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Digital Foundry, Gran Turismo 7: PS5 Pro Tech Review - Upgraded RT, 120Hz Support, PSVR2 + 8K - The Complete Analysis

PaintTinJr

Member
Please tell me how to get gold on a the upper tier license trials lol
To get tailored advice from people much better than me here, best thing you could do is upload a video with the ghost car where you got your absolute best time.

But in general I use a binary chop method of setting my time distance to the ghost car at the same level I am missing the Gold by until I improve by half that time distance.,

Then I watch to see where the ghost pulls away from me on the next run, and then go back and review that part of the demonstration, paying attention to road position, entry and exit speed, gear choice, brake timing, braking duration and the amount of steering turn being applied and when - which surprisingly scrubs a shed tonne of speed compared to not steering and driving in a straight line.

If all that fails, I then reduce traction control level to zero while racing on straights as it allows for higher top speed - picking it in the hud with d-pad left/right while racing, and dynamic adjustment using d-pad up/down - and keep it as low as possible anyway, much like I drive with minimal features for steering correction, lighter abs, etc.
 

ByWatterson

Member
Here are my findings from the different modes when locked to 60hz. And I've revisited it numerous times over several hours.
  • Resolution mode with PSSR enabled gives me lower fidelity, but RT interiors and reflections.
  • Resolution mode with PSSR disabled gives me higher fidelity but no RT reflections.
  • Prioritise Frame Rate with PSSR, gives me high fidelity and excellent RT reflections.
  • Prioritise Frame Rate with PSSR disabled, gives me high fidelity but lower quality RT reflections.
The easiest way for me to tell is the speed of the reflections and the quality of them on shiny car paint work. I did all my testing in cockpit mode and in a car which has a shiny gloss hood and external paintwork going/extending into the interior. I also ignored replays to ensure my findings were realtime whilst actually driving. I used two testing circuits, Tokyo Express at night and Weather Tech Raceway in morning.

Hope that helps.

Just tested this. It appears that the RT in Prioritize Framerate does not include car-on-car reflections. Used a car that has a silvery back. On Prioritize RT, could clearly see other cars coming. In Framerate, could not.

But, overall, Framerate + PSSR still preferred option.
 

SKYF@ll

Member
SIbk3Gp.jpg

PSSR (1440p?/69fps : 14.49ms per 1f) vs. TAA (1800p/76fps : 13.15ms per 1f)
Can someone please correctly calculate the cost of PSSR? 1.34ms? 2ms? 3ms?
 

ShakenG

Member
Unless you want interior RT. Then by far the best mode for me is Prioritise Frame Rate and PSSR on locked to 60hz. Excellent image fidelity whilst giving superb RT reflections.

Whatever mode you settle on, this is a superb update.
Stick Around Bob Ross GIF by Originals
You dont get RT in performance mode mate. Its cube maps.

The game has a rare bug where RT will fail and it resorts to cube maps. Happened to me a few days ago and it looks exactly like performance mode.

The reflections change when its in performance mode. The way they bend over the car. Its obvious when u change back and forth.

You want RT. Put it in RT/Resolution mode.
 
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sachos

Member
  • Resolution mode with PSSR enabled gives me lower fidelity, but RT interiors and reflections.
  • Resolution mode with PSSR disabled gives me higher fidelity but no RT reflections.
  • Prioritise Frame Rate with PSSR, gives me high fidelity and excellent RT reflections.
  • Prioritise Frame Rate with PSSR disabled, gives me high fidelity but lower quality RT reflections.
You are wrong King, watch the video. The only way to get RT is with the Resoultion/RT mode. You only get cubemaps on the Frame Rate mode.
You say the "Resolution mode with PSSR disabled gives me higher fidelity but no RT reflections." that makes no sense for the Resolution mode to not give RT. If you play outside cockpit this is the best mode.
 

ShakenG

Member
You are wrong King, watch the video. The only way to get RT is with the Resoultion/RT mode. You only get cubemaps on the Frame Rate mode.
You say the "Resolution mode with PSSR disabled gives me higher fidelity but no RT reflections." that makes no sense for the Resolution mode to not give RT. If you play outside cockpit this is the best mode.
•RT/resolution - PSSR - Full RT, upscaled Res.
•RT/resolution - 4k - RT only on exterior reflections.
•Performance mode - PSSR - No RT, upscaled res but higher then RT mode, higher lod.
•Performance mode - 4K, No RT, higher lod.

(60hz)
 

ShakenG

Member
8:10 in the video. Dont understand why he's using replay to test frame rate. Replay cranks up the visuals from what i understand. Its not indicative of what the actual gameplay performance is like.

Doing that same track with 20 cars, wet weather behind all of them doesn't budge the frame rate running it in 4k, RT/Res.
 
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sachos

Member
8:10 in the video. Dont understand why he's using replay to test frame rate. Replay cranks up the visuals from what i understand. Its not indicative of what the the actual gameplay performance is like.

Doing that same track with 20 cars, wet weather behind all of them doesn't budge the frame rate running it in 4k, RT/Res.
I think it was just as an academic benchmark to test the limits of the engine/PSSR cost.
 

ShakenG

Member
I think it was just as an academic benchmark to test the limits of the engine/PSSR cost.
Yeah, was thinking that afterwards. I have to rewatch it a bit slower because i feel some details have been missed. DF seem very vague these days. No mention of higher lod in performance mode. Higher close up poly count in RT mode.
Anyway, respect his work as always.
 

Inviusx

Member
I love that cube maps as a solution are still so effective that people often can't tell the difference between that and RT.

Same with The Crew Motorsport. A lot of people think it got RT reflections in the pro patch because cars can reflect off-screen elements like the sky, cloud formations etc....but they are just using cube maps which replicate RT really effectively.
 
A little off topic, but since this is the hot GT7 thread right now, is there any way to unlock everything without actually playing the game's campaign? I don't have the time to sit down and progress through the game, I just want to drive whatever car and track I want.
The game doesn't have a traditional campaign. It has menu books.

Unfortunately everything is tied to the menubooks, tracks, events, features, etc. You don't have access to majority of the tracks until you complete menu books. It shouldn't take too long and honestly does a great job at introducing the game.
 

benzy

Member
8:10 in the video. Dont understand why he's using replay to test frame rate. Replay cranks up the visuals from what i understand. Its not indicative of what the actual gameplay performance is like.

Doing that same track with 20 cars, wet weather behind all of them doesn't budge the frame rate running it in 4k, RT/Res.

Replays with gameplay cameras are the same visual settings and framerate as in gameplay. In the ps5 version, replays with the chase cam gameplay camera didn't have RT reflections like the cinematic replay camera angles do. The replay feature in gameplay cameras lets him compare the exact same scene between differences in performance and RT on or off. He can boot up that replay save on the PS5 version and compare the exact same gameplay there too.
 
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ShakenG

Member
Replays with gameplay cameras are the same visual settings and framerate as in gameplay. In the ps5 version, replays with the chase cam gameplay camera didn't have RT reflections like the cinematic replay camera angles do. The replay feature in gameplay cameras lets him compare the exact same scene between differences in performance and RT on or off. He can boot up that replay save on the PS5 version and compare the exact same gameplay there too.
No, you're right.
 

Arsic

Loves his juicy stink trail scent
After trying each mode I think Frame Rate/Performance Mode, 120fps, PSSR 'On' has the best combination of looks and performance.
I only did the RT mode which to me didn't look much different from the base PS5 version aside from cockpit mode having slightly better reflections on the speedometers?
 

Gaiff

SBI’s Resident Gaslighter
I love that cube maps as a solution are still so effective that people often can't tell the difference between that and RT.

Same with The Crew Motorsport. A lot of people think it got RT reflections in the pro patch because cars can reflect off-screen elements like the sky, cloud formations etc....but they are just using cube maps which replicate RT really effectively.
They really aren’t. Reflections change every millisecond, so it’s much harder to tell because cars are moving so fast. It has nothing to do with cubemaps being effective because they aren’t.
 

photogaz

Member
I was disappointed with his video. There's no doubt a lot of work went into the video, but he completely missed the LOD increase in performance mode with PSSR On and RT off. He didn't really compare all four modes nor did he compare to the base PS5. Hopefully they do another video.
 
This was the second game I booted up early in the morning after unboxing my launch day Pro package. Very very disappointed with the IQ on the Ray tracing mode, like it's just not as sharp it looked on my OG PS5. Looks inferior to base PS5's performance mode. Am I doing something incorrectly? Lowkey feels shoddy work from PD on the Pro implementation.
This is exactly my thoughts ...quite poor image quality and rather weird coming from Polyphony. I'd almost categorize this game as one of "those" types of Pro patches ...of the aliases variety
 
yeah, that's a pretty obvious case of a low ray count and bad denoising.

this could be the result of the low internal resolution of the PSSR mode, as that will almost certainly have an extreme impact on the amount of rays shot per pixel.

the higher the internal resolution, the cleaner it initial raytracing will be, and the easier the denoiser's job will be reconstructing it into a coherent looking reflection. this is especially noticeable on rough reflections

this is why Nvidia's ray reconstruction is such a great feature, as it helps at low native resolutions and low ray counts, where "dumb" denoisers will have lots of issues.
DF also missed some severe iq issues with FF7 Rebirth ..such as low res shadows and the insane degree of pop in

PSSR is not performing nearly as well as I'd hoped coming out of a console designed around it....2 reasons: the high frametime cost resulting in devs often having to use low internal resolutions and the nasty aliasing found on fine edges and grid patterns ....actually I'll add a 3rd which is the way pssr reacts with noisy RT reflections. We're in a situation where not only are we not seeing the promise of "near 4k like image" at 60 fps but we're not seeing the 2-3x RT improvements in most games again, due to not having enough overheard after applying expensive PSSR

I don't know how Sony will be able to get over the hurdle of PSSRs cost but I really hope they figure it out ...every really demanding current gen game we have patched for Pro is coming well short of expectations-sh2, aw2, sw outlaws, and Jedi in performance mode. Just learned of another one, Hogwarts Legacy, the new Fidelity mode looks worse now than the previous one did on base PS5
 
Mark Cerny: with PS5 Pro you don't have to choose the mode
Devs: didn't read lol
Where I'm sitting now Cerny fucked up designing the Pro ...the cost of PSSR is simply too high. Too many issues with PSSR and demanding games that use RT to the point where we're still struggling to get good versions of high end games like AW2 and SW Outlaws ...

Not seeing this 45% faster difference nor are we seeing the 2-3x RT performance in games with it
 

Kenneth Haight

Gold Member
I’ll watch later, I’m work at the minute.

Dumb question, I have a pro and a 4K TV, OLED upgrade on the way.

The two new options, should I choose performance or ray tracing?

I did one race in the ray tracing mode last night and it looked amazing, and looked like a locked 60 to me. What’s the difference?
 
D

Deleted member 848825

Unconfirmed Member
Just tested this. It appears that the RT in Prioritize Framerate does not include car-on-car reflections. Used a car that has a silvery back. On Prioritize RT, could clearly see other cars coming. In Framerate, could not.

But, overall, Framerate + PSSR still preferred option.

You are wrong King, watch the video. The only way to get RT is with the Resoultion/RT mode. You only get cubemaps on the Frame Rate mode.
You say the "Resolution mode with PSSR disabled gives me higher fidelity but no RT reflections." that makes no sense for the Resolution mode to not give RT. If you play outside cockpit this is the best mode.

•RT/resolution - PSSR - Full RT, upscaled Res.
•RT/resolution - 4k - RT only on exterior reflections.
•Performance mode - PSSR - No RT, upscaled res but higher then RT mode, higher lod.
•Performance mode - 4K, No RT, higher lod.

(60hz)
Sorry guys that you didn't like my findings. I can only share what I'm seeing. As I say all my testing was done in cockpit. And constantly looking at reflections on my own cars hood and outer bodywork which I can see whilst in cockpit. I stand by my results. 100% I am not getting cube maps on those areas I was using to test in my preferred Perf/PSSR on 60hz. But I do get cube maps 100% when using the RT/PSSR off 60hz. On those specific areas of my cars bodywork I was using. Its a hill I'll die on.

Its usually good/constructive to get others feedback. But sachos sachos telling me to watch a video I've already seen and having tested for 4 hours. When I'm only trying to share my findings. Its just not worth the shite when trying to help.

As I say, enjoy your preferred modes. I know I am.
Shaun The Sheep Movie Ok GIF
 
D

Deleted member 848825

Unconfirmed Member
You dont get RT in performance mode mate. Its cube maps.

The game has a rare bug where RT will fail and it resorts to cube maps. Happened to me a few days ago and it looks exactly like performance mode.

The reflections change when its in performance mode. The way they bend over the car. Its obvious when u change back and forth.

You want RT. Put it in RT/Resolution mode.
So, I was testing using a 2016 Mazda MX5 in factory Jet Black Mica (a gloss reflective black). It would be good for you to test it on Tokyo Express way in cockpit. And look at the reflections on the right hand side of the hood and the paintwork which is on the top of the righthand door as you go around the course. Its RT. Its updating at a very fast 60fps and is superbly detailed at all times, unlike the cube maps. This is in the Prioritise Frame Rate mode with PSSR enabled.

I was constantly switching between modes. But I'd be very surprised if its a bug, I guess its possible. As I tested it across the two circuits on numerous laps. If you mimic my test and report back. I'll try it again if required.
 

twilo99

Member
PSSR is a learning algorithm, just like DLSS.

If anything the PS5 Pro is the test lab, where it will be improved to DLSS 3 levels or better, in time for its real intented purpose, PS6.

Are you implying that it should’ve been distributed for free to a group of beta testers instead of shipping to the general public for $800?

I disagree, I just think it’s overpriced.
 
"Best ray-traced reflections we've ever seen in a racing game."

Forza still unable to do better than a cross-gen game with a 4090-powered PC .

Forza doesn't need a £700 console to handle Ray Tracing in game and as for your cross gen nonsense.

Come back to me when GT gets 24 on track , with damage models and dynamic weather and time of day for each abs every track in the game .

Not the baked in effect we get for GT 7 handful of tracks ..

Not that GT 7 is much of a leap over Forza RT
 
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ABnormal

Member
How does it improve VR2?
Significantly, but for the details the video is needed. Probably the most important one is that it fixes the gosting of reprojection. But it seems also higher in average res and details. Not sure about ray tracing, but that helmet reflection could be indicative.
 

Dibils2k

Member
PSSR mode is very clearly worse in image quality, its not even close, not sure i agree with the video that it isnt too different...

that cockpit view while going under the bridge with the lights was spectacular though, thats waht made me want to use PSSR mode but 90% of the races dont take advantage so is not worth the IQ hit lol
 

ShakenG

Member
PSSR mode is very clearly worse in image quality, its not even close, not sure i agree with the video that it isnt too different...

that cockpit view while going under the bridge with the lights was spectacular though, thats waht made me want to use PSSR mode but 90% of the races dont take advantage so is not worth the IQ hit lol
With GT7 being fairly active with updates. Theres a good chance for a newer version that improves it? Honestly.. its yet to be seen how often this feature can improve and by how much.
Time will tell.
 

Panajev2001a

GAF's Pleasant Genius
With GT7 being fairly active with updates. Theres a good chance for a newer version that improves it? Honestly.. its yet to be seen how often this feature can improve and by how much.
Time will tell.
I would be happy with a mode that uses PSSR for the internal view and dynamically turns it off when you switch to an external one.
 

Gaiff

SBI’s Resident Gaslighter
Forza doesn't need a £700 console to handle Ray Tracing in game and as for your cross gen nonsense.
But still does a worse job with a high-powered PC. RTGI is still MIA.
Come back to me when GT gets 24 on track , with damage models and dynamic weather and time of day for each abs every track in the game .

Not the baked in effect we get for GT 7 handful of tracks ..

Not that GT 7 is much of a leap over Forza RT
GT7 is a better looking game, period. Forza 8 was a rushed hackjob marred with technical issues at launch. The point was to illustrate that better hardware doesn’t make up for a lack of talent or competence.

Forza 8 on a 4090 should blow GT7 out of the water, but it doesn’t because Turn 10 messed up.
 
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John really missed the LOD changes. Car model LOD changes, and (especially) environment LOD changes when you turn off the RT.
Compared to base PS5, PS5 Pro RT mode has just slightly better pop-in distance, but the no RT mode has much better LOD management.

Tracks like the Nurburgring really shine a light in this, same as Le Mans. Also in Tokyo, sometimes you could see some key buildings change LOD on base PS5, now that stuff happens way before you are upfront with them, in the non RT mode. Surprised he didn't notice this, one of GT7's shortcomings was pop-in, and this pretty much reduces it to a minimum.

PD went all out, never expected this detail to be fixed. Their graphics team is really detail oriented
 
They're leaving money on the table by not having a pc port.
Every single exclusive game out there is "leaving money on the table" for being exclusive.

Forza doesn't need a £700 console to handle Ray Tracing in game and as for your cross gen nonsense.

Come back to me when GT gets 24 on track , with damage models and dynamic weather and time of day for each abs every track in the game .

Not the baked in effect we get for GT 7 handful of tracks ..

Not that GT 7 is much of a leap over Forza RT
GT7 is a cross-gen title released like 2 years before the supposedly "built from the ground up" (lie) Forza Motorsport and it's better at everything and has been since day one. No need for a 700$ console as well since it's been like this since the beginning.
 
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