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[Digital Foundry] Mark Cerny: FSR 4 'Re-Implemented' For PS5 Pro - Next-Gen PSSR Coming 2026

Bojji

Member
The model have to be trained so it will always improve over time. This is not a fault of PS5 Pro it's just the way that ML works .

I don't think he confirmed it either way. It could be small improvements with time and achieving FSR4 quality in 2026 or just drop of new model in 2026.

Nvidia improved CNN model for years an then they just dropped transformer model in February. FSR4 is a mix of CNN and transformer, isn't it? While pssr is just CNN at the moment.
 

Mibu no ookami

Demoted Member® Pro™
300 TOPS without sparsity. That's awesome! Nice to see that they are confident enough to port it to Pro hardware. Looks like longer term, PSSR would simply be Playstation's port of FSR, which is good, so devs aren't confused with redundant options.

I think it is a mistake to suggest that PSSR is simply a port of FSR. They share things in common, but Cerny has suggested that PSSR has advantages by being built around the demands of console gaming and primarily focused on 60 fps and dynamic resolution over more variable refresh rates for example.
 

Clear

CliffyB's Cock Holster
The model have to be trained so it will always improve over time. This is not a fault of PS5 Pro it's just the way that ML works .

It seems to me the training is mostly done, but they need to modify the execution code to work with the Pro's APU, which has modified WGP and vector registers used in lieu of specific cores for ML.
Its probably a pretty challenging thing to do because its going to require more swizzling to fully load up registers that are wider than the purposefully narrow but numerous approach taken by nVidia.

Honestly I'm not comfortable speculating too much because this is some fiercely complicated stuff, but if Cerny feels confident enough to offer a timescale I'd suspect there's good reason for positivity.
 

Zathalus

Member
From what I gather, it seems FSR 4 relies on both FP8+INT8 instructions to drive the ML algorithm. The PS5 Pro does not have any enhanced acceleration for FP8 and is probably why FSR 4 has to be changed for the Pro architecture, not shitting on the Pro here, but it is the reality of being developed before RDNA 4.

But this does tell me that for the PS6, FSR and PSSR will likely be near identical. PSSR might just become the PlayStation label for FSR 4, or might even be dropped entirely.
 

viveks86

Member
I think it is a mistake to suggest that PSSR is simply a port of FSR. They share things in common, but Cerny has suggested that PSSR has advantages by being built around the demands of console gaming and primarily focused on 60 fps and dynamic resolution over more variable refresh rates for example.
That's literally what a port is though. Taking the target platform's hardware limitations and goals (such as your examples) is part of design considerations for a good port. It's certainly not copy-paste and clearly a complex endeavor. It's a joint effort by both Sony and AMD, so I'm not taking any credit away from Sony in calling it a port. It is a port of a joint Sony-AMD collaboration to a specific hardware target


What does this mean? Sorry I’m out of the loop on Sparsity vs non-Sparsity

Nvidia started inflating their AI numbers when they started using a technique (sort of like compression) to perform matrix computations. And then AMD started doing the same with their numbers. Basically, the numbers being marketed now are twice what the actual raw TOPS are. The 300 TOPS that Sony had shared was not inflated, so it was half of what other counterparts are presenting. Hypothetically, if the Pro supported sparsity (we don't know if it does), it would effectively be at 600 TOPS. This puts the Pro's AI throughput to be in between the 9070 (583 TOPS)and 9070XT (779 TOPS). It appears that sparsity isn't really used for this implementation, so performance with sparsity is actually not relevant for this specific use case.

I don’t understand why it takes until 2026 if fsr4 already exists ?
Hardware limitations and architecture. Pro is a very unique configuration of RDNA 2 and 3 (and may be 4?). FSR 4 currently doesn't work on anything below RDNA4 due to dependencies related to FP8 computation. Cerny seems to be confident that they can make it eventually work, since Pro has the required hardware grunt, so they may be able to overcome that dependency.
 
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I blame Mark Cerny for not thinking about system wide libraries. Sony always goes for dev first approach which is very bad IMO. Anything new always requires game updates. 60fps patches would be streamlined if they could force it system wide for example. Same goes for PSSR version updates.

Agreed, they need system wide toggles for capping frame rates and resolutions and let the developer control default settings.

Same with PSSR

That way all games would automatically benefit without patches if there’s new hardware or a new PSSR version
 

Mibu no ookami

Demoted Member® Pro™
I don’t understand why it takes until 2026 if fsr4 already exists ?

It comes down to roadmaps. Let's assume for a second he means January 1st, 2026 which would be the most generous (also assuming he isn't being conservative).

That would give 3 months of development time to developers in Q4
It would give 3 months of beta time for testing in Q3. You don't simply give a product to developers without being certain that it is viable.
It would give 3 months of implementation time in Q2

None of that seems unreasonable.

From what I gather, it seems FSR 4 relies on both FP8+INT8 instructions to drive the ML algorithm. The PS5 Pro does not have any enhanced acceleration for FP8 and is probably why FSR 4 has to be changed for the Pro architecture, not shitting on the Pro here, but it is the reality of being developed before RDNA 4.

But this does tell me that for the PS6, FSR and PSSR will likely be near identical. PSSR might just become the PlayStation label for FSR 4, or might even be dropped entirely.

Again PSSR is not the same as FSR. FSR is a broadbased application of ML whereas PSSR is custom designed for PlayStation. They're not going to drop it, they're going to build their hardware in a way that best makes use of ML perhaps even in ways that can't be done on PC.
 

Mibu no ookami

Demoted Member® Pro™
That's literally what a port is though. Taking the target platform's hardware limitations and goals (such as your examples) is part of design considerations for a good port. It's certainly not copy-paste and clearly a complex endeavor. It's a joint effort by both Sony and AMD, so I'm not taking any credit away from Sony in calling it a port. It is a port of a joint Sony-AMD collaboration to a specific hardware target

I think you're conflating a fork for a port.
 

mckmas8808

Mckmaster uses MasterCard to buy Slave drives
I think that like series x it was released too late IF PS6 launches in 2027. But of course there is no better console hardware between now and next Xbox or PS6 (if next gen Xbox even is a real thing).

But the PS5 Pro launched in 2024. How is that too late? Even if the PS6 launches in 2027, that's still 3 years worth of games.
 

reinking

Gold Member
This Is Interesting Mixed Martial Arts GIF by UFC
 

mckmas8808

Mckmaster uses MasterCard to buy Slave drives
2 things that impressed me with this news, more than the fact that PSSR will match FSR4 during Pro's lifespan (that was a matter of time anyway):
  • Cerny being humble enough to accept that FSR 4 is objectively better than PSSR in many aspects and that they will endeavor to match it. Shows that he doesn't have a vested interest in creating some pointless differentiation
  • Alex being humble enough to accept that he was wrong about assuming Pro's TOPS figures including sparsity
Kudos to both!

Agreed on both points!
 

viveks86

Member
I think you're conflating a fork for a port.
No. I'm not talking about codebase. I'm talking about the final result. Like taking a PS5 game and porting it to PC and adding PC specific features. That's a port. FSR4 now exists on AMD RDNA4. Cerny essentially wants that trained neural network (with the same inputs and hopefully similar output) to work on a specific target hardware which it wasn't originally built/optimized for. Ergo, a port.
 
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From what I gather, it seems FSR 4 relies on both FP8+INT8 instructions to drive the ML algorithm. The PS5 Pro does not have any enhanced acceleration for FP8 and is probably why FSR 4 has to be changed for the Pro architecture, not shitting on the Pro here, but it is the reality of being developed before RDNA 4.

But this does tell me that for the PS6, FSR and PSSR will likely be near identical. PSSR might just become the PlayStation label for FSR 4, or might even be dropped entirely.
RDNA 4 and the hardware in PS5 Pro are completely separate designs. The goal of Project Amethyst is to create a more ideal hardware architecture for machine learning.

Cerny said it want a future with co-developed hardware features for machine learning, he also said that Project Amethyst is all about working with AMD on common goals, while at the same time acknowledging that each party may have different uses for and different variants of the technologies created.

This futur is probably something different than the actuel PSSR and FSR 4, that will be on the PS6 and AMD next GPUs with slight tweaks from Sony and AMD because you don't have the same needs on a console and a PC.
 

jm89

Member
Cerny being humble enough to accept that FSR 4 is objectively better than PSSR in many aspects and that they will endeavor to match it. Shows that he doesn't have a vested interest in creating some pointless differentiation
With Sony being involved with the development of fsr4 and most likely cerny, probably wasn't something they would have hesitated admitting.
 

Mibu no ookami

Demoted Member® Pro™
No. I'm not talking about codebase. I'm talking about the final result. Like taking a PS5 game and porting it to PC and adding PC specific features. That's a port. FSR4 now exists on AMD RDNA4. Cerny essentially wants that trained neural network (with the same inputs and hopefully similar output) to work on a specific target hardware which it wasn't originally built/optimized for. Ergo, a port.

Same/Same.


A port is not a fork... ask an engineer friend if you don't want to believe me.
 

Gaiff

SBI’s Resident Gaslighter
I don’t understand why it takes until 2026 if fsr4 already exists ?
They already started. It just takes time.

"Our focus for 2025 is working with developers to integrate PSSR into their titles; in parallel, though, we have already started to implement the new neural network on PS5 Pro.

So, no, they're not ditching PSSR. The main focus at the time is getting it on as many titles as possible, and frankly, I agree with them. It's already a bummer that it's on a case-by-case basis rather than a system-wide approach.

"Our target is to have something very similar to FSR 4's upscaler available on PS5 Pro for 2026 titles as the next evolution of PSSR; it should take the same inputs and produce essentially the same outputs. Doing that implementation is rather ambitious and time consuming, which is why you haven't already seen this new upscaler on PS5 Pro."
 

Elios83

Member
I don’t understand why it takes until 2026 if fsr4 already exists ?

Because the Pro GPU is RDNA2 based, it doesn't have the 1:1 hw features of RDNA4.
PSSR was developed for their custom GPU hardware, FSR4 was developed for RDNA4.
So there's a porting job to do, just like when you want to port the same game to a different console platform.

Btw the Sony/AMD collaboration is great news indeed. Things will continue to improve constantly.
Cerny also re-stated they're looking into ray tracing with AMD as well.
 

viveks86

Member
With Sony being involved with the development of fsr4 and most likely cerny, probably wasn't something they would have hesitated admitting.
True. But at the minimum, FSR 4 is not entirely Cerny's baby. The original CNN seemed to be. So it's just nice when he is able to call a spade a spade and not shy away from praising an alternative. Seen enough geniuses who go into some weird denial or start spinning the truth to make it seem like it was all their own work all along, or they just go silent altogether and pretend there is nothing better out there. Cerny has always come across as not one of them. I found it worth pointing that out is all.
 

Zathalus

Member
Again PSSR is not the same as FSR. FSR is a broadbased application of ML whereas PSSR is custom designed for PlayStation. They're not going to drop it, they're going to build their hardware in a way that best makes use of ML perhaps even in ways that can't be done on PC.
I never claimed it was the same right now, but with the FSR 4 upscaling network being reworked to replace the current PSSR network, it's clear that in future they will be extremely similar. The network model is the thing that requires extensive training so duplicating the work between AMD and Sony makes little sense, the collaboration project is meant to combine the resources going forward, be it hardware or software. I'd expect the upscaling part of PSSR/FSR 4 to be near identical on the PS6, with PSSR likely maybe having some custom Sony work done on the inputs and outputs.
 

Gaiff

SBI’s Resident Gaslighter
With Sony being involved with the development of fsr4 and most likely cerny, probably wasn't something they would have hesitated admitting.
Cerny also just seems like an honest guy. He doesn't bullshit you or sell you grand promises. He's very forward and admits what needs work and what is working. At least that's my feeling. He's a game developer/coder/architect, not a PR guy like Jensen or Phil Spencer.
 
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mckmas8808

Mckmaster uses MasterCard to buy Slave drives
I never claimed it was the same right now, but with the FSR 4 upscaling network being reworked to replace the current PSSR network, it's clear that in future they will be extremely similar. The network model is the thing that requires extensive training so duplicating the work between AMD and Sony makes little sense, the collaboration project is meant to combine the resources going forward, be it hardware or software. I'd expect the upscaling part of PSSR/FSR 4 to be near identical on the PS6, with PSSR likely maybe having some custom Sony work done on the inputs and outputs.

I assume Sony would want PSSR to be lighter than FSR4 going forward, since they'll not have the extra hardware like a beefy PC will have. But all the inputs and outputs would be 90-95% the same.
 

Zathalus

Member
I assume Sony would want PSSR to be lighter than FSR4 going forward, since they'll not have the extra hardware like a beefy PC will have. But all the inputs and outputs would be 90-95% the same.
For the PS5 Pro, I'd assume so, but the ML capabilities of the PS6 should be plenty, even for full transformer based upscaling and ray reconstruction. It is going to be based on UDNA and should be significantly more capable than the Pro, or even the 9070 XT.
 

Bojji

Member
But the PS5 Pro launched in 2024. How is that too late? Even if the PS6 launches in 2027, that's still 3 years worth of games.

PS4 Pro launched 3 years after PS4, One X 4 years after Xbox One (just like PS5 Pro), if this gen has normal 7 years time frame it's one year less of being "the best console hardware". Third parties will be better on PS6 day one. Cross gen will be long again so PS5 will get most of the games, just inferior versions.
 

mckmas8808

Mckmaster uses MasterCard to buy Slave drives
PS4 Pro launched 3 years after PS4, One X 4 years after Xbox One (just like PS5 Pro), if this gen has normal 7 years time frame it's one year less of being "the best console hardware". Third parties will be better on PS6 day one. Cross gen will be long again so PS5 will get most of the games, just inferior versions.

Exactly. And that's why the PS5 Pro coming out in 2024 isn't "too late".
 

Fafalada

Fafracer forever
So this basically means that AMD could enable FSR4 on older GPU models if they wanted too.
The fastest previous gen AMD GPUs are about 1/4 of the TOPs of RDNA4 releases, well below the PS5 Pro.
And the fastest AMD APUs with dedicated ML are around 80 TOPs - which is not even 1/3rd of PS5 Pro.
Best case assuming these things scale linearly with resolution - you might get a 1080p upscaler on some of the higher end chips - and that'd only be useful to the handhelds.

Well There It Is Jurassic Park GIF

From Cerny.
The funny thing is - his last talk confirmed this, he just didn't explicitly call out sparsity. And for some reason - especially this decade, any statement from Sony is always assumed to be the worst of if not explicitly verified by (at least)2 Cernys.
Meanwhile we've had a decade of that other company execs making vague statements that would always be taken the opposite extreme - but I digress.
 
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Radical_3d

Member
Yes, it's very good because if it was 300 TOPs WITH sparsity, it'd be quite weak. 300 TOPs with it puts it in line with modern mid to high-end GPUs like the 9070 XT or 3090 in terms of ML capabilities.
I don’t get it. Isn’t the 9070 XT something like 1.500 TOPs?
 

Lysandros

Member
The funny thing is - his last talk confirmed this, he just didn't explicitly call out sparsity. And for some reason - especially this decade, any statement from Sony is always assumed to be the worst of if not explicitly verified by (at least)2 Cernys.
Meanwhile we've had a decade of that other company execs making vague statements that would always be taken the opposite extreme - but I digress.
I have the faintest idea that we are talking about chronic DF reflexes (when it comes to Sony) here. Cerny truly seems to be a zen guy to still willing communicate with them despite his words being always received with mountains of doubts as if he has a history of being untrustworthy.
 
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viveks86

Member
The fastest previous gen AMD GPUs are about 1/4 of the TOPs of RDNA4 releases, well below the PS5 Pro.
And the fastest AMD APUs with dedicated ML are around 80 TOPs - which is not even 1/3rd of PS5 Pro.
Best case assuming these things scale linearly with resolution - you might get a 1080p upscaler on some of the higher end chips - and that'd only be useful to the handhelds.
Agreed. Pro is already in the same league as the current gen AMD GPUs for AI so the goal seems feasible. Getting this to work on older AMD cards seems like a whole different can of worms and hard for anyone sitting on the outside to determine if the juice is worth the squeeze.
 
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Fafalada

Fafracer forever
I blame Mark Cerny for not thinking about system wide libraries. Sony always goes for dev first approach which is very bad IMO.
In fairness - this predates Cerny's role in system design - Sony's always done dev-first all the way back to original PS1. And a lot of what made PS2 - special - was thanks to this approach (though admittedly, many titles also suffered because of it).

60fps patches would be streamlined if they could force it system wide for example.
This is a bit more questionable though. No console to date has done this (none of the Microsoft hw either), among other reasons because it handicaps one of the main advantages developers have on consoles. But ok - if Sony actually opened up the refresh rates that displays support, I'd be willing to concede this could be a win.
There's a LOT of games out there that would run perfectly at 50fps with none of the VRR flicker and dimming issues (and smoother than fake 40fps modes) - but console makers refuse to give it to us.

Same goes for PSSR version updates.
This can't be system forced - titles that were tested against one version of PSSR can't be revalidated if system forces an update. However, I could see a rationale to allow users to select PSSR revision themselves - it's very PC and not at all console like, but then that ship sailed when the first Pro console launched, and we have HDR and other system settings now.

Agreed, they need system wide toggles for capping frame rates and resolutions and let the developer control default settings.
Larry Shrug GIF by Curb Your Enthusiasm

I mean in a world where most 3rd party engines can't frame-pace worth for shit out of the box - I am really not sure I'd want to add PC-style driver hacks into consoles on top.
The one thing I actually liked (as a dev) on PS was having full control over the swap-chain. No such thing as system/driver sneaking in extra frames of latency or doing something backstabby on present - even ability to do my own async-present cycles etc.
Yea maybe it's quaint in the 'PC for everyone' world but I really liked when console dev still was about caring for these things and we didn't need a GPU vendor ship entire libraries for 'anti-lag' to do the same things just with more obfuscation and less control.
 
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