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[Digital Foundry] Silent Hill 2 Remake on PS5 Pro: A Mixed Bag of an Update... And PSSR Has Issues

HeWhoWalks

Gold Member
Which is perfectly fine and we all kinda knew there would be some problems one way or another. DLSS itself still isn't perfect, neither is XeSS. Those solutions still need years of development to get rid of most issues that will truly make them undoubtedly superior to native. As it stands, most still have problems that don't 100% make them the preferred alternative. Better overall in some cases? Sure, but I want to see them completely supplant native resolution and make it obsolete...which I guess isn't all that great because they'll effectively become the baseline.
Indeed. Developers who can't get PSSR to work well with their current projects should skip it and look for other ways to leverage the hardware.

Bojji Bojji

Eh, PSSR, like DLSS, is an option. Some have made it work, some have struggled. New tech is new tech and I'm glad something else exists to play with here because it will get better and that's what counts! Not saying that this early version of the upscaler can't be blamed at all, but significant issues rest mostly at the feet of devs who just had to throw it in their games for the sake of it. If PSSR hurts your final image, it should be left out. This way, you can still have improvements and consider either a better version of your engine, a better version of PSSR, or both, for your future games and projects! Callisto is a solid example of a game that doesn't use PSSR (as I understand it), but with a final image that is a huge step above the base PS5 version. And.... all while using both a modified version of UE4 and elements of UE5!
 
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SkylineRKR

Member
This is just testing grounds for the PS6. And Sony likely doesn't make a loss on the Pro. Give it a few years and it might be in a good place, in time for their true next-gen system. I am still happy I decided not to pull the plug.
 

Gaiff

SBI’s Resident Gaslighter
I just posted the ghosting issue that isn't a framegen issue at all since it has been present in games from 2 onwards though where framegen wasn't even a thing. You're just arguing in whatever way you can. Nobody was even concentrating on the subjective 'scale' of the issue. We went over that already remember and I tried to clarify that I'm talking about the same artifacts at lower res and bad game releases that get fixed later.
Scale is the biggest problem here, so I have no idea why you’d think nobody wasn’t focusing on the scale. If SH2 only had minor stability issues, no one would care. Look at Rift Apart with PSSR, the image is also slightly unstable, but it’s so minor that everyone ignores it.
I provided you the pictures you were asking for. The ones which are not framegen and you were claiming don't exist because I didn't post pictures. Now you're back to "but are those major or minor" again.
No, I never said they didn’t exist. I said you didn’t provide pictures or footage so we could even compare because once again, you initially stated that DLSS had similar minor issues which is laughably false. I straight-up said DLSS isn’t perfect.
 

Three

Member
If you don't like dlss preset or version used by developers you can always change it yourself (it's easy as fuck). No option like that on consoles.

Preset c vs d vs e





1.0 worked completely different, it's not similar to 2.0 at all.

DLSS 2.0, XeSS and PSSR are very similar in how they operate and currently PSSR have the most issues.

I know you really want to turn this into a PC vs console thing but once again we were talking about developers fucking up with DLSS. Nobody said you can't start tinkering to fix shit yourself on PC.
 

HeWhoWalks

Gold Member
Although I'm not the biggest fan of how James' hair looks with DLSS on, the best way to experience it on PC is with it on (Quality) and Sharpening at Medium.

2Yb2Z2p.gif


Future versions of PSSR will hopefully be like this, instead of the drastic differences you'll find between Performance Pro and Quality Modes (particularly when the Performance Mode looks better). That needs to be addressed.
 
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Bojji

Member
Indeed. Developers who can't get PSSR to work well with their current projects should skip it and look for other ways to leverage the hardware.

Bojji Bojji

Eh, PSSR, like DLSS, is an option. Some have made it work, some have struggled. New tech is new tech and I'm glad something else exists to play with here because it will get better and that's what counts! Not saying that this early version of the upscaler can't be blamed at all, but significant issues rest mostly at the feet of devs who just had to throw it in their games for the sake of it. If PSSR hurts your final image, it should be left out. This way, you can still have improvements and consider either a better version of your engine, a better version of PSSR, or both, for your future games and projects! Callisto is a solid example of a game that doesn't use PSSR (as I understand it), but with a final image that is a huge step above the base PS5 version. And.... all while using both a modified version of UE4 and elements of UE5!

Exactly, devs shouldn't just shove in PSSR (because Sony want to market it) when clearly it doesn't work well in some games.

But at the same time Sony should be more prepared for launch, they also need to validate patches. Why they allowed bad patches for some games?

I know you really want to turn this into a PC vs console thing but once again we were talking about developers fucking up with DLSS. Nobody said you can't start tinkering to fix shit yourself on PC.

Developers are fucking up things constantly. What I showed you is that DLSS in itself is not the issue.
 

Elios83

Member
Exactly, devs shouldn't just shove in PSSR (because Sony want to market it) when clearly it doesn't work well in some games.

But at the same time Sony should be more prepared for launch, they also need to validate patches. Why they allowed bad patches for some games?



Developers are fucking up things constantly. What I showed you is that DLSS in itself is not the issue.

Sony isn't forcing anyone to use PSSR.
Mark Cerny pointed out in the system's presentation that even one of their teams (Guerrilla) chose not to use it.
This is clearly not on Sony, also Sony's Q&A has just the purpose to certify that a game works, that it doesn't have game breaking bugs, constant crashes, they're there to avoid Cyberpunk2077 scenarios basically.
You can't not approve things based on the fact you don't think graphics are good enough.

Bloober has just done a rushed job. They should have tested the results they got with PSSR, then they should have tweaked the settings of their game to get the best possible result and if that result was still not satisfactory they should have changed approach removing PSSR and using other ways to improve the game on the Pro through standard frame rate/resolution boosts. Or they should ask Sony to help. But it's clear that they didn't care, they just turned the PSSR switch without testing and now they're in a hard spot with critics.
 

TrebleShot

Member
Eh, depends on the mod. This is the only one that doesn't truly ruin the original look (which is, admittedly, too shiny, particularly in dark scenes).
I was using this for my playthrough.


Essential in my eyes but goes to show the extent needed to make it enjoyable.
 

Gaiff

SBI’s Resident Gaslighter
The part that surprises me is that it made it through QA. Didn't they see that it wasn't acceptable before releasing it to the public?

That's what baffles me. You'd think devs would know better. They're the ones who are paid the big bucks to develop games. They're the ones with the tools and expertise to produce quality...but then you get this. How? An average gaffer wouldn't have greenlit this.
 

Senua

Gold Member
The part that surprises me is that it made it through QA. Didn't they see that it wasn't acceptable before releasing it to the public?

That's what baffles me. You'd think devs would know better. They're the ones who are paid the big bucks to develop games. They're the ones with the tools and expertise to produce quality...but then you get this. How? An average gaffer wouldn't have greenlit this.
i96X0Du.gif
 

Luipadre

Gold Member
The part that surprises me is that it made it through QA. Didn't they see that it wasn't acceptable before releasing it to the public?

That's what baffles me. You'd think devs would know better. They're the ones who are paid the big bucks to develop games. They're the ones with the tools and expertise to produce quality...but then you get this. How? An average gaffer wouldn't have greenlit this.

This is what i will never understand. If i were in charge, i'd never approve shit like this. Same goes for releasing games without the basic fucking gfx toggles or controller options
 

Three

Member
No, I never said they didn’t exist. I said you didn’t provide pictures or footage so we could even compare because once again, you initially stated that DLSS had similar minor issues which is laughably false. I straight-up said DLSS isn’t perfect.
It's not false though. I blatantly stated it has similar issues that are often mitigated on higher end hardware by higher res/sampling rate.

Here is another example of the exact same issues on DLSS.



Look familiar? You can improve temporal stability but instead you end up with that DLSS ghosting effect. It's all a tradeoff.
 
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adamsapple

Or is it just one of Phil's balls in my throat?
The part that surprises me is that it made it through QA. Didn't they see that it wasn't acceptable before releasing it to the public?

That's what baffles me. You'd think devs would know better. They're the ones who are paid the big bucks to develop games. They're the ones with the tools and expertise to produce quality...but then you get this. How? An average gaffer wouldn't have greenlit this.


h8xSPLU.png
 

Bojji

Member
It's not false though. I blatantly stated it has similar issues that are often mitigated on higher end hardware by higher res/sampling rate.

Here is another example of the exact same issues on DLSS.



Look familiar? You can improve temporal stability but instead you end up with that DLSS ghosting effect. It's all a tradeoff.


It's noise from ray tracing, already answered in that reddit thread.

It has nothing to do with DLSS.
 
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Three

Member
It's noise from RTGI, already answered in that reddit thread.
And your theory for PSSR is something different I assume?

Why do you think that is relevant? We're not discussing what you think it is. It is caused by DLSS/PSSR and clearly stated "when using DLSS". When DLSS/PSSR is disabled these artifacts go away.

Edit: I can't believe you went and edited your post to add nothing to do with DLSS after my post. You're totally ridiculous.

That post is saying exactly what I've been saying

Basically, the game does its ray sampling per-pixel of your internal render resolution, pre-DLSS.

This shimmering (or, alternatively, ghosting when using ray reconstruction) occurs when there aren't enough actual samples being calculated, so DLSS/RR can't make accurate predictions about the image. As a result, you get wrong/bad hallucinations in the output, like these shimmers.

You need to fix this by increasing the sample count so DLSS/RR aren't overly starved; the easiest way to do that is to up the render resolution. Either increase your DLSS quality preset, or increase the output resolution at the same DLSS setting. (which will also increase the internal render resolution as it's a fractional multiple of the output resolution.)

Do note that too low of a framerate can also cause temporal starvation which worsens ghosting, so it's a balancing act.
 
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Bojji

Member
And your theory for PSSR is something different I assume?

Why do you think that is relevant? We're not discussing what you think it is. It is caused by DLSS/PSSR and clearly stated "when using DLSS". When DLSS/PSSR is disabled these artifacts go away.

Edit: I can't believe you went and edited your post to add nothing to do with DLSS after my post. You're totally ridiculous.

That post is saying exactly what I've been saying

MVQD6qk.jpeg


Look at this:



Standard CP denoiser does this.
 

Three

Member
Screenshot-20241124-140921-Chrome.jpg

You went and edited that in and it wasn't showing until after I replied.

Look at this:



Standard CP denoiser does this.

"Standard CP denoiser" , proceeds to show Nvidia's denoiser. specular noise isn't the same as the shimmering hallucinations you see when DLSS is enabled, I hope you know that. As was discussed in that thread Ray reconstruction helps reduce specular noise but then you get smearing/ghosting instead with DLSS:




It's a tradeoff. The GT7 artifacts you see on the HUD in tunnels is likely their implementation to reduce specular noise with their own ray reconstruction with RT enabled. Same things different system. The only benefit is that achieving higher res and higher fps helps in reducing the temporal issues in DLSS or PSSR but that's discussing the hardware and not the upscalers.
 
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It's not false though. I blatantly stated it has similar issues that are often mitigated on higher end hardware by higher res/sampling rate.

Here is another example of the exact same issues on DLSS.



Look familiar? You can improve temporal stability but instead you end up with that DLSS ghosting effect. It's all a tradeoff.

Whats the thing with Silent Hill 2 and DLSS? i played it with DLSS 3.7 balanced and image quality was pretty much perfect, even on Performance it wasn't bad at all, special mention to the reflections.
 

Bojji

Member
Screenshot-20241124-140921-Chrome.jpg

You went and edited that in and it wasn't showing until after I replied.


"Standard CP denoiser" , proceeds to show Nvidia's denoiser. specular noise isn't the same as the shimmering hallucinations you see when DLSS is enabled, I hope you know that. As was discussed in that thread Ray reconstruction helps reduce specular noise but then you get smearing/ghosting instead with DLSS:




It's a tradeoff. The GT7 artifacts you see on the HUD in tunnels is likely their implementation to reduce specular noise with their own ray reconstruction with RT enabled. Same things different system. The only benefit is that achieving higher res and higher fps helps in reducing the temporal issues in DLSS or PSSR but that's discussing the hardware and not the upscalers.



I edited it before your reply.

Cyberpunk standard denoiser IS nvidia denoiser, it was in the game before they invented DLSS RR and works on every DXR hardware.

What you are showing is early DLSS RR problem, NOT DLSS image reconstruction related! It was mostly fixed in game and driver patches.

You are proving again that you have no idea what you are talking about. There are RT denoiser problems and there are PSSR problems, SH2 has standard denoiser problems on every platform but EXTRA problems when PSSR is on:



 
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Three

Member
I edited it before your reply.

Cyberpunk standard denoiser IS nvidia denoiser, it was in the game before they invented DLSS RR and works on every DXR hardware.

What you are showing is early DLSS RR problem, NOT DLSS image reconstruction related! It was mostly fixed in game and driver patches.

You are proving again that you have no idea what you are talking about. There are RT denoiser problems and there are PSSR problems, SH2 has standard denoiser problems on every platform but EXTRA problems when PSSR is on:




It's DLSS hallucinating from the noise. To dumb it down for you like staring at static on a TV and seeing images and things that aren't there. It's inherent to DLSS and PSSR.

It's you who clearly doesn't have a clue about any of this trying to brush off an issue that shows with DLSS enabled as not DLSS related. Even when that thread clearly states it shows with DLSS enabled. When it was "with framegen enabled" you were all over it though

DLSS RR was used to lower noise to prevent DLSS from hallucinating with specular noise/RT. Let me guess "DLSS RR is not DLSS, but specular noise is PSSR"?

r.NGX.DLSS.denoisermode=1


Whats the thing with Silent Hill 2 and DLSS? i played it with DLSS 3.7 balanced and image quality was pretty much perfect, even on Performance it wasn't bad at all, special mention to the reflections.
Depends on several things including what framerate, res, and settings you play on. Did it have ray reconstruction enabled so you got these sort of trails behind leaves?



It would hallucinate the same with lower sampling.
 
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Bojji

Member
It's DLSS hallucinating from the noise. To dumb it down for you like staring at static on a TV and seeing images and things that aren't there. It's inherent to DLSS and PSSR.

It's you who clearly doesn't have a clue about any of this trying to brush off an issue that shows with DLSS enabled as not DLSS related. Even when that thread clearly states it shows with DLSS enabled. When it was "with framegen enabled" you were all over it though

DLSS RR was used to lower noise to prevent DLSS from hallucinating with specular noise. Let me guess "DLSS RR is not DLSS, but specular noise is PSSR"?


Depends on several things including what framerate, res, and settings you play on. Did it have ray reconstruction enabled so you got these sort of trails behind leaves?



It would hallucinate the same with lower sampling.


Dlss RR can be compared with other denoisers

Dlss frame gen can be compared with other frame gen tech

Dlss image reconstruction can be compared with other image reconstruction tech.

Same (part of) name shared but different tech.
You are trying hard to find problems with dlss but so far you bring issues with RR and FG not related to image reconstruction part.

PSSR doesn't offer denoisers or frame generation so only image reconstruction can be compared with dlss. And dlss image reconstruction is better and don't generate issues seen in few pro games...
 

Rippa

Member
Does playing v.1.0 (from disc obviously) have any game breaking bugs that will prevent me from finishing it or platinumizing?

I’ve waited long enough to play this (quality mode) and this PSSR horseshit isn’t helping the situation.
 

adamsapple

Or is it just one of Phil's balls in my throat?
Does playing v.1.0 (from disc obviously) have any game breaking bugs that will prevent me from finishing it or platinumizing?

I’ve waited long enough to play this (quality mode) and this PSSR horseshit isn’t helping the situation.

Not that I can think of.

There was a bug in the Prison area, but that was actually introduced with a patch and fixed with a hotfix.

You might encounter some bugs here and there but the game should be completely playable start to finish.
 

Three

Member
Dlss RR can be compared with other denoisers

Dlss frame gen can be compared with other frame gen tech

Dlss image reconstruction can be compared with other image reconstruction tech.

Same (part of) name shared but different tech.
You are trying hard to find problems with dlss but so far you bring issues with RR and FG not related to image reconstruction part.
You seem to believe that "DLSS image reconstruction" and "DLSS RR" don't play together in creating the final image yet when it comes to specular noise or RR disabled on a PS game you place this on "bad PSSR image reconstruction " and how you think it's related there. Ironically you don't even see an issue with this take of yours.

I've spelt it out for you clearly that these play a role together in DLSS and PSSR because when you have more noise you end up with hallucinations that are caused by DLSS or PSSR afterwards. The denoiser is even part of the DLSS class in the API but this isn't enough for you because you must defend it till the end.

PSSR doesn't offer denoisers or frame generation so only image reconstruction can be compared with dlss. And dlss image reconstruction is better and don't generate issues seen in few pro games...
I don't know how much clearer I can say this. DLSS does have the same problems if there is an initial noisy image. PSSR does have a denoiser and an implementation of RR too (those have nothing to do with PSSR though right? Seeing as they don't with DLSS to you) and I've even given an example in GT7 already using RR.

These things playing together may even explain some of the choices made in games. Look at the SH2 nvidia gifs I posted above. Notice without RR there is bad shimmering, with DLSS RR and high shadow quality there is smearing ghosting from moving leaves, with low shadow quality the smearing appears less. Now look at something like SM or TLOU.
 
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Does playing v.1.0 (from disc obviously) have any game breaking bugs that will prevent me from finishing it or platinumizing?

I’ve waited long enough to play this (quality mode) and this PSSR horseshit isn’t helping the situation.
Same here. I’m running the disc version, I made sure I disabled the auto-update feature before installing the game and even on that version the game looks really average on my Pro on quality mode.

It’s really disappointing waiting to play this remake to have a better experience on console and having to deal with these issues
 

Killer8

Member
Does playing v.1.0 (from disc obviously) have any game breaking bugs that will prevent me from finishing it or platinumizing?

I’ve waited long enough to play this (quality mode) and this PSSR horseshit isn’t helping the situation.

Do not play the 1.0 disc version. Bloober made a lot of changes in the final release for the better, such as fixing Angela's David Duchovny face:



Some flickering reflections is a small price to pay compared to that.
 
Depends on several things including what framerate, res, and settings you play on. Did it have ray reconstruction enabled so you got these sort of trails behind leaves?
That's weird, i honestly don't know if i used RR, i followed the instructions from a guy in Gaf, which was putting the 3.7.2 DLSS dll and setting E preset, and then i think i changed some parameters in a .CFG quickly but without knowing what they meant, not gonna lie, but there wasn't any kind of noiser or shimmer, and 100% the leaves didn't leave any trace, since that's why i did that and i made sure it was fixed when i played:

b88d4df232b41eda3b53bc0eed3b8f19.jpg


That's an image i made for example, you can see a leave there without trace, not like images are too useful to see stuff like that but yes, i found image quality in this game to be one of the most pristine ones i've seen lately.

I played on 1440P UW, all maxed and on DLSS balance, had to change to performance or lower shadows in a couple parts where i was getting drops to like 40 FPS.

About RR i can't tell honestly, i saw the message i copied the text from and it had a parameter for RR and other to remove ghosting, i'd say i only copied the ghosting one, but i can't tell 100% now since i already unsintalled it.

Maybe that noise was from some more specific part and i didn't notice it? Maybe it was that, i must say lightning in some interiors felt a bit bugged at times tho, not sure if it has to do with DLSS, denoiser or lumen but yes, but for the rest of the game, after Cyberpunk, this was definitely the best looking game i've played no doubt, HW Lumen was a must tho, more important than any other setting.
 
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Rippa

Member
Do not play the 1.0 disc version. Bloober made a lot of changes in the final release for the better, such as fixing Angela's David Duchovny face:



Some flickering reflections is a small price to pay compared to that.

Crap! If only we had the option of selecting which update to play with. 😔

Looks like I’ll be waiting for a patch where they remove PSSR from quality mode on PRO.
 

Bojji

Member
You seem to believe that "DLSS image reconstruction" and "DLSS RR" don't play together in creating the final image yet when it comes to specular noise or RR disabled on a PS game you place this on "bad PSSR image reconstruction " and how you think it's related there. Ironically you don't even see an issue with this take of yours.

I've spelt it out for you clearly that these play a role together in DLSS and PSSR because when you have more noise you end up with hallucinations that are caused by DLSS or PSSR afterwards. The denoiser is even part of the DLSS class in the API but this isn't enough for you because you must defend it till the end.


I don't know how much clearer I can say this. DLSS does have the same problems if there is an initial noisy image. PSSR does have a denoiser and an implementation of RR too (those have nothing to do with PSSR though right? Seeing as they don't with DLSS to you) and I've even given an example in GT7 already using RR.

These things playing together may even explain some of the choices made in games. Look at the SH2 nvidia gifs I posted above. Notice without RR there is bad shimmering, with DLSS RR and high shadow quality there is smearing ghosting from moving leaves, with low shadow quality the smearing appears less. Now look at something like SM or TLOU.

Ray reconstruction in SH2 is not enabled by developers, it's not tweaked to this game. It improves some things and fuck up others compared to standard denoiser.

You should stop talking about RR when on PS5 all games use standard denoisers and PSSR have problems with some of them compared to all other image solutions (DLSS/TSR/FSR2 etc.).

DLSS by itself works great in this game, there was issue with leaves trails but it was fixed by one of the first patches (or anyone could fix it by upgrading DLSS). PSSR on the other hand have issues. Stop talking about RR and FG when it has nothing to do with PSSR problems in this game.

This is how this game works right now:

s4IR777.jpeg
 

Kangx

Member from Brazile
Hardware lumen?

Still looks like software to me:

uH7MmhH.jpeg
This is a dev who working on unreal engine 5 games and he is playing the game. I would assume he knows what he is talking unlike you and me without those conditions.

He might be wrong but i doubt it, and it is kinda silly to post a screen shot and dispute his claim.
 

Bojji

Member
This is a dev who working on unreal engine 5 games and he is playing the game. I would assume he knows what he is talking unlike you and me without those conditions.

He might be wrong but i doubt it, and it is kinda silly to post a screen shot and dispute his claim.

We know how hardware lumen looks like on pc do we can compare it, it doesn't look like that on pro.

But I'm talking about reflections part, maybe lighting is different. I don't know.
 
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Kangx

Member from Brazile
We know how hardware lumen looks like on pc do we can compare it, it doesn't look like that on pro.

But I'm talking about reflections part, maybe lighting is different. I don't know.
Of course we are talking about reflections here.

You don't have the pro and the game. You can't make that judgment yet base on that 1 screen shot. The dev has the game and working on UE5 engine.

I am inclined to believe the dev here because the experience of working on UE5 and he is actually playing the game.
 
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Three

Member
You should stop talking about RR when on PS5 all games use standard denoisers and PSSR have problems with some of them compared to all other image solutions (DLSS/TSR/FSR2 etc.).
Wtf are you talking about? Are you going senile, you're the one who posted an entire video about ray reconstruction in DLSS 3.5 when I mentioned an example of hallucinating DLSS without it:
Look at this:



Standard CP denoiser does this.

It was nvidias denoiser, but even ignoring that,
If I were to say "standard SH denoiser does this nothing to do with PSSR" . Would you agree in the same vein then?

I doubt this because as soon as I mentioned what I had mentioned before, that you can get more temporal stability but end up with other tradeoff artifacts like moving objects not being there/moving or ghosting in low lighting like that Cyberpunk vid on DLSS or GT7 on PSSR. you immediately tried to distance RR in DLSS 3.5 from being part of "DLSS". So PSSR in GT7 is perfect right because it's the RR that causes artifacts in tunnels? You're completely ignoring the fact that without RR and with DLSS enabled with the same res it suffers from similar shimmering like I posted and you refuted with a damn RR video:
Here is another example of the exact same issues on DLSS.



Look familiar? You can improve temporal stability but instead you end up with that DLSS ghosting effect. It's all a tradeoff.


Anything to defend DLSS I guess but this conversation is getting tiring with this jumping through hoops and mental gymnastics you're doing for it.
 
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Bojji

Member
Of course we are talking about reflections here.

You don't have the pro and the game. You can't make that judgment yet base on that 1 screen shot. The dev has the game and working on UE5 engine.

I am inclined to believe the dev here because the experience of working on UE5 and he is actually playing the game.

jhwsyvY.jpeg


SW lumen

cOtKZGD.jpeg


HW lumen

fR3nQHY.jpeg


Wtf are you talking about? Are you going senile, you're the one who posted an entire video about ray reconstruction in DLSS 3.5 when I mentioned an example of hallucinating DLSS without it:

It was nvidias denoiser, but even ignoring that,
If I were to say "standard SH denoiser does this nothing to do with PSSR" . Would you agree in the same vein then?

I doubt this because as soon as I mentioned what I had mentioned before, that you can get more temporal stability but end up with other tradeoff artifacts like moving objects not being there/moving or ghosting in low lighting like that Cyberpunk vid on DLSS or GT7 on PSSR. you immediately tried to distance RR in DLSS 3.5 from being part of "DLSS". So PSSR in GT7 is perfect right because it's the RR that causes artifacts in tunnels? You're completely ignoring the fact that without RR and with DLSS enabled with the same res it suffers from similar shimmering like I posted and you refuted with a damn RR video:


Anything to defend DLSS I guess but this conversation is getting tiring with this jumping through hoops and mental gymnastics you're doing for it.

You were talking about isses with frame generation as it they were related to DLSS SR
You were showing issues with RT/denoiser as if they were related to DLSS SR

I showed you video with denoiser issues, it included DLSS RR but it's not what you should be focused on.

You are desperately looking for issues with DLSS, finding them in tech that is not directly connected to "super resolution" part.

I think I'm done answering you here because it doesn't make sense anymore.
 

Three

Member
You were talking about isses with frame generation as it they were related to DLSS SR
You were showing issues with RT/denoiser as if they were related to DLSS SR

I showed you video with denoiser issues, it included DLSS RR but it's not what you should be focused on.

You are desperately looking for issues with DLSS, finding them in tech that is not directly connected to "super resolution" part.

I think I'm done answering you here because it doesn't make sense anymore.
I was talking about devs enabling DLSS doing little to remove artifacts in general. Even showed you the exact same shimmering when enabling DLSS (no framegen). You showed me a video of RR which is the solution to the shimmering with DLSS at a given res but like I said comes with other tradeoffs much like PSSR. You proceeded to distance those other smearing /ghosting artifacts from DLSS by saying RR is something different from DLSS.
Answer the question then is the exact same issue in SH an issue with "SH's RT/denoiser" and not PSSR as well? that could be fixed by a 'not related to PSSR' implementation of RR? No issues with PSSR itself much like no issues with DLSS itself you could say?

I know it makes sense to you but you just dont want to admit to the truth here. That DLSS artifacts happen too from a noisy image. Now you're acting like I brought up RR when it was you linking to that video as the solution to noise that you say "isn't DLSS related" either but are too happy to place the blame on PSSR for in other games. It's comical. RT/specular noise isn't related to DLSS/PSSR you say so it isn't related in this game either right? How does this not make sense to you. That hallucination from a noisy image you're seeing is DLSS/PSSR related in both. RR is something you can enable in both DLSS or PSSR that gives you a more temporaly stable image but it has tradeoffs in low light conditions like ghosting in Cyberpunk with DLSS and GT7 in tunnels on PSSR. There is nothing more to say and I'm not sure why you're doing these mental gymnastics trying to make it out like that's not the case with this "is that even DLSS or PSSR" nonsense but doing it hypocritically.
 

nkarafo

Member
Whats the thing with Silent Hill 2 and DLSS? i played it with DLSS 3.7 balanced and image quality was pretty much perfect, even on Performance it wasn't bad at all, special mention to the reflections.
How do you "choose" which version to use?

I only have an RTX 3060, i don't remember having any option.
 

Gaiff

SBI’s Resident Gaslighter
How do you "choose" which version to use?

I only have an RTX 3060, i don't remember having any option.
You can download the dll file and simply copy/paste it in the place where dlss is. It will replace the current version, but this doesn’t always work properly and may have some side-effects.
 

3liteDragon

Member
That's weird, i honestly don't know if i used RR, i followed the instructions from a guy in Gaf, which was putting the 3.7.2 DLSS dll and setting E preset, and then i think i changed some parameters in a .CFG quickly but without knowing what they meant, not gonna lie, but there wasn't any kind of noiser or shimmer, and 100% the leaves didn't leave any trace, since that's why i did that and i made sure it was fixed when i played:

b88d4df232b41eda3b53bc0eed3b8f19.jpg


That's an image i made for example, you can see a leave there without trace, not like images are too useful to see stuff like that but yes, i found image quality in this game to be one of the most pristine ones i've seen lately.

I played on 1440P UW, all maxed and on DLSS balance, had to change to performance or lower shadows in a couple parts where i was getting drops to like 40 FPS.

About RR i can't tell honestly, i saw the message i copied the text from and it had a parameter for RR and other to remove ghosting, i'd say i only copied the ghosting one, but i can't tell 100% now since i already unsintalled it.

Maybe that noise was from some more specific part and i didn't notice it? Maybe it was that, i must say lightning in some interiors felt a bit bugged at times tho, not sure if it has to do with DLSS, denoiser or lumen but yes, but for the rest of the game, after Cyberpunk, this was definitely the best looking game i've played no doubt, HW Lumen was a must tho, more important than any other setting.
What GPU?
 

SlimySnake

Flashless at the Golden Globes

its crazy how TSR handles lumen and rt better than PSSR. Callisto is also using TAAU which is the last gen version of TSR so maybe Jedi should switch to that too.

We can blame bloober all we want, but sony shouldve done some training on Lumen and RTGI games before launch. there is no way they were not aware of this issue. its too fucking obvious.
 

adamsapple

Or is it just one of Phil's balls in my throat?


Wait wait wait ...

so the 'fix' is that they just removed PSSR and replaced it back with TSR ? and going by the ending part of the video, with both OG PS5 and Pro running TSR, the Pro is running just 2~3 frames faster? Unless it comes with a substantial DRS improvement, this is basically not above just playing the game on a regular PS5 at this point ..

bundylove bundylove you and this game's PS5 Pro patch are cursed.
 
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bundylove

Member
Wait wait wait ...

so the 'fix' is that they just removed PSSR and replaced it back with TSR ? and going by the ending part of the video, with both OG PS5 and Pro running TSR, the Pro is running just 2~3 frames faster? Unless it comes with a substantial DRS improvement, this is basically not above just playing the game on a regular PS5 at this point ..

bundylove bundylove you and this game's PS5 Pro patch are cursed.
Quality mode still has a lot more issues than before.

Stopped playing till new patch comes out.
Playing alan wake 2 for now but man is it boring.
 
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