HeWhoWalks
Gold Member
Indeed. Developers who can't get PSSR to work well with their current projects should skip it and look for other ways to leverage the hardware.Which is perfectly fine and we all kinda knew there would be some problems one way or another. DLSS itself still isn't perfect, neither is XeSS. Those solutions still need years of development to get rid of most issues that will truly make them undoubtedly superior to native. As it stands, most still have problems that don't 100% make them the preferred alternative. Better overall in some cases? Sure, but I want to see them completely supplant native resolution and make it obsolete...which I guess isn't all that great because they'll effectively become the baseline.
Bojji
Eh, PSSR, like DLSS, is an option. Some have made it work, some have struggled. New tech is new tech and I'm glad something else exists to play with here because it will get better and that's what counts! Not saying that this early version of the upscaler can't be blamed at all, but significant issues rest mostly at the feet of devs who just had to throw it in their games for the sake of it. If PSSR hurts your final image, it should be left out. This way, you can still have improvements and consider either a better version of your engine, a better version of PSSR, or both, for your future games and projects! Callisto is a solid example of a game that doesn't use PSSR (as I understand it), but with a final image that is a huge step above the base PS5 version. And.... all while using both a modified version of UE4 and elements of UE5!
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