HeWhoWalks
Gold Member
I sincerely have to wonder what purpose you serve in here when you obviously have no Pro and a history riddled with trolling.Another loss for teampro I guess.
Even
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I sincerely have to wonder what purpose you serve in here when you obviously have no Pro and a history riddled with trolling.Another loss for teampro I guess.
Yea. We exclusive talked about RT mode here. The other mode is kinda irrelevant.ok, i stand corrected. they didnt use PSSR for their 8k mode or the Performance mode but did use PSSR for their RT mode. thats where i got confused.
Exactly. People don't realize how difficult it is to get DLSS integration correct even now 6 years in! It's not just a blind plug n play type of thing. PSSR is still in it's infancy but has already shown to be transformative when used correctly. Much of the problems are a result of developers not taking the time to optimize, not updating to the latest version of PSSR, and not doing simple QA checks before release. If a game has shipped in the past on an older SDK version, it is not a trivial update to move to a newer SDK version with the latest PSSR version. Some changes may be required and another testing/QA pass as well.Much of this will always be on the devs. You’re given a set of tools to play with and how you choose to use those tools is on you. Sony cannot control 3rd party devs. PSSR has already proven its competence, so the devs either needn’t sort out what they’re doing with PSSR, or ignore it and use the Pro in other ways that make sense.
So, while PSSR isn’t perfect (which can pertain to any of these AI solutions), that 3rd party devs are the main ones having issues has to attest to something here, particularly if they’re using UE and/or raytracing (but more so UE4/5).
Yes. It is.
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It's another form of real time illumination. It also includes indirect baked lighting and shadows, but even "RTGI" acronym usage games still use indirect baked lighting and shadows. We are not talking about complete ray traced lighting which most of those games don't use either.
I thought thats exactly what you were saying. If not, fine.No one is saying they shouldn't cover these games,at least not me.
I dont think they can invent good news in patches for games that are simply bad. Jedi Survivor is the worst PC port ever and every single video they did for that game had that title. Should they have been balanced about it?Just that a good coverage is a coverage that conveys the right idea about what's going on in a balanced way.
Some people were waiting to play this until they got a Pro lol
I agree with both of your takes. Great that issues get flagged and then worked on. But I also want to see the good stuff too.
Much of this will always be on the devs. You’re given a set of tools to play with and how you choose to use those tools is on you. Sony cannot control 3rd party devs. PSSR has already proven its competence, so the devs either needn’t sort out what they’re doing with PSSR, or ignore it and use the Pro in other ways that make sense.
So, while PSSR isn’t perfect (which can pertain to any of these AI solutions), that 3rd party devs are the main ones having issues has to attest to something here, particularly if they’re using UE and/or raytracing (but more so UE4/5).
Man the IQ of the Pro is atrocious,
RIP for the fools that were waiting for the console release to play the game
But we need to war!Digital Foundry also pointed out that this is evolving tech. Some folks need to keep this in mind before throwing it all out the window. Imagine if Nvidia gave up with DLSS 1.0
"We need to take a closer look at PSSR across more games, but one thing to bear in mind is that similar to FSR and DLSS, this is an evolving technology and we should expect improvements to roll out as the generation progresses. "
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It does use PSSR, but not in its 120Hz or 8K mode. It discards it for TAAU in those modes.Yea. We exclusive talked about RT mode here. The other mode is kinda irrelevant.
Just keep using TSR which is perfectly fine at higher resolutions. The quality mode runs at 1620p on the unpatched disc version which should be better than 4k fsr quality. Just use that.
Doesn't that just reek of telling them to take the lazy route? You do not have the Pro all figured out. None of us do, and we have plenty of test cases from a myriad of games and engines to show capabilities can be done in capable hands.When will devs realize that PSSR has a cost not just on the GPU but also vram bandwidth AND vram size. Just keep using TSR which is perfectly fine at higher resolutions. The quality mode runs at 1620p on the unpatched disc version which should be better than 4k fsr quality. Just use that.
you dont need to be dev to see pssr is failing in this game and prepatch version looks better and runs better (with minor exceptions)You’re not a dev
They likely could make the best looking and performant version using PSSR
you dont need to be dev to see pssr is failing in this game and prepatch version looks better and runs better (with minor exceptions)
So now we count on Bloober to be optimization gurus?you dont need to be dev to see pssr is failing in this game and prepatch version looks better and runs better (with minor exceptions)
but why realese with this state as they didnt bother to make simplest comparison in literaly first scene of the gameIt’s failing in this game because it’s not implemented well
It could be
but why realese with this state as they didnt bother to make simplest comparison in literaly first scene of the game
It's amazing to me how time after time after time, dev priorities are completely misguided. I can bet they were told that PSSR was some sort of DLSS-like solution but in truth is more akin to a very demanding FSR solution. Maybe they were pressured to use this fancy new tech without knowing its apparent limitations? I think in general it's absolutely stupid when devs enable RT in games that aren't even 1080p. That shit won't matter when the game is a pixelated mess anyways. That stuff is added once you achieve that stable native resolution and frame rate. It seems like devs are getting a bit lost in the age of the countless upscalers. I believe they vastly overestimated the capabilities of PSSR, not prioritizing a high enough native resolution.This is so silly. Again this is the very first area in the game. Use your brain. You cant get to 60 fps locked because you added an expensive upscaling solution, MORE RT effects, even after reducing the base resolution to just 900p. Instead of the variable 864p-1152p. What should this tell you? Take out the extra RT effects, remove the expensive reconstruction solution and just stick with what you have. This way you can use more than just the extra 12% GPU to get a locked 60 fps. And at that point the rest would automatically, literally automatically go towards rendering at a higher resolution. So dumb.
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When will devs realize that PSSR has a cost not just on the GPU but also vram bandwidth AND vram size. Just keep using TSR which is perfectly fine at higher resolutions. The quality mode runs at 1620p on the unpatched disc version which should be better than 4k fsr quality. Just use that.
Eh we've seen devs commit far greater blunders than this. They're not impeccable just because they worked on the game. A lot of this is completely new to them aswell. We don't know how extensive or rather non-extensive their testing was. And we don't know what confounders there were to include certain graphical features.You’re not a dev
They likely could make the best looking and performant version using PSSR
its not up to bloober to fix pssr algorithm tough for sure they should had check it how broken it is in their game before releasing updateSo now we count on Bloober to be optimization gurus?
What changed?
We know all of this and i am clearly aware of this. DF has gone over it many times. We talked about F1, it is all about the main fidelity mode. It is also what people listed and refering here as it has RT issue with PSSR.It does use PSSR, but not in its 120Hz or 8K mode. It discards it for TAAU in those modes.
It does.Doesn't that just reek of telling them to take the lazy route? You do not have the Pro all figured out. None of us do, and we have plenty of test cases from a myriad of games and engines to show capabilities can be done in capable hands.
Then release it then when you have it all figured out. Meanwhile keep the current version running on TSR. There were plenty of people in the SH2 threads who were waiting to play this on the Pro. Now they have an even worse version.You’re not a dev
They likely could make the best looking and performant version using PSSR
It's up to Bloober to train the algorithm to their game and optimize it. Just as game devs and nVidia does with DLSS.its not up to bloober to fix pssr algorithm tough for sure they should had check it how broken it is in their game before releasing update
Digital Foundry also pointed out that this is evolving tech. Some folks need to keep this in mind before throwing it all out the window. Imagine if Nvidia gave up with DLSS 1.0
"We need to take a closer look at PSSR across more games, but one thing to bear in mind is that similar to FSR and DLSS, this is an evolving technology and we should expect improvements to roll out as the generation progresses. "
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Then release it then when you have it all figured out. Meanwhile keep the current version running on TSR. There were plenty of people in the SH2 threads who were waiting to play this on the Pro. Now they have an even worse version.
They literally couldve done nothing and the PS5 Pro with its 45% faster GPU wouldve run it at a higher resolution cleaning up the image and locking it to 60 fps in areas where it does drop.
So lets have them do better, which they acknowledged yesterday on X that there is an issue and they're working on it. This game might be where they iron out their optimization issues for their next new IP they're working on. And it should be.It does.
Again, its the very first scene in the game. You dont need to be a genius to see that the image quality is completely broken.
I was going to say the same thing. I just don't understand the point of posts like this. They should be banned simple as thatI sincerely have to wonder what purpose you serve in here when you obviously have no Pro and a history riddled with trolling.
EvenLittle Chicken and
adamsapple bring some form of entertainment (sincere, I know they’re Xbox guys, but still). You? About as funny as cancer. At least up your tactics!
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It doesnt work as that since dlss 2 (april 2020)It's up to Bloober to train the algorithm to their game and optimize it. Just as game devs and nVidia does with DLSS.
You do know these problems will be patched in future days or weeks, right? It's not like it's some sort of hardware malfunction and now everyone is screwed.Another loss for teampro I guess.
What do you mean? Game devs literally patch their game optimized for DLSS and nVidia will have game specific DLSS patches in their drivers around game launches. It's not a set it and forget it system. It gets easier to optimize over time and it's far more mature, but games will still run into issues where they need patches and driver updates.It doesnt work as that since dlss 2 (april 2020)
Agree with you here. If you can't make it look and run substantially better then what is the point if using this version of PSSR. stick with the base ps5 version and refine it.It does.
Again, its the very first scene in the game. You dont need to be a genius to see that the image quality is completely broken.
Then release it then when you have it all figured out. Meanwhile keep the current version running on TSR. There were plenty of people in the SH2 threads who were waiting to play this on the Pro. Now they have an even worse version.
They literally couldve done nothing and the PS5 Pro with its 45% faster GPU wouldve run it at a higher resolution cleaning up the image and locking it to 60 fps in areas where it does drop.
You guys sound like that other place right now. Think about that for a minute.I was going to say the same thing. I just don't understand the point of posts like this. They should be banned simple as that
They do some tweaks but training algorithm per game was pre dlss 2.0 version era, 4.5 years agoWhat do you mean? Game devs literally patch their game optimized for DLSS and nVidia will have game specific DLSS patches in their drivers around game launces. It's not a set it and forget it system.
The majority of the problematic enhancements are related to developers using a less mature version of PSSR tied to older versions of SDK. Results will improve with time.Much of this will always be on the devs. You’re given a set of tools to play with and how you choose to use those tools is on you. Sony cannot control 3rd party devs. PSSR has already proven its competence, so the devs either need to sort out what they’re doing with PSSR, or ignore it and use the Pro in other ways that make sense.
So, while PSSR isn’t perfect (which can pertain to any of these AI solutions), that 3rd party devs are the main ones having issues has to attest to something here, particularly if they’re using UE and/or raytracing (but more so UE4/5).
nVidia literally driver updates every new big DLSS game launch with it in the patch notes. The point is, it's not set it and forget it.They do some tweaks but training algorithm per game was pre dlss 2.0 version era, 4.5 years ago
I agree. Anything below 1080p should not be using Ray tracing. Problem is that UE5 defaults software lumen so it cant be disabled. I think devs need to just stop releasing 60 fps modes. They dont look good. 75% of ps5 owners are playing these terrible looking modes with half of the settings disabled or paired back.It's amazing to me how time after time after time, dev priorities are completely misguided. I can bet they were told that PSSR was some sort of DLSS-like solution but in truth is more akin to a very demanding FSR solution. Maybe they were pressured to use this fancy new tech without knowing its apparent limitations? I think in general it's absolutely stupid when devs enable RT in games that aren't even 1080p. That shit won't matter when the game is a pixelated mess anyways. That stuff is added once you achieve that stable native resolution and frame rate. It seems like devs are getting a bit lost in the age of the countless upscalers. I believe they vastly overestimated the capabilities of PSSR, not prioritizing a high enough native resolution.
Every PC gamer who can choose between TSR, FSR, XeSS, DLSS and just traditional Tv upscalers couldve taken one look at how PSSR was performing here and switched it out. you dont need to be a dev to see how poor it looks and literally switch out the plugin. we put devs on a pedestal because we think these are some incredibly difficult things to do. In UE5 projects, ive literally enabled DLSS by checking a box in some of the UE5 demos. It might not be that easy to plug-in PSSR since its new but i wouldnt be surprised if Sony worked with Epic to get this inserted as a plugin in the UE5 editor.Eh we've seen devs commit far greater blunders than this. They're not impeccable just because they worked on the game. A lot of this is completely new to them aswell. We don't know how extensive or rather non-extensive their testing was. And we don't know what confounders there were to include certain graphical features.
Well answer the question what's the point in that post?You guys sound like that other place right now. Think about that for a minute.
Well lets hope it will as sony doesnt need good reprojection from 1440p as games already looks good from that res. They need good reconstruction in most demanding titles from low res as they are usualy looks very poor on base ps5.nVidia literally driver updates every new big DLSS game launch with it in the patch notes. The point is, it's not set it and forget it.
This will improve over time, as all others did.
It's amazing to me how time after time after time, dev priorities are completely misguided. I can bet they were told that PSSR was some sort of DLSS-like solution but in truth is more akin to a very demanding FSR solution. Maybe they were pressured to use this fancy new tech without knowing its apparent limitations? I think in general it's absolutely stupid when devs enable RT in games that aren't even 1080p. That shit won't matter when the game is a pixelated mess anyways. That stuff is added once you achieve that stable native resolution and frame rate. It seems like devs are getting a bit lost in the age of the countless upscalers. I believe they vastly overestimated the capabilities of PSSR, not prioritizing a high enough native resolution.
What do you mean? Game devs literally patch their game optimized for DLSS and nVidia will have game specific DLSS patches in their drivers around game launches. It's not a set it and forget it system. It gets easier to optimize over time and it's far more mature, but games will still run into issues where they need patches and driver updates.
I think what snc is trying to say is that the training doesnt work on a game by game basis anymore. Devs dont train the algorithm before their game comes out. It's solely nvidia's responsibility.It's up to Bloober to train the algorithm to their game and optimize it. Just as game devs and nVidia does with DLSS.
You are literally speaking out of both sides with the comment I quoted.
I've always been in the camp where RT should be a toggle or a separate mode. Not forced.I think what snc is trying to say is that the training doesnt work on a game by game basis anymore. Devs dont train the algorithm before their game comes out. It's solely nvidia's responsibility.
DLSS, FSR, TSR and i guess now PSSR are simple plugins you can enable in UE5 projects. Everything is simply supposed to work after you enable it. The devs are not required or obligated or even have the tools to go in an manually update the alogirthm. thats nvidia's domain.
Sony WILL improve the PSSR alogirthm. The only problem is that we are seeing the same issues we saw pre-DLSS2.0 that were fixed 4 years ago. Sony shouldve learned from those mistakes and improved the alogirthm.
Go watch the original HFW performance mode footage. Same shimmering issues especially on foliage because HFW is one Sony first party game that really pushed the hardware and foliage beyond last gen levels. It completely broke their checkerboarding solution which had worked fine on HZD, Death Stranding, Days Gone and GoT. GG then spent the next 4-5 months improving the algorithm feeding it more data and i believe thats what you want Bloober to do with PSSR but I honestly dont think they can because thats a Sony product trained on Sony AI servers whereas GG has their own checkerboarding implementation exclusive to Decima.
the only thing the devs can do is increase the base resolution. we've seen PSSR look virtually identical to native 4k in games like Demon Souls, TLOU1 and TLOU2 thanks to the 1440p base resolution. However, those games are not using RT effects that might still cause issues. For example, AW2 and FF7 are rendering on the same base resolution but because AW2 has RT reflections being applied to almost every surface, it breaks far more than FF7.
You clearly haven't been in a corp meeting before. Brains are optional, consensus is compulsory.This is so silly. Again this is the very first area in the game. Use your brain.
ive been in meetings where good ideas are shot down and yes, you are supposed to just shut up and fall in line.You clearly haven't been in a corp meeting before. Brains are optional, consensus is compulsory.