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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.

/edit
scratch that. Turns out the siggraph Amethyst paper on per frame MLP training is a different project to AMD/PlayStation real-time hardware, which uses generalized PT pre-trained inference models only for real-time.
 
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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

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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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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.

The game always calls for hardware agnostic calls via DXR though. Only thing that would be nvidia exclusive is the bypass they did for SER and OMM as we discussed yesterday that DXR will get in 1.2.

After receiving that API call though, its all on GPU drivers and how it translates the high-level API calls into GPU commands. This is where AMD seem to have mostly ignored how to handle these for path tracing. Their focus seem to be on the popular games that keep coming back in benchmarks (cyberpunk) over improving general logics.

Portal RTX comes to mind, how many peoples blamed Nvidia of "sabotaging" AMD performances? When in fact the AMD's compiler (it's drunk), decides to make a gigantic ubershader that takes 99ms of frametime. Nothing to do with path tracing, the compiler is just being derp and made the call to reserve for this when the game does not call for it. It used the maximum amount of VGPRs possible on the AMD cards.

But as Cumulus Cumulus says, there hasn't been a single showcase of path tracing on AMD side.

But 9700 XT got a nice leap good performance wise, just not cutting it compared to Nvidia's

More importantly, it's software side too. I think AMD has to developer the following (...and they are)
  1. Ray reconstruction
  2. ML frame gen
  3. Neural radiance cache
By RDNA 5's launch maybe
 
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:

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Again, is the lifespan of Switch 2 already at its end? Do you understand how it can take a while to refine a generic model to a fixed hardware optimization? How long it took before AMD / Sony even found a solution that would be recommended over the FSR pixel slop?

RE Requiem uses full fat DLSS you moron. A current gen game and a looker too.

You weren't telling me shit Three, you're regurgitating the same shit as your previous banned buddies were. The same banned buddy that claimed Switch 2 would be Switch 1 pro. Fucking dumbass James.
 
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Can it run? Sure.

Note that a 5070ti gets about 98fps with 2x frame gen at 1440p, highly doubt the Pro could run PR at 60fps even at 1080p.
 
Can it run? Sure.

Note that a 5070ti gets about 98fps with 2x frame gen at 1440p, highly doubt the Pro could run PR at 60fps even at 1080p.
you guys seriously have to stop trying to extrapolate pt performance based on NVIDIA results....
Look at any PT benchmark, ever. AMD just completely falls off a cliff there, even with their current top end hardware which is far beyond the PS5Pro`s capabilities....
 
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you guys seriously have to stop trying to extrapolate pt performance based on NVIDIA results....
Look at any PT benchmark, ever. AMD just completely falls off a cliff there, even with their current top end hardware which is far beyond the PS5Pro`s capabilities....
Yep, I own a 9070XT its a fabulous card however if I had wanted path tracing I would have sold a kidney and bought a 5090. Let just enjoy what we have
 
you guys seriously have to stop trying to extrapolate pt performance based on NVIDIA results....
Look at any PT benchmark, ever. AMD just completely falls off a cliff there, even with their current top end hardware which is far beyond the PS5Pro`s capabilities....
Thanks but I am aware. I only referenced the 5070ti because PT is locked to Nvidia only in RE9. There are no AMD GPUs to compare to.
 
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Just to give u guys an idea, we talking path tracing, which is multitudes more demanding from ray tracing.
To give u an idea how demanding path tracing actually is, look how demainding it is in cp2077 on much stronger 9070xt(ps5pr0 is roughly around 16gigs 9060xt performance in games):


Thats xgen game, cp2077 in native 1080p, can barely hold stable 40 fps on 9070xt which is 66% stronger from 16gigs 9060xt aka ps5pr0 gpu.

For reference rtx 5070 cant hold stable 1080p60 with pt even if used dlss quality(aka internal 720p upscaled to 1080p):


IQ already is far from perfect and we talking dlss 4.5, ps5pr0 is way weaker and pssr is worse in ai upscaling from that so realistically maybe we could get 720p30fps mode on ps5pr0 maybe? But at that point any gains from true genuine pt wouldnt be enough to cover losses from terrible IQ and 30fps :messenger_pensive:
In other words at least when it comes to proper PT and ps5pr0:
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Wait for holidays 2027 or whenever ps6 launches and then we can talk.
 
Nah pro is not powerfull enough for pt on a game like requiem.

Path-traced tetris may be possible tho.

Minecraft with path tracing was shown to DF if I remember correctly, running on Series X 30fps/720p I think. It was never released to the public:

 
The game looks incredible on PS5 Pro I assume thanks to the new tech that released for the console alongside the game.

I didn't even have to revert drivers or suffer at all. No tweaks. Probably the best looking game on the console and vastly superior to the vanilla PS5 version. It was just perfect on day 1.
 
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