What do you mean? Game devs literally patch their game optimized for DLSS and nVidia will have game specific DLSS patches in their drivers around game launches. It's not a set it and forget it system. It gets easier to optimize over time and it's far more mature, but games will still run into issues where they need patches and driver updates.
It's up to Bloober to train the algorithm to their game and optimize it. Just as game devs and nVidia does with DLSS.
You are literally speaking out of both sides with the comment I quoted.
I think what snc is trying to say is that the training doesnt work on a game by game basis anymore. Devs dont train the algorithm before their game comes out. It's solely nvidia's responsibility.
DLSS, FSR, TSR and i guess now PSSR are simple plugins you can enable in UE5 projects. Everything is simply supposed to work after you enable it. The devs are not required or obligated or even have the tools to go in an manually update the alogirthm. thats nvidia's domain.
Sony WILL improve the PSSR alogirthm. The only problem is that we are seeing the same issues we saw pre-DLSS2.0 that were fixed 4 years ago. Sony shouldve learned from those mistakes and improved the alogirthm.
Go watch the original HFW performance mode footage. Same shimmering issues especially on foliage because HFW is one Sony first party game that really pushed the hardware and foliage beyond last gen levels. It completely broke their checkerboarding solution which had worked fine on HZD, Death Stranding, Days Gone and GoT. GG then spent the next 4-5 months improving the algorithm feeding it more data and i believe thats what you want Bloober to do with PSSR but I honestly dont think they can because thats a Sony product trained on Sony AI servers whereas GG has their own checkerboarding implementation exclusive to Decima.
the only thing the devs can do is increase the base resolution. we've seen PSSR look virtually identical to native 4k in games like Demon Souls, TLOU1 and TLOU2 thanks to the 1440p base resolution. However, those games are not using RT effects that might still cause issues. For example, AW2 and FF7 are rendering on the same base resolution but because AW2 has RT reflections being applied to almost every surface, it breaks far more than FF7.