call it RDNA 2.9, its probably more like 2.5PS5 Pro's RDNA ? GPU seems to be missing RDNA 3 CU's and RDNA 4 CU's "dual issue" feature.
Yea, you are most likely correct. Digital Foundry nitpick too much on certain details. The end user likely enjoys the experience enough to warrant the purchase. You do make a good case for Pro, I guess I was a bit too harsh on it, just based on certain numbers.Don't believe everything you read. Its much like people commenting on games they haven't played. The Pro is a significant IQ improvement over the base model, even with the issues PSSR has in its current incarnation. It can be variable of course as it comes down to the developer, but there is no question in my mind that machine fills a need that became apparent mid gen. The flaws are often overstated when I compare lived experience to say a DF review.
Not saying they are wrong to point them out, just when you play the game at intended distance etc the improved clarity and resolution more than makes up for some shimmer or whatever.
Yes, OK, got it, those are words, letters, and numbers, and they probably make sense.FSR4 FP8 runs on RDNA 4.0 (GFX1200, GFX1201), hence there's less need for the lesser INT8 FSR4 variants (DPa4 INT8, WMMA INT8, INT8 with PSSR 2.0). FSR4 FP8 and FSR4 INT8 have an FSR 3.1 entry point.
RDNA 5 should have RDNA 4's WMMA FP8.
As long as the upscaling function has a well-designed API with standard inputs, the API's underlying code and hardware tech can change. This thread is pointless.
He seems to be an alt of that little chicken guy. Became active when he was banned as well.I believe if the tables were turned and it was MS that had a pro console at a similar spec you wouldn't say it was a waste of time. You sound like you're in the sales force for Microsoft with your constant spamming of Magnus and the grand master plan of MS in every thread.