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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.
 
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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 gaps

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 and image clean enough, or a drop to 30fps @ 960x1080 on a first party game like Intergalactic.
 
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Haha it would melt a PS5Pro its 30fps on a 5090 withtout heavy upscaling and frame gen.
Thats at native 4k to be fair. I got 60fps at 1080p max settings with PT and DLSS Quality with my 4070ti. Although thats still way more powerful than a Pro.
 
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The dev saying it possible and re9 runs at 60fps. I think its achievable at half the framerate
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AMD RDNA 2 / 3 or whatever cerny sauce in PS5 Pro are not even in the same ballpark of Nvidia's performance for path tracing and certainly not a 5090


Ain't happening for RE9
 
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At 30 fps, 720p internal resolution and some medium settings, maybe. Im running it at 1080p internal at 60 fps all settings maxed out on a 5080 with around 20-30% gpu available in most areas. Hell, i was able to run cyberpunk at 48-60 fps at 720p internal resolution on my 3080.

But path tracing is currently implemented by nvidia engineers for high end nvidia cards. Amd cards will likely need more optimization than just porting whatever was coded in by nvidia.
 
Possible, yes. Viable option for gameplay, no. On PC, even for 30fps you need a really good GPU to run PT at 30fps with DLSS.

In regards to what's technical possible: when your hardware supports your software solutions, that's 'technical possible', e.g. it's technical not possible to run Requiem on a PS1 because you can't scale back visual effects down enough and even then you have other limitations.

These kind of statements are rather meaningless, especially when we're talking about consumer products and not about research-based/academic stuff.
 
At 30 fps, 720p internal resolution and some medium settings, maybe. Im running it at 1080p internal at 60 fps all settings maxed out on a 5080 with around 20-30% gpu available in most areas. Hell, i was able to run cyberpunk at 48-60 fps at 720p internal resolution on my 3080.

But path tracing is currently implemented by nvidia engineers for high end nvidia cards. Amd cards will likely need more optimization than just porting whatever was coded in by nvidia.
That is very... very far in theory-land when we haven't seen a single case of viable PT performance on AMD hardware on even their highest end current hardware. If it was that easy AMD would already have made it work for image reasons alone.
 
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I'm sorry, are we at the end life of switch 2 already?

Did you ever apologise to tmlDan when you had no "technical knowledge"?:

please be serious, 99% of it is based on implementation not just the tech existing

I am

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FSR & PSSR has nothing on this tech

Yeah that massive bandwidth and raster performance of a 60W 8nm 2013 era hardware is surely going to have tons of beefy headroom for state of the art upscaling similar to a $2000 GPU

Holding Back Jim Carrey GIF by 20th Century Fox Home Entertainment

Yea i don't expect much from you guys and tech knowledge, really not much, like a tiny little spoon, that's what you don't get. The training MODEL has changed. It runs on ALL RTX tensor cores, all the way back to Turing, and performs better with lower ms of rendering.

Very hard concepts I know

whAt iS mL? Aiii?

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You were claiming transformer model running on switch 2 easy. Lot of titles couldn't even run regular "full fledged" CNN due to framerate targets. This was exactly what I was telling you:

If we go by the DF prediction of 10TOPs per 5W you get 120TOPS absolute max docked. Whats more damning for Switch 2 is the fact that the cost of DLSS at 60fps becomes too high a percentage of the frametime to the point that DLSS Ultra Performance would be the only sane choice at 30fps. No matter how great the upscaling tech the overall image quality isn't going to be great at 4K Upscale if this is the case so would look worse than games using other upscalers with higher native res. I have a feeling DLSS4 is even more costly and would take a higher percentage on older cards. If that's the case it would also explain the lack of fps graphs in the slides.
 
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