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Silent Hill 2 reportedly have issues due to the PS5 Pro’s upscaling tech and looks worse

Just for Fun Silent Hill 2 on DLSS Balanced Epic settings with RT ON at 1440P

SHProto-Win64-Shipping-2024-11-18-19-27-31-132.png


DLSS Balanced Epic settings with RT off at 1440P

SHProto-Win64-Shipping-2024-11-18-19-26-42-915.png


Personally not much difference and it is like sharpening filter with some better reflection with 30% performance hit. Not worth for me.
 

adamsapple

Or is it just one of Phil's balls in my throat?
Just for Fun Silent Hill 2 on DLSS Balanced Epic settings with RT ON at 1440P

SHProto-Win64-Shipping-2024-11-18-19-27-31-132.png


DLSS Balanced Epic settings with RT off at 1440P

SHProto-Win64-Shipping-2024-11-18-19-26-42-915.png


Personally not much difference and it is like sharpening filter with some better reflection with 30% performance hit. Not worth for me.


To be fair, the shimmer is only mostly obvious in movement. Stills would probably not be a good indicator.
 

keefged4

Member
Just for Fun Silent Hill 2 on DLSS Balanced Epic settings with RT ON at 1440P

SHProto-Win64-Shipping-2024-11-18-19-27-31-132.png


DLSS Balanced Epic settings with RT off at 1440P

SHProto-Win64-Shipping-2024-11-18-19-26-42-915.png


Personally not much difference and it is like sharpening filter with some better reflection with 30% performance hit. Not worth for me.
RT massivly changes the lighting indoors later on in the game. IMO it's worth it. Game still is a looker without it though
 
One thing should people notice total power of GPU goes down as well as CPU total power (watts) when ever i on RT in any game that it supports. I wonder what is bottleneck or it is API issue.
 

SlimySnake

Flashless at the Golden Globes
TSR is a great upscaler and they should be using that instead of FSR and PSSR.

Just do what Lords of the Fallen devs did and increase the resolution by 40% and call it a day. I swear all these devs have been exposed as hacks. Ive been talking about talent drain from the industry for a while now but even i didnt expect so many third party developers simply refuse to do their due diligence before using an entirely different and entirely new reconstruction tech. Just lazy incompetent buffoons.
 

blue velvet

Member
Players on the Silent Hill 2 Reddit page have been complaining for more than a week that even though the game is apparently PS5 Pro Enhanced, it still has options for Quality and Performance graphics options.





via VGC

Reminds me of the early days of FSR. It took AMD years to figure it out and even now still not perfect. Artifacting still an issue. People think they can easily patch this out are gonna be disappointed.
 

Buggy Loop

Member
This issue is due to Lumen being used stupidly in this game with a high rate of recalculation when 98% of the game is static. This kind of lumen refresh rate is when your game is dynamic and you destroy things… like Fortnite.

It looks like that also on PC if you force to disable the TAA. UE5 basically holds together because of TAA technology. The temporal part is what holds the effects together and it seems the PSSR is not « syncing » or holding temporal frames long enough to smooth this out, or the training for flickering is not as good as DLSS.



A nice video on the subject. Lumen flickering at 12:45.
 

bundylove

Member
1. Why cant they include the old options plus pro optiins in case there are issues like this?
2. As i asked before and got laughed at, how does ML work in a closed enviroment offline? How is it trained to collect enough data to be able to improve and update? Does sony run these games in their office none stop or is it coming from me while connected to the internet? And how long till there would be an update for pssr and what do i play and how till then?
Pc at least has options for upscale but here we are stuck now with pssr.
3. And so my last question, why cant pssr be its own option in every game so i decide to activate it just like on pc.
 
It's time we get treated better by Sony and everyone else patching games for the Pro. The amount of issues we're dealing with for this "Pro" console is just ridiculous.

To the people saying "the complaints are just coming from the usual suspects" every time a new issue is called out in regards to this console....fuck you guys...you guys are pathetic to act like complaining is somehow not justified
 

SweetTooth

Gold Member
It's time we get treated better by Sony and everyone else patching games for the Pro. The amount of issues we're dealing with for this "Pro" console is just ridiculous.

To the people saying "the complaints are just coming from the usual suspects" every time a new issue is called out in regards to this console....fuck you guys...you guys are pathetic to act like complaining is somehow not justified
Drama Reaction GIF by MOODMAN


Chill out, console released 9 days ago
 

Zacfoldor

Member
Uhh, checked this weekend and no patch yet, why would it be better before the patch is released?

Honestly, this is user error and anti-pro propaganda.

The only thing I'm not sure about is if this is ignorance or malice on yall's part. Mostly malice I expect.

I did boot up most of the other big PS5 Pro games and by far, BY FAR the biggest improvement was Demon's Souls. That game looks fucking insane now. Try that one. Tell me about the pro then. Other notables, Wukong is basically fixed now with VRR if you have it though my testing was limited to one part in the later game, even something you don't unlock until later that was a little chuggy on PS5 now feels locked 60 to me, but I'm also not running a fps counter. It was definitely shittier before. Seemed to run nearly locked 60 for me with no patch. Horizon 2 looked really good but damn that game sucks. Rebirth and Stellar both looked incredible. TLOU2 Remaster is really incredible looking too. Hogwartz looks GREAT and performs wonderfully now. Didn't get to boot up ER, BG3, Village, RE4, or Lies of P yet. Demon's Souls is beyond crazy looking, start a new game and go down that first pathway, it is impressive. Silent Hill looks like pure shit and desperately needs a pro patch. Demon's Souls looks like PS6 Pro, I shit you not.

Rise of the fucking Ronin is 100% fixed and absolutely a must play on PS5 Pro right now. Like, seriously, that game went from me dreading playing it to it basically being beautiful despite the low rez textures. Silky smooth 60 frames and looks great. Rise of the Ronin is elite right now.

I'm waiting on the Xpak for Dragon's Dogma 2.

When silent hill 2 patch comes out soon we will bump this thread because judging by the other games, and how shitty this game looks on PS5 vanilla, the improvement will be massive. This weekend it was looking about 2 gens behind every other game, so it needs a patch badly.
 
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Mister Wolf

Gold Member
Uhh, checked this weekend and no patch yet, why would it be better before the patch is released?

Honestly, this is user error.

That's fine if its not Pro patched, but why is it worse on the Pro? Did we ever experience anything like this with the PS4 Pro running unpatched games?
 

SlimySnake

Flashless at the Golden Globes
This issue is due to Lumen being used stupidly in this game with a high rate of recalculation when 98% of the game is static. This kind of lumen refresh rate is when your game is dynamic and you destroy things… like Fortnite.

It looks like that also on PC if you force to disable the TAA. UE5 basically holds together because of TAA technology. The temporal part is what holds the effects together and it seems the PSSR is not « syncing » or holding temporal frames long enough to smooth this out, or the training for flickering is not as good as DLSS.



A nice video on the subject. Lumen flickering at 12:45.

Lets not blame Lumen for bad PSSR reconstruction.

Lumen is literally the first piece of next gen tech that was unveiled 4 and a half years ago. its by far the most used engine. It's the future. Sony shouldve trained PSSR on Lumen.

And no, its not just lumen. PSSR has the same issues with RTGI in Dragons Dogma, in Star Wars Jedi Survivor, in Alan Wake 2's RT mode, in Dragon Age with RT on, in Star Wars outlaws which uses RTGI and other RT effects even in performance mode. this is on PSSR, not Lumen or RTGI.

you cannot create a PSSR solution for a console with enhanced RT capabilities and have it release in this state.
 
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Mister Wolf

Gold Member
Lets not blame Lumen for bad PSSR reconstruction.

Lumen is literally the first piece of next gen tech that was unveiled 4 and a half years ago. its by far the most used engine. It's the future. Sony shouldve trained PSSR on Lumen.

And no, its not just lumen. PSSR has the same issues with RTGI in Dragons Dogma, in Star Wars Jedi Survivor, in Alan Wake 2's RT mode, in Dragon Age with RT on, in Star Wars outlaws which uses RTGI and other RT effects even in performance mode. this is on PSSR, not Lumen or RTGI.

you cannot create a PSSR solution for a console with enhanced RT capabilities and have it release in this state.

Seems like working with AMD is starting to rub off on Sony. Desperate to copy and catch up to Nvidia. Tripping over their own feet doing so.
 
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Buggy Loop

Member
Lets not blame Lumen for bad PSSR reconstruction.

Lumen is literally the first piece of next gen tech that was unveiled 4 and a half years ago. its by far the most used engine. It's the future. Sony shouldve trained PSSR on Lumen.

And no, its not just lumen. PSSR has the same issues with RTGI in Dragons Dogma, in Star Wars Jedi Survivor, in Alan Wake 2's RT mode, in Dragon Age with RT on, in Star Wars outlaws which uses RTGI and other RT effects even in performance mode. this is on PSSR, not Lumen or RTGI.

you cannot create a PSSR solution for a console with enhanced RT capabilities and have it release in this state.

Thus its lacking training or in fact the temporal solution is so-so as even default TAA hides it.

But there is no point in Silent hill 2 to refresh Lumen as it does. Most games don’t need to refresh Lumen like UE5 does in fact, most of them are static scenes. You’re throwing away performances out the window for no gain. I don’t care if Lumen is the best thing since sliced bread, it should be used intelligently, refresh only when there is a major scene change.
 
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OmegaSupreme

advanced basic bitch
Thank god i'm only gonna use the pro with sony first party games that probably know what the fuck they are doing with the upscaling.

920 with the disc reader, please and thank you.
First party and square enix. Ff7 rebirth is a standout upgrade. Hopefully the rest of these losers patch their patches.
 

Dibils2k

Member
why are ppl saying the Pro patch isnt out? surely the fact it looks different (in this case worse) would show that the pro enhancement has been applied. Also Jedi Survivor showing very similar artifects would tell me this has infact been updated with PSSR
 
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why are ppl saying the Pro patch isnt out? surely the fact it looks different (in this case worse) would show that the pro enhancement has been applied. Also Jedi Survivor showing very similar artifects would tell me this has infact been updated with PSSR
Because the game hasn't been patched in months weeks I believe.
 
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Fafalada

Fafracer forever
Lets not blame Lumen for bad PSSR reconstruction.
He's not blaming Lumen - he's blaming the general trend that a ton of things in the render-pipeline nowadays needs heavy TAA (not reconstruction) to hold together because it's a shimmery mess in individual frames, at any resolution. Lumen is just one of the popular examples - but this is increasingly common everywhere, in most engines. Basically TAA algorithms are doing the heavy lifting for temporally unstable pipelines - with individual frames becoming increasingly lower-fidelity.
As the video mentions, Lumen 'can' be configured to be more temporally stable - at expense of being more laggy - but for a game like SH that's mostly static, especially outdoors in the daytime - that would be a valid trade-off.

Now - the fact that PSSR may not behave as a temporal-stability bandaid is an oversight that someone should have caught - and likely shouldn't be particularly hard to fix - given how it works in analytical temporal accumulators - but yes they shouldn't have been caught by surprise. And if they DID know, they should have insisted games that depend on it continue using other TAA together with PSSR, so neither option is a valid excuse.
However - this should have also been caught before any of these patches went live - noone can say QA somehow 'didn't notice' this - so every single dev carries the responsibility for the state these patches released in as well. It's an incredibly sad state of affairs that game-dev has sunk so low that people would just blindly push 'release' button on visibly subpar updates and be like 'surprise' about it after. I've come to expect that from mobile-apps - but games used to be better than this.
 

EverydayBeast

ChatGPT 0.1
The more I hear about silent hill the less I want to play it, anyone notice how silent hill 1 didn’t come out? And maybe that’s my eyes playing tricks on me, but specifically silent hill against resident evil, capom on knows how to release a game.
 
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DryvBy

Gold Member
1. Why cant they include the old options plus pro optiins in case there are issues like this?
2. As i asked before and got laughed at, how does ML work in a closed enviroment offline? How is it trained to collect enough data to be able to improve and update? Does sony run these games in their office none stop or is it coming from me while connected to the internet? And how long till there would be an update for pssr and what do i play and how till then?
Pc at least has options for upscale but here we are stuck now with pssr.
3. And so my last question, why cant pssr be its own option in every game so i decide to activate it just like on pc.
This. I've wanted it for multiple games to see if it looks better, but now that I've experienced issues, for the reason #1 you gave.
 

SlimySnake

Flashless at the Golden Globes
Thus its lacking training or in fact the temporal solution is so-so as even default TAA hides it.

But there is no point in Silent hill 2 to refresh Lumen as it does. Most games don’t need to refresh Lumen like UE5 does in fact, most of them are static scenes. You’re throwing away performances out the window for no gain. I don’t care if Lumen is the best thing since sliced bread, it should be used intelligently, refresh only when there is a major scene change.
Again, other scalers even FSR and TSR are able to handle this. Just because PSSR cant handle it doesnt mean we should throw away the best lighting system in existence.

Ive been playing Lumen games using DLSS and have not had any issues we are seeing here. Hellblade 2, Robocop, Brothers remake, Black Myth Wukong, Silent Hill 2, Nobody Wants to Die. DLSS handles everything like a pro. The AO hardware in the PS5 Pro has the same TOPs power as a 3000 series card. This should not be an issue.

Again the base PS5 uses FSR2 and can handle lumen artifacts. Everything is going realtime going foward. Massive's games use RTGI. Capcom's games use RTGI. GTA6 and Death Stranding are using RTGI. Sony needs to get with the times.

You can create a new thread about the cost of Lumen outweighing the benefits and i would love to discuss it further, but this is on PSSR, not lumen.
 
Did returnal got patched?

That game is in dire need of a pro patch.

Let it be. At this point, god knows what monstrosity would come out of a Pro patch. 🤫
I bitched about this before but to me it looks like Sony abandoned their entire "Housemarque so awesome" moment whwn Returnal didn't sell millions. They ended up adding co-op and never even patched it despite having breaking bugs all over the place. I'm gonna assume Sony dropped Returnal like a hot potato.

I'd be truly shocked if a Pro patch drops.
 
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