Adding this here:
These guys are such clowns it's not even funny
Otherwise, PSSR does hit image clarity somewhat, with a softer resolve overall - a change that's plain to see in side-by-side comparisons, especially ones that are magnified for analysis, but probably something that you just get used to in a normal gaming scenario from a typical viewing distance.
We know what we do is full of shit, but we're going to keep pushing it anyways. In other words, you can't tell at all.
There are also issues when quickly moving the camera from less taxing to more taxing scenes, eg a static shot that runs at 57fps might shoot to 60fps when looking at the sky, but drop to 40fps briefly while dynamic resolution scaling engages, causing a visible spike in frame times. It's possible that the game's DRS is not as aggressive as it could be in these moments, and in general the relatively low internal resolution needs to be even lower to hit a stable 60.
The DRS doesn't act fast enough when you're actively trying to break it rather than just playing the game like you normally would...
Video game developers don't developer their game around the way that DF tests games. They aren't expecting the player to pan the camera around at a stand still to see if they can drop the framerate or walk up to the tv with a magnifying glass. These are fundamentally unserious people who have somehow managed to amass a huge following for people interested in technical analysis.
So far, though, it seems like performance remains in the range of VRR-capable displays, both in the hideout and elsewhere in the game - and these sorts of screens are probably more common for PS5 Pro owners than they are for owners of less expensive consoles.
We didn't see any drops, but who knows maybe there are drops. This isn't the only time they say this, but it's curious when they say it and when they don't. It's such an odd thing to say in general. It's hard not to see this as a shot.
The balanced mode also now runs with RT reflections, a feature that Ubisoft previously felt they didn't have enough time to validate outside of quality mode where it first appeared. This improves reflections on bodies of water as you avoid SSR artefacts and instead get a more accurate fallback. It's not perfect, with some limitations in the way the world is represented in the reflection, but it's still a worthwhile inclusion.
Says the guys crying about the lack of RT in 5 year old games like TLOUP2... Again, this is a shot. Something isn't perfect, but it's better than SSR, but they don't want to give the PS5 Pro credit here. It's doing A LOT more than the base consoles with PSSR and without PSSR.
You can't take a lot of the criticism from DF regarding the PS5 Pro seriously, because the things they often get on PSSR for, they'll totally excuse in TAAU and then focus on framerate. They also seem so dismissive of the fact that the vast majority of people with PS5 Pros are going to have VRR capable displays. It's always an afterthought, but VRR is a big reason why the PS5 Pro is a significantly better machine than the PS5, especially when you're looking at quality modes unlocked or balanced modes unlocked.
It's also why the VRR issue on PlayStation is a big deal that needs to be addressed.