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Digital Foundry, Gran Turismo 7: PS5 Pro Tech Review - Upgraded RT, 120Hz Support, PSVR2 + 8K - The Complete Analysis

This was the second game I booted up early in the morning after unboxing my launch day Pro package. Very very disappointed with the IQ on the Ray tracing mode, like it's just not as sharp it looked on my OG PS5. Looks inferior to base PS5's performance mode. Am I doing something incorrectly? Lowkey feels shoddy work from PD on the Pro implementation.
 
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Mahavastu

Member
GT7 was shackled by ps4, GT8 polyphony can use the ps5 to it's fullest.
One could then argue that GT8 is burdened by being cross gen with the PS5
But I would assume that the main difference will be way more ray tracing on the PS6, which that machine is probably much stronger in compared to current gen.

Sharpest image to my eyes is RT off, 60hz, PSSR on.
Would make sense: No raytracing with same frame rate should mean higher internal res, and PSSR has more data to play with to generate a great looking image
 

Kerotan

Member
Yep, and the difference is noticeable. Not sure what I would do in chase cam, despite some undeniable visual treats granted by RT:

4aouXib.gif


The better IQ would counterbalance things a bit. But I know I would feel surely forced to use PSSR RT when inside the car, because this is truly something.

fubebtS.gif

Gif from @benzy

And man, those matte/rough reflections in the video are nuts! Pre-Rendered looking stuff.

0bs29Zw.png



Edit:

Just realized in chase cam you can have RT without PSSR.. well, that's what I would use.
So if you have 120hz VRR TV what you recommend?
 

kevboard

Member
PSSR runs faster than Taau.

And it's way higher in RT rainy tracks.

Where's thst PSSR tax

Nah nah nah I was told there is a PSSR tax that takes away the performance gains. @SlimySnake snake did his testing and proved it

see, I'm not sure if these are jokes that I don't get... because, anything else would be even more confusing.
for one, the PSSR 120hz mode thst renders internally at 1080p runs slower than the native 1800p TAA 120hz mode, which shows A MASSIVE performance hit for PSSR, like enormous even I'd say.
and at 60hz the resolution difference between the TAA and the PSSR mode is so massive, that it would be kinda ridiculous if PSSR wouldn't be faster.
 
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PandaOk

Member
I never understood that angle. PSSR's objective is to reconstruct the input resolution and give the appearance of the output resolution. Its performance should be compared to the output, not the input, and it's always faster there. DLSS was described as "free performance", so I'm unsure where this train of thought of PSSR being so costly comes from. Sure, PSSR reconstructing from 1440>4K will have a lower fps than native 1440p, but what it aims to do is deliver 4K-like quality, so it should be compared to that.
To but it bluntly he’s a snake oil salesman. Around the time the Silent Hill patch was released he strongly suggested that ‘money was changing hands’ to force PSSR usage. He just grasps on to whatever arguement suits his confirmation bias with little actual knowledge or desire to understand.
 

sncvsrtoip

Member
This was the second game I booted up early in the morning after unboxing my launch day Pro package. Very very disappointed with the IQ on the Ray tracing mode, like it's just not as sharp it looked on my OG PS5. Looks inferior to base PS5's performance mode. Am I doing something incorrectly? Lowkey feels shoddy work from PD on the Pro implementation.
If you want to have sharp visuals you either play 60hz pssr enabled performance mode or pssr disabled rt mode
 

Kangx

Member from Brazile
see, I'm not sure if these are jokes that I don't get... because, anything else would be even more confusing.
for one, the PSSR 120hz mode thst renders internally at 1080p runs slower than the native 1800p TAA 120hz mode, which shows A MASSIVE performance hit for PSSR, like enormous even I'd say.
and at 60hz the resolution difference between the TAA and the PSSR mode is so massive, that it would be kinda ridiculous if PSSR wouldn't be faster.
1080p is the lowest bound on the RT mode, and I am pretty sure the game running 1440p mostly, otherwise 1080p flat with RT, the clarity and image artifacts is alot worst.

I have seen footages RT mode comepare to ps5 native 4k TAAU. Image break up, artifacts and aliasing is worst especially fenced and thin line on the pro, but image clarity in motion is sharper, so yea, the pro RT mode is mostly running around 1440p.

It seems like you are talking about 120hz performance mode here, and there no mention of resolution for PSSR except 4k native TAAU, but i am pretty sure the motion clarity is sharper with PSSR but run at lower frame rate.

This is why people got confused. John kinda go murky with PSSR internal resolution on all modes.

See article for details.
 

King Dazzar

Member
Then how did John turn it on and off? Am I missing a menu option?

Here are my findings from the different modes when locked to 60hz. And I've revisited it numerous times over several hours.
  • Resolution mode with PSSR enabled gives me lower fidelity, but RT interiors and reflections.
  • Resolution mode with PSSR disabled gives me higher fidelity but no RT reflections.
  • Prioritise Frame Rate with PSSR, gives me high fidelity and excellent RT reflections.
  • Prioritise Frame Rate with PSSR disabled, gives me high fidelity but lower quality RT reflections.
The easiest way for me to tell is the speed of the reflections and the quality of them on shiny car paint work. I did all my testing in cockpit mode and in a car which has a shiny gloss hood and external paintwork going/extending into the interior. I also ignored replays to ensure my findings were realtime whilst actually driving. I used two testing circuits, Tokyo Express at night and Weather Tech Raceway in morning.

Hope that helps.
 
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HeWhoWalks

Gold Member
From the number of comments it is clear that it is a good patch for PS5 pro, but of course it is PD, other developers have done the minimum.
Yeah, Guerrilla, Insomniac, Naughty Dog and Polyphony. The Quad-Squad on the Pro showing other devs how it's done. Even throw Striking Distance in there! All have produced some of the best visuals to ever grace a device and it's all on one platform! With and without PSSR, proving the point that as an option, it is great. Without it, the Pro is still great!
 

gerth666

Member
More than likely, Polyphony doesn’t have the manpower to port it and doesn’t want anyone else touching their game.

It was in the GeForce leak though.
You'd think polyphony would employ a few people who specialise in porting.
It's such a good game, the best gran turismo there's been in my opinion.
I really think it would rake the money in on pc
 

The Fartist

Gold Member
A little off topic, but since this is the hot GT7 thread right now, is there any way to unlock everything without actually playing the game's campaign? I don't have the time to sit down and progress through the game, I just want to drive whatever car and track I want.
 

ByWatterson

Member
Here are my findings from the different modes when locked to 60hz. And I've revisited it numerous times over several hours.
  • Resolution mode with PSSR enabled gives me lower fidelity, but RT interiors and reflections.
  • Resolution mode with PSSR disabled gives me higher fidelity but no RT reflections.
  • Prioritise Frame Rate with PSSR, gives me high fidelity and excellent RT reflections.
  • Prioritise Frame Rate with PSSR disabled, gives me high fidelity but lower quality RT reflections.
The easiest way for me to tell is the speed of the reflections and the quality of them on shiny car paint work. I did all my testing in cockpit mode and in a car which has a shiny gloss hood and external paintwork going/extending into the interior. I also ignored replays to ensure my findings were realtime whilst actually driving. I used two testing circuits, Tokyo Express at night and Weather Tech Raceway in morning.

Hope that helps.

Nice! Option 3 it is.
 

Tajaz2426

Psychology PhD from Wikipedia University
Is the ole Rickster still around these parts? I remember around the time of the X and 5 in that one thread about what we all thought was going to happen, he said something about the Series S being the competition for the PS5.

I do t remember seeing him much after that. That thread got me more interested in the tech stuff behind consoles and this website more. I just remembering I slowed chuckled at first, questioned if I had slipped into an alternate reality, and then questioned why would someone say that.

Good times and still a great website. I love everyone has so many differing opinions.
 
Because Forza Motorsport ‘23 feels like a wholly corporate entry, and not a game that was made with a lot of passion and care put behind it, even with a good amount of updates under its belt. It’s still impressive that it can run at 60 fps with RT on during gameplay, though. But, it gets absolutely demolished by this, and FH5, both cross gen titles, but ones that actually utilize the hardware well, and were efficiently developed.

FM23 is a blunder, and I say that as a longtime FM fan.

Got to agree with that. Forza Motorsport on Xbox Series X is drab looking, soulless and extremely disappointing racing game.
 

James Sawyer Ford

Gold Member
His testing is correct. Upscaling from the same internal resolution and it seems PSSR is indeed more taxing vs something like TAAU. Ideally it shouldn’t matter as PSSR should provide the superior image quality even if the input resolution is lower. That is not always the case right now as the PSSR+RT image suffers a bit with noise and artefacts. PSSR without RT (performance mode) does provide great IQ though.

Clearly you were wrong about your BS about this game having “severe” issues in PSSR, just like I called you out in before. Its certainly a competent implementation
 
Here are my findings from the different modes when locked to 60hz. And I've revisited it numerous times over several hours.
  • Resolution mode with PSSR enabled gives me lower fidelity, but RT interiors and reflections.
  • Resolution mode with PSSR disabled gives me higher fidelity but no RT reflections.
  • Prioritise Frame Rate with PSSR, gives me high fidelity and excellent RT reflections.
  • Prioritise Frame Rate with PSSR disabled, gives me high fidelity but lower quality RT reflections.
The easiest way for me to tell is the speed of the reflections and the quality of them on shiny car paint work. I did all my testing in cockpit mode and in a car which has a shiny gloss hood and external paintwork going/extending into the interior. I also ignored replays to ensure my findings were realtime whilst actually driving. I used two testing circuits, Tokyo Express at night and Weather Tech Raceway in morning.

Hope that helps.
Didn't someone say PSSR disabled in resolution mode still gets you RT reflections everywhere except in cockpit view. So you may want to look that up!
 
Clearly you were wrong about your BS about this game having “severe” issues in PSSR, just like I called you out in before. Its certainly a competent implementation

I don't think it's a great PSSR implementation, far from it. As someone who's poured in 600 hours on GT7 in base PS5, the moment I loaded in my first race with RT PSSR enabled resolution mode, I was shocked to see how mid the overall image quality looked. So much shimmering and weird aliasing.
 

King Dazzar

Member
Didn't someone say PSSR disabled in resolution mode still gets you RT reflections everywhere except in cockpit view. So you may want to look that up!
They did and that's why I retested. And I rechecked on both circuits. But on the car I was testing all the paint work reflections were definitely not RT. And I compared them to the other modes too to be 100% sure. If there is any RT going on there its definitely not on cockpit views car exterior paintwork.
 

James Sawyer Ford

Gold Member
I don't think it's a great PSSR implementation, far from it. As someone who's poured in 600 hours on GT7 in base PS5, the moment I loaded in my first race with RT PSSR enabled resolution mode, I was shocked to see how mid the overall image quality looked. So much shimmering and weird aliasing.

It entirely depends on what features you prefer. That’s the point. PSSR enables RT in the CP and higher frames or resolution

If you’re after best IQ at expense of either of those other features, you disable PSSR but that doesn’t make it poor
 

Zathalus

Member
Clearly you were wrong about your BS about this game having “severe” issues in PSSR, just like I called you out in before. Its certainly a competent implementation
Rather curious why you would think I would make something up that I can so easily prove?





Easy enough to replicate, just take your car and drive through a tunnel. RT is causing PSSR to fizzle like mad. Disabling RT and just using frame rate + PSSR is a fantastic image.

Digital Foundry, while good, are not flawless supermen incapable of overlooking something. They missed the PSSR artefacts that occur in Stellar Blade with grass in later levels. They missed the severe ghosting DLSS has in TLOU Part 1 on distant objects. It is obvious they certainly missed this.
 
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I tested 60Hz mode and I prefer PSSR/RT 60Hz to 120Hz. 120Hz is great in FPS games, but I think in racing 60Hz is perfectly OK. RT adds so much 'depth' to image and a bunch of lightning details that makes it so much more imersive.
 

kevboard

Member
1080p is the lowest bound on the RT mode, and I am pretty sure the game running 1440p mostly, otherwise 1080p flat with RT, the clarity and image artifacts is alot worst.

I have seen footages RT mode comepare to ps5 native 4k TAAU. Image break up, artifacts and aliasing is worst especially fenced and thin line on the pro, but image clarity in motion is sharper, so yea, the pro RT mode is mostly running around 1440p.

It seems like you are talking about 120hz performance mode here, and there no mention of resolution for PSSR except 4k native TAAU, but i am pretty sure the motion clarity is sharper with PSSR but run at lower frame rate.

This is why people got confused. John kinda go murky with PSSR internal resolution on all modes.

See article for details.

in the video he claims the 120hz TAA mode runs at 1800p. "I counted 1800p in several shots"
he didn't talk about the internal PSSR 120hz resolution, but I presume it would be lower, at least down to 1440p I'd assume.

not sure what you even want to say with the sentence "and there no mention of resolution for PSSR except 4k native TAAU" as it quite literally makes no sense. you might as well have said "the game runs at 1080p DLSS FSR2 native 4k" and it would make just as much sense.

but either way, it shows PSSR's cost, which was the main point of contention.


also the word is worse! WORSE! this new epidemic of mixing up worse and worst is even more infuriating than the whole "could of" shit... like... wtf?
 
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James Sawyer Ford

Gold Member
Rather curious why you would think I would make something up that I can so easily prove?





Easy enough to replicate, just take your car and drive through a tunnel. RT is causing PSSR to fizzle like mad. Disabling RT and just using frame rate + PSSR is a fantastic image.

Digital Foundry, while good, are not flawless supermen incapable of overlooking something. They missed the PSSR artefacts that occur in Stellar Blade with grass in later levels. They missed the severe ghosting DLSS has in TLOU Part 1 on distant objects. It is obvious they certainly missed this.


you're cherry picking a case in photo mode. yes DF even highlighted artefacts, but when you're playing the game in most scenarios it isn't severe
 

kevboard

Member
Rather curious why you would think I would make something up that I can so easily prove?





Easy enough to replicate, just take your car and drive through a tunnel. RT is causing PSSR to fizzle like mad. Disabling RT and just using frame rate + PSSR is a fantastic image.

Digital Foundry, while good, are not flawless supermen incapable of overlooking something. They missed the PSSR artefacts that occur in Stellar Blade with grass in later levels. They missed the severe ghosting DLSS has in TLOU Part 1 on distant objects. It is obvious they certainly missed this.


yeah, that's a pretty obvious case of a low ray count and bad denoising.

this could be the result of the low internal resolution of the PSSR mode, as that will almost certainly have an extreme impact on the amount of rays shot per pixel.

the higher the internal resolution, the cleaner it initial raytracing will be, and the easier the denoiser's job will be reconstructing it into a coherent looking reflection. this is especially noticeable on rough reflections

this is why Nvidia's ray reconstruction is such a great feature, as it helps at low native resolutions and low ray counts, where "dumb" denoisers will have lots of issues.
 
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Zathalus

Member
you're cherry picking a case in photo mode. yes DF even highlighted artefacts, but when you're playing the game in most scenarios it isn't severe
It was not photo mode. I just stopped the car. Moving at a high speed and it is even more severe as movement just makes it worse. I thought it looked alright when I first starting playing but as soon as I got to a tunnel it is quite clear how amazingly bad it looks. It’s not the only issue, interior shots in the garage sparkle and fizzle badly, rear lights have blurred trails and artefacts, smaller particles like rain off tires present problems and overal resolve is rather unstable and clearly not resembling a 4K image. I’m not the only one, quite a few others on Reddit and other places have mentioned this. With video evidence to boot.

Like I said PSSR and no RT presents a good image. PSSR and RT is just too low resolution and runs into the same issues RT + PSSR have on many other games, denoising low resolution RT is just not something it is good at.
 
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