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Resident evil 9 path tracing on ps5 pro?

Nice of them to admit that it's technically possible for AMD hardware to run path tracing and so locking it out for AMD users is purely artificial move (cough Nvidia moneyhats cough).
Current AMD GPUs aren't very good at PT. There is a higher cost to PT than on nvidia GPUs. Even on Indiana Jones AMD was locked out of path tracing features. Hopefully this is changing soon with AMD improving things on PS6/RDNA5 with their radiance cores.
 
the wolf of wall street GIF
 
High end AMD graphics cards can run the PC version's path-tracing, I understand, so I would say that it would not be possible on the PS5 Pro without some serious downgrades to other aspects of the graphics pipeline as well as framerate / resolution. Also, path-tracing requires a lot of memory and the Pro only has 16 GB of unified system RAM.

The Pro is just a slightly enhanced PS5 at the end of the day with no increase in the amount of RAM and no upgrade to the CPU, both of which would have made it a better alternative to a mid-range PC in my opinion. It would also have cost a lot more though.
 
Is it possible? Devs say technically yoy can run path tracing on ps5 pro. Im guessing it would have be possible at 30fps with re9. Id wish the Capcom had done it.
It largely depends on how much rendering headroom and memory free you have after the cost of rendering the native raster framebuffer(with ML AI upscaling) to then be able to build on the fly (per frame) a ML AI lighting predictor by firing a small number of random rays as the model's training data, then using the frame's new battleships algorithm AI model to best use the RT headroom you have to efficiently send/bounce rays to find lighting discontinuities, and then hope you have enough headroom to run an ML AI lighting denoiser to widen the coverage of the rays. so the final render has no lighting games.

To achieve this on Pro the native render probably needs to be 960x540p, so PSSR2/FSR4.1 will need to improve by a factor of x4 to make the headroom.
 
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