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DF - Call of Duty: Black Ops 6 PS5 Pro Upgrades Tested + Tech Deep Dive!

Zuzu

Member
Here's a summary using the Krisp AI Summarizer tool. I may edit this summary as I watch the video :):

Introduction to Call of Duty Black Ops 6

- The video discusses the enhancements of Call of Duty Black Ops 6, which is released just before the PlayStation 5 Pro hardware launch.
- The video features insights from Mikal Drobot, the principal rendering engineer, and the team at Infinity Ward Poland, providing a behind-the-scenes look at the game development.
- The focus includes the technical upgrades for PS5 Pro and significant engine changes for the game.

PS5 Pro Support and Upgrades

- The PS5 Pro update for Black Ops 6 has been available for about a month, offering deeper upgrades compared to previous versions.
- Players using PS5 Pro experience improved visual settings while maintaining a frame rate of 60 frames per second.
- The adoption of PlayStation Spectral Super Resolution (PSSR) enhances image quality at 4K, alongside an anti-aliasing variable refresh rate (VRR) feature that allows frame rates above 60 FPS.
- The performance boost is notable when enabling the 120 Hz mode, reverting to base PS5 visual settings to achieve higher frame rates.

Visual Enhancements to Pro in Default 60 FPS Mode

- The default 60 FPS mode on PS5 Pro features four key visual improvements, starting with a 2 to 4 times increase in shadow resolution based on shadow type and distance.
- Improved global illumination is introduced with a screen space global illumination (SSGI) method that simulates light bouncing between surfaces, enhancing realism in lighting effects.
- Upgraded screen space ambient occlusion (SSAO) adds more detailed ambient shading, creating a more lifelike final frame in various scenes.
- The final upgrade involves improved screen space reflections, which aim to match the internal path tracing reference, enhancing the accuracy of reflections in the game environment.

PSSR and Its Performance

- PSSR operates only in the default 60 FPS mode, running internally at 2560 x 1440 and upscaling to 4K, with dynamic resolution adjustments to maintain stable frame rates.
- While PSSR delivers a clean image, it can cause artifacts, such as white flickering in dark areas, due to not being fully optimized for denoising.
- The team is aware of these issues and is working on a fix, as the current TAA method remains advantageous for denoising and performance (BO6's TAA method costs less than the 2.1ms required for PSSR).
- PSSR also smears fine details compared to the sharper presentation of the traditional TAA method used on PS5.
- Variable rate shading (VRS) was integrated just before the game's release, helping to optimize performance by rendering pixels at varying resolutions based on their importance in the scene. For every group of pixels the game can render at full, 1/2, 1/3 or even 1/4 resolution.
- Also a form of foveated rendering like used in VR headsets is in place too which puts a priority on rendering better details towards the centre of the screen while there is a falloff in quality moving out towards the edges of the screen.

Frame Rate Testing on PS5 Pro

- Testing shows that Black Ops 6 maintains a consistent 60 FPS on PS5 Pro, even with the visual upgrades and demanding PSSR upscale.
- In split-screen mode, the performance drops significantly on base PS5, while PS5 Pro manages to stay near the 60 FPS line with minimal frame drops.
- The PS5 Pro also features an anti-lag VRR technology that allows frames to be rendered faster, improving responsiveness compared to traditional VRR implementations. This tech was made in conjunction with Sony. This VRR tech only works in 60hz mode.
- The anti-lag VRR mode works by predicting frame times, allowing for quicker frame generation and reduced latency between input and display.

Switching to 120 Hz Mode

- Switching to 120 Hz mode disables the visual upgrades and operates at 1440p internally, using the in-house TAA for graphics quality.
- Performance improvements of up to 35% are noted, with many scenarios running at or near 120 FPS, although drops to 100 FPS can still occur.

New Engine Features in Black Ops 6

- The video highlights new engine features being introduced in Black Ops 6, demonstrated in a controlled test environment at Infinity Ward Poland.
- One notable addition is weather grade volumes (WGVs), which allow various environmental effects, such as mud and snow, to realistically affect player characters.
- The terrain handling system is enhanced, featuring virtual texturing that generates detailed texture maps based on player proximity and view.
- Grass rendering is optimized to ensure competitive fairness across platforms, with careful management of grass density and draw distances.
- Deformable terrain is also utilized, allowing players to leave realistic trails in snow and grass, enhancing immersion in campaign modes.
- Advanced glass simulation is implemented, allowing glass panes to fracture and break realistically in response to in-game actions.

Conclusion and Future Prospects

- The video concludes by emphasizing the numerous technical advancements in Black Ops 6, which build on previous titles and introduce new features made possible by the PS5 Pro.
- The improvements in visual fidelity, performance, and realism reflect years of development and innovation within the series.
 
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YCoCg

Member
Took them a really long time to do this even though it's like the biggest release of the year.
There's only soo many on the team, they've had to relagate some patch comparisons to the podcast, they're putting out as much as they can and no one on the team is really a fan of COD.
 
Played it recently dropped after a day cod maps nowadays are so garbage the map design is trash man miss the mw2/blops days
 

Killer8

Member
Re: smearing/shimmering issues in so many Pro games:

"The cause, it turns out, is simply down to PSSR not being fine-tuned for denoising the image in its current state"

Welp, there you go. Hopefully the fix the Polish IW dev described will filter through to Silent Hill 2 and Judder Survivor next.
 

LordOcidax

Member
Almost 1 hour and only 9 comments, give then some love to DF, They were the beloved guys here back in the PS4 era, also CoD.
 

Celcius

°Temp. member
DXR is greyed out in the dev options shown on screen... hopefully they add back ray tracing at some point
One of the demo squares near the end is even called Ray Tracing.
 
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FUBARx89

Member
Re: smearing/shimmering issues in so many Pro games:

"The cause, it turns out, is simply down to PSSR not being fine-tuned for denoising the image in its current state"

Welp, there you go. Hopefully the fix the Polish IW dev described will filter through to Silent Hill 2 and Judder Survivor next.

Highly doubt Bloober will bother implementing a fix if Sony require the devs to do anything. They still haven't bothered fixing fidelity mode despite it having the same problems as performance mode.
 
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diffusionx

Gold Member
i've been playing this game way too much lately and I must say it does look great with PSSR. Performance is also great and superior to the last one I played in depth on PS5 which was BOCW. But I'm not pausing in the middle of a game and scanning my tv screen with a telescope to find "white dots" and artifacts.
 

MikeM

Member
So uncapped VRR mode has less latency than the 120fps mode? Is that correct??

I have been playing on the uncapped VRR mode because of the image quality upgrade but had no idea that it may actually be better vs 120fps for competitive.
 

SKYF@ll

Member
Is the PSSR currently costing 2.1ms correct?

Frame(avg) PS5:13.04ms PS5 Pro:9.15ms *scene 1 *42% boost
Frame(avg) PS5:12.82ms PS5 Pro:8.99ms *scene 2 *42% boost
* PS5 Pro adds upgrades in shadows, SSR, SSGI, and SSAO.

PS5(TAA):1.6ms vs, PS5 Pro(PSSR):2.1ms *PSSR 1440p to 4K (Anti-Alias)
xmi5hTL.jpg
 

Zathalus

Member
Is the PSSR currently costing 2.1ms correct?

Frame(avg) PS5:13.04ms PS5 Pro:9.15ms *scene 1 *42% boost
Frame(avg) PS5:12.82ms PS5 Pro:8.99ms *scene 2 *42% boost
* PS5 Pro adds upgrades in shadows, SSR, SSGI, and SSAO.

PS5(TAA):1.6ms vs, PS5 Pro(PSSR):2.1ms *PSSR 1440p to 4K (Anti-Alias)
xmi5hTL.jpg
Appears to be. Aligns with what we know from the docs leak and DF testing in Ragnarok.
 

Three

Gold Member
Huh? It's been a month Christmas was this week.

Most popular Game released in October, Pro releases mid November: oh shit it's Christmas we don't have time to cover this.

Low player count game releases mid December : let's do multiple videos on this ASAP, we got time before Christmas!
 
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Zathalus

Member
Most popular Game released in October, Pro releases mid November: oh shit it's Christmas we don't have time to cover this.

Low player count game releases mid December : let's do multiple videos on this ASAP, we got time before Christmas!
Regular Black Ops video got released start of November. This video only came out now because DF got invited a few weeks back to the Polish studio to go over the Pro upgrades. Having this much technical coverage for a game directly sourced from a studio tour doesn’t happen all that often.
 

Bojji

Member
Yup, Lord Cerny magic in action!

Anti lag was made by Cerny?

Is this anti lag mode pro exclusive?

If so, Sony is going GPU makers way and limits functionality of base console for no reason at all. Same is true for Alan wake 2 120hz/40fps mode being exclusive to pro. No technical reason why. Only to make pro look better.

There is not much to talk about (your earlier post mentioning me), this game was already discussed quite some time ago. Pssr issues are still not fixed.
 
Re: smearing/shimmering issues in so many Pro games:

"The cause, it turns out, is simply down to PSSR not being fine-tuned for denoising the image in its current state"

Welp, there you go. Hopefully the fix the Polish IW dev described will filter through to Silent Hill 2 and Judder Survivor next.
It fucking better because we paid $800 for this thing. How anyone can still say this isn't solely the fault of Sony and PSSR at this point is beyond me. PSSR was released in an incomplete state and was promoted by Sony to these devs as a big improvement over existing upscalers. These issues are inherent in PSSR.
 
i've been playing this game way too much lately and I must say it does look great with PSSR. Performance is also great and superior to the last one I played in depth on PS5 which was BOCW. But I'm not pausing in the middle of a game and scanning my tv screen with a telescope to find "white dots" and artifacts.
They're literally everywhere you look in campaign. You'd have to be fucking blind not to see them.
 

JaksGhost

Member
Anti lag was made by Cerny?

Is this anti lag mode pro exclusive?

If so, Sony is going GPU makers way and limits functionality of base console for no reason at all. Same is true for Alan wake 2 120hz/40fps mode being exclusive to pro. No technical reason why. Only to make pro look better.

There is not much to talk about (your earlier post mentioning me), this game was already discussed quite some time ago. Pssr issues are still not fixed.
If you either read the summaries or viewed the video you would have a better understanding, but that's just too hard for you. Respond and bitch first is your forte. You and that other ape echoing you.
 
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Bojji

Member
If you either read the summaries or viewed the video you would have a better understanding, but that's just too hard for you. Respond and bitch first is your forte. You and that other ape echoing you.

I asked because summaries didn't answer it.

So after watching video, it seems it is pro exclusive mode for no good reason? It's all so very vague.
 

MikeM

Member
Anti lag was made by Cerny?

Is this anti lag mode pro exclusive?

If so, Sony is going GPU makers way and limits functionality of base console for no reason at all. Same is true for Alan wake 2 120hz/40fps mode being exclusive to pro. No technical reason why. Only to make pro look better.

There is not much to talk about (your earlier post mentioning me), this game was already discussed quite some time ago. Pssr issues are still not fixed.
Nvidia paywalls software all the time. Why won’t others do it? Not saying Sony is in this case.
 

Three

Gold Member
Nvidia paywalls software all the time. Why won’t others do it? Not saying Sony is in this case.
That's his funny way of saying "Nvidia and reflex" without saying nvidia and reflex:
Is this anti lag mode pro exclusive?

If so, Sony is going GPU makers way and limits functionality of base console for no reason at all. Same is true for Alan wake 2 120hz/40fps mode being exclusive to pro. No technical reason why. Only to make pro look better.
 

Mr Moose

Gold Member
And that's a good thing?



Reflex works on GPUs from 2014.

This game makes this "anti lag" feature pro exclusive.
There's one other technical advance for PS5 Pro, in the form of an 'anti-lag' VRR technology on this 60fps mode. This engages so long as you have a 120Hz VRR display connected, but specifically keep the 120Hz mode disabled in the game menu. Developed in conjunction with Sony, an extra API call is made on PS5 Pro this way, to predict the upcoming frame-time. In this case, rather than VRR being used to hide drops under 60fps - as is common in so many games - Black Ops 6's VRR is instead used to render frames faster, and go above 60fps where there's budget for it. This is achieved through logical prediction. Based on multiple previous frames, the engine is essentially able to recognise where there's 'slop' - or, a dependable chunk of frame-time that is repeatedly not being used within a 16.7ms budget for 60fps. And by using that slop, it's able to generate a frame earlier, decreasing latency in the process, from the controller input to a displayed frame.

The result is more frames per second than would otherwise be possible. In most scenarios on my own VRR display, frames are actually output at anywhere between 60-120fps, but typically performance hangs between 80-90fps during the opening mission. Only one major drop, briefly under 60fps, is recorded while exploding a planted C4 on the open world missions. Beyond this, the VRR mode genuinely works, and the team claim it to be more responsive than running the game unlocked with the game's actual 120Hz output mode active.
VRR-Run-4.jpg

It's base PS5 versus PS5 Pro - but with a twist. Here's how the render cost per frame breaks down on each while targeting 60fps. Each visual feature is budgeted to fit within a 16.7ms total frame-time on the top line, where PS5 Pro often has enough excess frame-time to enable a unique 'anti-lag' VRR mode to go above 60fps.
 

Three

Gold Member
Reflex works on GPUs from 2014.

This game makes this "anti lag" feature pro exclusive.
You're right. not sure what "GPU way" feature you're referring to then but I'm sure you're referring to one of the GPU manufacturers Nvidia/AMD doing that practice already.
 

MikeM

Member
And that's a good thing?



Reflex works on GPUs from 2014.

This game makes this "anti lag" feature pro exclusive.
Its not good for consumers. But consumers buy Team Green all the time anyways. Consumers are largely stupid in that sense.
 

SKYF@ll

Member
Interesting that it uses the extra headroom to reduce input latency. The original PS5 seems to hover too close to 60fps to allow this to work.
I was surprised to see that the PS5 Pro had about 7ms of extra headroom with PSSR enabled.
On the PS5 OG, heavy scenes took nearly 16ms to render a single frame.
 

Tchu-Espresso

likes mayo on everthing and can't dance
Is the PSSR currently costing 2.1ms correct?

Frame(avg) PS5:13.04ms PS5 Pro:9.15ms *scene 1 *42% boost
Frame(avg) PS5:12.82ms PS5 Pro:8.99ms *scene 2 *42% boost
* PS5 Pro adds upgrades in shadows, SSR, SSGI, and SSAO.

PS5(TAA):1.6ms vs, PS5 Pro(PSSR):2.1ms *PSSR 1440p to 4K (Anti-Alias)
xmi5hTL.jpg
Interesting. So PSSR is not that much more expensive that the TAA solution in its current iteration.
 

Ashamam

Member
PSSR was released in an incomplete state and was promoted by Sony to these devs as a big improvement over existing upscalers. These issues are inherent in PSSR.
I know you made your mind up before even buying the machine (begs the question why you did?) but Cerny is on record as stating PSSR does not do a denoising pass, it expects a denoised input. Its an upscaler, period. Without seeing detailed instructions provided to devs, its impossible to know whether the failure of a few devs to account for this is their fault or Sony's. As far as I can tell though, internally PSSR is doing exactly what they intended it to do. So no not a technical failure. But yes some implementation failures. Which if you have ever tried to use the wrong tool to do a job you would understand the difference.

I'm sure some devs have previously relied on other boxed solutions to handle the denoising so the fact PSSR isn't a drop in replacement came as a surprise. But keep up the good work hating on the Pro, looks like it keeps you warm at night.

I'm also guessing some of the earlier comments about being simple to implement but not quite the same as FSR etc (or words to that effect) likely had subtle differences like this in mind.
 
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Bojji

Member
You're right. not sure what "GPU way" feature you're referring to then but I'm sure you're referring to one of the GPU manufacturers Nvidia/AMD doing that practice already.

Only thing that nvidia locks right now is DLSS FG below 4xxx - they say they have hardware reason for that (who knows). All the time they try this only via software (like AMD with few things in drivers) some modders will fix it quickly. This anti lag thing in COD is pure software lock.

Its not good for consumers. But consumers buy Team Green all the time anyways. Consumers are largely stupid in that sense.

Consumers are also buying millions of iphones - I can't understand that. Unlike Apple, nvidia actually has better products in higher performance tiers.

On PS5 OG, it takes around 13-15ms per frame, so even if a game enables anti-lag, I don't think the payoff is significant.
PS5: 60-70fps vs. PS5 Pro: 80-90fps

They still could enable it.
 
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winjer

Gold Member
Antilag is supported in AMD GPUs from the RX400 and upwards.
And AntiLag 2 is supported since the RX 5000 and upwards.
So the PS5 can support any of them features, easily.
And both bring decent latency improvements. With the advantage that Antilag 1, is a system wide option.

qq9IutF.jpeg
 
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