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PSSR Is Better Than AMD FSR, on Par with DLSS/XeSS, Says Dev

Zathalus

Member
Is it really using WMMA and not dedicated hardware? I thought the pro was supposed to have a 300tops of dedicated hardware to handle the cost of running it
Considering the performance cost of PSSR it’s likely. WMMA has some good upgrades coming in RDNA4. Is possible Sony implemented some custom NPU, but why bother? RDNA4 WMMA covers everything you need and even includes support for Sparsity.
 
PSSR does appear to be worse at one thing right now, it’s apparently a bit heavier to run vs DLSS. But I’d assume that is down to it running via WMMA as opposed to dedicated Tensor cores.
Compared to what? a 4080? 4090? I have seen a 3070 needing 1.5ms to upscale 1080p to 4K with DLSS3.7. Not far from PS5 Pro. And they'll likely reduce that time as said in the leaked slides.
 

Zathalus

Member
Compared to what? a 4080? 4090? I have seen a 3070 needing 1.5ms to upscale 1080p to 4K with DLSS3.7. Not far from PS5 Pro. And they'll likely reduce that time as said in the leaked slides.
Well you answered your question yourself. Even a 3070 (a weaker GPU) from 4 years ago does the upscaling faster. A 4080 is even faster then that. We are of course talking about smallish differences here, if the upscaler was too heavy there would simply be no point. On PC XeSS is more expensive to run vs DLSS as it doesn’t run on a Nvidia GPU Tensor cores, but it’s not some sort of vast gulf between them.
 

Lysandros

Member
Compared to what? a 4080? 4090? I have seen a 3070 needing 1.5ms to upscale 1080p to 4K with DLSS3.7. Not far from PS5 Pro. And they'll likely reduce that time as said in the leaked slides.
I personally expect PSSR rendering time to further increase. Let's say, if the rendering time is about 2 ms now, it will get to 3.5 ms in no time, maybe in a few months. I just can't bring myself to believe that Sony engineers can improve anthing. Those aren't Nvidia ones.
 
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sachos

Member
Just leave it up to the devs to decide how their game is shown. This is seriously the worst trend and needs to stop.
Counter point: The fact that devs have started offering more options means we get more games with VRR modes/uncapped framerate options, future profing them for backwards compatibility boost on next gen consoles.
 
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diffusionx

Gold Member
Counter point: The fact that devs have started offering more options means we get more games with VRR modes/uncapped framerate options, future profing them for backwards compatibility boost on next gen consoles.
eh, not worth it, and it's a total mess anyway (not like every game has these uncapped/dynamic options).
 
Meme Reaction GIF


pu0uWqg.gif


PSSRvs-DLSS-A.gif


PSSRvs-DLSS-5.gif


RXrGBye.gif

Here a DLAA shot showing the missing branches with DLSS are supposed to be there.

Ratchet-PS5-PRO-6.gif


Ratchet-Fur.gif


Ratchet-PS5-PRO-4.gif


While the above fur shots are not direct comparisons with DLSS, it's currently impossible on PC to get rid of this kind of dithered fur edges PSSR is resolving.
For the time being DLSS looks like it has a stability advantage, and could be producing slightly sharper results. But when it comes to the latter it's hard to tell for sure because sharpness setting in Ratchet don't match, and AW2 pictures are sourced differently.
On the other hand PSSR would appear to better handle aliasing, and has a more convincing fur rendering along with, in some ways, vegetation.



Hey brother, Part 1 was the first PSSR game I've tried and I had my jaw on the floor. The final result is entirely dependent on their choices pre-PSSR pass (like their sharpness filter), but I I've found the image to be perfect on my panel. Absolutely insane IQ, I was legitimately shocked to see this kind of image at 60fps with impeccable solidity and stability while panning. Could you please post an equivalent of one of these screenshots on your PC, for comparison?

The-Last-of-Us-Parte-I-20241107205631.png


The-Last-of-Us-Parte-I-20241107210332.png


The-Last-of-Us-Parte-I-20241107205651.png


The-Last-of-Us-Parte-I-20241107210825.png


The-Last-of-Us-Parte-I-20241108000027.png


The-Last-of-Us-Parte-I-20241107235834.png


The-Last-of-Us-Parte-I-20241108000928.png


The-Last-of-Us-Parte-I-20241108002350.png


The-Last-of-Us-Parte-I-20241107233947.png


The-Last-of-Us-Parte-I-20241107232729.png


The-Last-of-Us-Parte-I-20241108000415.png


The-Last-of-Us-Parte-I-20241108004040.png


Max grain is enabled on all of these screenshots unfortunately as it does impact the image a little, but click on them and zoom to see full size level of detail, here an example:

The-Last-of-Us-Parte-I-20241107205631.png


1:1

twXsSCc.png


1:1
WJsW1gj.png


You can notice how their choices dictated the final result, but damn it's so damn appealing to me in motion. All the issues I had with the recent patch on base PS5 (removal/alteration of their TAA, oversharpen look, less color shades, dithered hair) are completely gone while playing in Pro Mode. Below comparison was made from compressed jpg screenshots:



PSSR does such a great job at solving those kind of issues:






Only issues I have at the moment with its current version is how it doesn't perfectly resolve stuff like dust micro particles in Part I, as they blur and trail a little, and same for water alpha transparencies. But as for the rest it's a complete game changer for console gaming.

Here are TLOU screenshots that I have seen:

FumUJpb.jpeg
ISTLWWU.jpeg


Your screenshots look much better though, so I guess it was just too strong jpg compression rather than PSSR blurring details. Your screenshots look comparable to DLSS.



 
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vkbest

Member
I personally expect PSSR rendering time to further increase. Let's say, if the rendering time is about 2 ms now, it will get to 3.5 ms in no time, maybe in a few months. I just can't bring myself to believe that Sony engineers can improve anthing. Those aren't Nvidia ones
According leaks, first PSSR version was over 3ms, the improved to 2ms, and it’s expected to improve more.
 

Gaiff

SBI’s Resident Gaslighter
I personally expect PSSR rendering time to further increase. Let's say, if the rendering time is about 2 ms now, it will get to 3.5 ms in no time, maybe in a few months. I just can't bring myself to believe that Sony engineers can improve anthing. Those aren't Nvidia ones.
Sarcasm?

Sony has some the best graphics rendering engineers in the business
He’s taking the piss.
 
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CrustyBritches

Gold Member
In R&C it kind of has this mushy/blurry/toon shader look. Like really good at hitting edges, but losing fine detail over the vast majority of surfaces in exchange. Even DLSS 'Performance' looks better in my eyes. I will say that compared to FSR and even XeSS, it did a wonderful job on the opening crowd. When there's tons of characters stacked and moving like that AI upscaling can have issues with shimmering/pixel soup. PSSR looks super stable in that regard. It's not like this is new to their teams. Sony games are at the forefront of implementing different upscaling and FG tech on PC(except Helldivers 2, apparently).
 

Vick

Member
Here are TLOU screenshots that I have seen:

FumUJpb.jpeg
ISTLWWU.jpeg


Your screenshots look much better though, so I guess it was just too much jpg compression rather than PSSR blurring details.
Yeah I saw those as well, it's not only a matter of compression but especially the fact they are not from PSSR mode. You would never see those hair artifacts on Pro mode (nor on Base PS5 before the latest patch for that matter, nor in their PS4 games and not even their PS3 ones).

Many, many thanks for taking the time mate. This is one precious comparison and it highlights some very interesting stuff. I'm quite impressed by PSSR honestly.
 
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Yeah I saw those as well, it's not only a matter of compression but especially the fact they are not from PSSR mode. You would never see those hair artifacts on Pro mode (nor on Base PS5 before the latest patch for that matter, nor in their PS4 games and not even their PS3 ones).


Many, many thanks for taking the time mate. This is one precious comparison and it highlights some very interesting stuff. I'm quite impressed by PSSR honestly.
The PS5Pro offers amazing value considering what people are getting. I'm surprised PSSR image quality looks the same as DLSS in "The Last of Us 1 Remake", but our comparison proves that. The image quality looks like 4K native and the game runs at 4K 60fps. On my PC I get 120fps with similar settings (Ultra, 4K DLSSQ), but I paid $2500 for my PC while the PS5Pro is only $700. I'm very impressed with the PS5Pro.

The most impressive PS5P game IMO is Stellar Blade. In Stellar Blade the image quality looks better than the PS5 4K native 30fps mode while achieving 80fps. This is a huge upgrade if someone has the base PS5 and if you sell the PS5, the upgrade to PS5Pro is only about 300-350$. I would definitely buy the PS5Pro if I still played on consoles.
 
I personally expect PSSR rendering time to further increase. Let's say, if the rendering time is about 2 ms now, it will get to 3.5 ms in no time, maybe in a few months. I just can't bring myself to believe that Sony engineers can improve anthing. Those aren't Nvidia ones.
This is what engineers do. They optimize. They already think they will lower that time so it means they know how to achieve that goal. If it's above 2ms it will be too costly and won't be used by developers. And models will get betters so the quality will improve because they'll have years more of training.
 
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artsi

Member
I'm happy that PSSR brings the magic of ML upscaling to more people, so we can stop obsessing about "pure virgin native pixels" when everyone can see with their own eyes that DLSS / PSSR can be just as good or better and you don't need 2160p for nice image quality.
 
I'm happy that PSSR brings the magic of ML upscaling to more people, so we can stop obsessing about "pure virgin native pixels" when everyone can see with their own eyes that DLSS / PSSR can be just as good or better and you don't need 2160p for nice image quality.
Damn how times have changed, marketing can do magic…. Native still better by a country mile, having a small amount of cases that are equal to native doesn’t means is better. BTW, i am not saying it’s a good solution, because it’s, but don’t get confused 4KR its not better than native 4K, especially out of Nvidia umbrella.
 
Damn how times have changed, marketing can do magic…. Native still better by a country mile, having a small amount of cases that are equal to native doesn’t means is better. BTW, i am not saying it’s a good solution, because it’s, but don’t get confused 4KR its not better than native 4K, especially out of Nvidia umbrella.
I have seen a number of games where AI based image reconstruction looked better than native TAA (BTW. PSSR / DLSS are not exactly upscalers, upscaling only resizes the image and cannot add any new detail, while AI based image reconstruction like PSSR / DLSS does exactly that).

Just recently I played Horizon Remaster where TAA had less detailed image and more noise around moving grass and hair compared to DLSS quality. DLSS image was clearly superior to my eyes while offering huge performance boost. In this particular game even DLSS performance can fool people into thinking they are looking at 4K image while boosting framerate by over 2x times.

Here is one of the first games with DLSS2.0 support (now we have DLSS3.7.2). This comparison proves that the DLSS image is superior to the native TAA image. DLSS image is sharper in both still and motion, and has more detail in distant objects.

 
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MikeM

Member
The PS5Pro offers amazing value considering what people are getting. I'm surprised PSSR image quality looks the same as DLSS in "The Last of Us 1 Remake", but our comparison proves that. The image quality looks like 4K native and the game runs at 4K 60fps. On my PC I get 120fps with similar settings (Ultra, 4K DLSSQ), but I paid $2500 for my PC while the PS5Pro is only $700. I'm very impressed with the PS5Pro.

The most impressive PS5P game IMO is Stellar Blade. In Stellar Blade the image quality looks better than the PS5 4K native 30fps mode while achieving 80fps. This is a huge upgrade if someone has the base PS5 and if you sell the PS5, the upgrade to PS5Pro is only about 300-350$. I would definitely buy the PS5Pro if I still played on consoles.
This was a game I was waiting for to come to PC. But with that PSSR and frame cap increase- nope. Going to dive in after Christmas
 

HeWhoWalks

Gold Member
Yeah I saw those as well, it's not only a matter of compression but especially the fact they are not from PSSR mode. You would never see those hair artifacts on Pro mode (nor on Base PS5 before the latest patch for that matter, nor in their PS4 games and not even their PS3 ones).
Indeed. I saw none of that in my playthrough. One of few games that has nearly reached what we achieve as artists in the offline world.

2TcmeII.png



One of my offline scenes…

2TOlYOb.png



The clean aesthetic is a sight that I’ve only ever seen on PC. Big props to the Pro in that regard!
 
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winjer

Member
Here are TLOU screenshots that I have seen:

FumUJpb.jpeg
ISTLWWU.jpeg


Your screenshots look much better though, so I guess it was just too strong jpg compression rather than PSSR blurring details. Your screenshots look comparable to DLSS.




Just for curiosity sake, I took similar pics, but with XeSS 1.3 and FSR 3.1.2
Both at 4K, with a render base of 1440p

XeSS 1.3
54132576734_2e3b3c22e7_o_d.jpg


FSR 3.1
54132576724_0228196271_o_d.jpg
 
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