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Digital Foundry - Upscaling Face-Off: PS5 Pro PSSR vs PC DLSS/FSR 3.1 in Ratchet and Clank Rift Apart

TintoConCasera

I bought a sex doll, but I keep it inflated 100% of the time and use it like a regular wife
The tech looks good. You should all be happy instead of fighting about semantics in my opinion.
Yeah this. I'm happy for the console bros, this kind of tech is the shit when it comes to IQ + Framerate.

Just hope Nintendo follows and does something similar for the Switch 2. Otherwise it'll be another 8+ years of vaseline covered games. :goog_relieved:
 

PaintTinJr

Member
Tbf, they can't announce FSR 4 before AMD anyway so I think you are on the money here.

Using their own custom branch of amds next gen solution so they can update it when they want. Based on compiled data from playstation titles.

I think it will evolve really well.
That's not compiled data, I don't think you and most of the people claiming it is custom FSR4 understand the technology.

FSR4 could be a smaller subset of PSSR neural net nodes that get re-synchronized at FSR4 version releases. Or it could be identical and just a renamed PSSR synchronized frequently when FSR4 want to do a new version release, or FSR4 can be its own solution. Those are the options, but PSSR certainly can't be the derivative product when PlayStation and third parties are still training it before FSR4 has even been shown or released.

The inference equations per node are the encoded data. So any lesser derivative either use less of the source technique nodes or less inference equations per node or a combination of both, and maybe with the addition of some of its own nodes to focus on its own priority areas of improving reconstruction quality, but sharing a ML AI technique that has to evolve is like forking source code, it is not like sharing static data like you were suggesting.
 

winjer

Gold Member
That's not compiled data, I don't think you and most of the people claiming it is custom FSR4 understand the technology.

FSR4 could be a smaller subset of PSSR neural net nodes that get re-synchronized at FSR4 version releases. Or it could be identical and just a renamed PSSR synchronized frequently when FSR4 want to do a new version release, or FSR4 can be its own solution. Those are the options, but PSSR certainly can't be the derivative product when PlayStation and third parties are still training it before FSR4 has even been shown or released.

The inference equations per node are the encoded data. So any lesser derivative either use less of the source technique nodes or less inference equations per node or a combination of both, and maybe with the addition of some of its own nodes to focus on its own priority areas of improving reconstruction quality, but sharing a ML AI technique that has to evolve is like forking source code, it is not like sharing static data like you were suggesting.

Considering how difficult is to develop and train an upscaler, my bet is that AMD and Sony collaborated with the development of PSSR and FSR4.
PC and consoles are running the same games, so they could very well be the same code and training data. Just some adjustments in the base code, to interact with the respective APIs.
Even for future developments, it's easier and cheaper to share the cost, than to fork 2 solutions.
 

kruis

Exposing the sinister cartel of retailers who allow companies to pay for advertising space.
He didn't say anything about the AI block, he only said they added custom hardware for machine learning and an AI Library call PSSR.
8mRwWl4.jpeg


PSSR is most likely Playstation's version of FSR4 for their API, in which they can update at their own time instead of waiting for AMD to do any updates.

If that custom hardware for machine learning was their own solution, Mark Cerny would of when in to more details about it.

How quickly the PS5 Pro was made pretty much confirm they didn't create their own solution for AI upscaling. They're most likely using RDNA4 AI Accelerators. Which AMD themselves states is similar to the Tensor Cores.

You're forgetting about Sony's very long experience with upscaling lower res content. Here's an old promo for X-Reality Pro. It's not like Sony's new at this, they've been working at tech like this for more than 14 years by now. See these videos from 2011 and 2012.



 
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ChiefDada

Member
Considering how difficult is to develop and train an upscaler, my bet is that AMD and Sony collaborated with the development of PSSR and FSR4.
PC and consoles are running the same games, so they could very well be the same code and training data.
Just some adjustments in the base code, to interact with the respective APIs.
Even for future developments, it's easier and cheaper to share the cost, than to fork 2 solutions.

Then there would be no reason to commercially trademark the tech and distinguish it from FSR 4.
 

PaintTinJr

Member
Considering how difficult is to develop and train an upscaler, my bet is that AMD and Sony collaborated with the development of PSSR and FSR4.
PC and consoles are running the same games, so they could very well be the same code and training data. Just some adjustments in the base code, to interact with the respective APIs.
Even for future developments, it's easier and cheaper to share the cost, than to fork 2 solutions.
But this is deep learning, a training run per firmware release for PlayStation and per version release for FSR4, unless CoPilot is wrong and PSSR is a recurrent neutral network. But either way, PlayStation's cadence to update PSSR will almost be on a per game release basis, where as FSR4 will likely have the same update cadence as DLSS with just 3.7versions across 7years because card manufacturers are selling hardware with architecture changes yearly or longer, whereas PlayStation is selling games and want PSSR looking great for each A-AAA game as it releases so are driving the initiative in software.

I just fail to see how it is an equal collaboration when AMD could get by on PSSR hand-me-downs and no one would call them out,, like DLSS got a free pass for most of the 7years, whereas PlayStation versions of games will be seeing PSSR get hauled over hot coals if devs aren't doing the FF7 Rebirth level of training adjustment IMO.
 

winjer

Gold Member
But this is deep learning, a training run per firmware release for PlayStation and per version release for FSR4, unless CoPilot is wrong and PSSR is a recurrent neutral network. But either way, PlayStation's cadence to update PSSR will almost be on a per game release basis, where as FSR4 will likely have the same update cadence as DLSS with just 3.7versions across 7years because card manufacturers are selling hardware with architecture changes yearly or longer, whereas PlayStation is selling games and want PSSR looking great for each A-AAA game as it releases so are driving the initiative in software.

I just fail to see how it is an equal collaboration when AMD could get by on PSSR hand-me-downs and no one would call them out,, like DLSS got a free pass for most of the 7years, whereas PlayStation versions of games will be seeing PSSR get hauled over hot coals if devs aren't doing the FF7 Rebirth level of training adjustment IMO.

I doubt something like PSSR would be linked to one firmware version.
More likely that it would use an SDK like HIP.
Look at DLSS, it doesn't need to be completely retrained for every driver.
 

winjer

Gold Member
Then there would be no reason to commercially trademark the tech and distinguish it from FSR 4.

Of course there is. Each brand can then claim to have developed a cutting edge temporal upscaler.
Which is true, since both would have contributed to the joint project.
 

Fafalada

Fafracer forever
And then, why is Mark Cerny hyping up the fact that they motivated the development of RDNA4's RT but not the fact that they created their own ML hardware?
I mean he barely even mentioned the custom hw in ps4pro (there was a bunch of stuff that had nothing to do with cbr or AMD gpus at the time).
Hell even MS keeps mostly mum about certain customisations in SX. Presumably there's NDAs in place since its modifications to AMD IP, whether AMD uses it or not.

Anyway, regardless of where ML hardware comes from, I sincerely doubt PSSR has anything in common with FSR. Software IP is the exact thing that Sony has every interest to keep in their umbrella, and expertise for this they'd be ahead of, if anything.
 

Lysandros

Member
Exactly. I don't know why people continue to believe this is AMD hardware. The leaks labeled the architecture as "fully custom" and, as you mentioned, Cerny stated the same thing in the tech talk. It is evident that the RT hardware is AMD-sourced while the ML architecture is Sony's design.
For (apparently) most posters here it is simply inconceivable that Sony would come with something on their own. They have such a 'high esteem' for this Japanese hardware company. You would think their engineers are inept or something. It has to be AMD or nothing.
 

PaintTinJr

Member
I doubt something like PSSR would be linked to one firmware version.
More likely that it would use an SDK like HIP.
Look at DLSS, it doesn't need to be completely retrained for every driver.
I talking about the solution having a game_id as an input to PSSR.

So a PSSR ver 0.00x update per firmware where the update is effectively just a selection of overridden neural net node inference equations, tweaks on a per game basis level that are attached to the game's game_id.

Every ver 0.x00 release update might involve retraining the whole solution feeding in data sets for the tweaks so that the game_id for old tweaks can be dropped, but could then be used again for other adjustments at the current ver 0.x0x update.

Whether PlayStation would then allow each dev to tweak training for their own game, or do it in house I would expect to change over time. Starting with inhouse training and opening out to exclusives as mentioned by Insomniac tweaking PSSR sharpenings on R&C and comments about the FF7 rebirth team tweaking PSSR, and finally being rolled out to all.

If it isn't that advanced, then a PSSR 2.0 will be along sooner than we think IMO.
 
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winjer

Gold Member
I talking about the solution having a game_id as an input to PSSR.

So a PSSR ver 0.00x update per firmware where the update is effectively just a selection of overridden neural net node inference equations, tweaks on a per game basis level that are attached to the games game_id.

Every ver 0.x00 release update might involve retraining the whole solution feeding in data sets for the tweaks so that the game_id for old tweaks can be dropped, but could then be used again for other adjustments at the current ver 0.x0x update.

Whether PlayStation would then allow each dev to tweak training for their own game, or do it in house would be expect to change over time. Starting with inhouse training and opening out to exclusives as mentioned by Insomniac tweaking PSSR sharpenings on R&C and comments about the FF7 rebirth team tweaking PSSR, and finally being rolled out to all.

If it isn't that advanced, then a PSSR 2.0 will along sooner than we think IMO.

I doubt they will make an upscaler that works on a one game basis.

They are probably doing a generic all around upscaler, just like DLSS2 and XeSS.
 

PaintTinJr

Member
I doubt they will make an upscaler that works on a one game basis.

They are probably doing a generic all around upscaler, just like DLSS2 and XeSS.
No, I'm meaning the overall solution is trained in a game agnostic way and used with or without tweaks - unless Naughty dog loons overroad every node with tweaking-, then that gets feed into the agnostic solution on the next major update to keep the net node files sizes down.
 
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winjer

Gold Member
No, I'm meaning the overall solution is trained in a game agnostic way and used with or without tweaks - unless Naughty dog loons overroad every node with tweaking-, then that gets feed into the agnostic solution on the next major update to keep the net node files sizes down.

What I mean is that it will be trained with no game in specific. And it will not target any game in specific.
Maybe there will be some way to alter some weights, in certain games. But not even DLSS2 or XeSS do this.
And I doubt that Sony will allow third party developers do this to their AI.
 

DeepEnigma

Gold Member
No. It's showing less aliasing because of how it handles edges. You can still have an aliased image with softer output and the images are also very zoomed in. So the difference in clarity won't be as big when playing.

PSSRvs-DLSS-8.gif


The two technologies handle edges slightly different and just in this game so far. We'd need to see more examples. In-game, that would hardly be noticeable.
PSSR looks less blurrier, mainly noticeable on the foliage. Reflections in the helmet look more detailed as well.
 

Mr.Phoenix

Member
I don't think it will. Why would Sony go through the trouble of making their own AI/ML techniques if AMD had something available?

Does AMD charge devs extra or something for using their FSR tech?
This is one of those common-sense things: Sony and AMD are working together. Sony doesn't just use AMD tech; they share tech, too. I don't know how or what some of you think ML technologies entails, but I am beginning to feel there is a fundamental misunderstanding of what it really is. That what has got people on here thinking that Sony and AMD would have two different performing ML technologies, working with the same data sets and on the same hardware architecture... in the exact same way, but somehow would yield different results.
Surely the nonsense is that the training is the most significant part, no? And going by the IGN interview PlayStation's PSSR is specifically trained on PlayStation's games in which AMD have a mere fraction of from PC ports, and even of those just a subsection that match visual settings to PlayStation versions running at 16K for training. So why would AMD be the lead on this software solution? And if they only started work on FSR4 9-12months ago, and yet our own reliable HeisenbergFX4 had eyes on finished boxed Pro's around the same time.
Think about this for a second... not that I even agree what with you are saying.. but lets pull this thread.

PS games account for less than 10% of all PS5 releases. And you really believe that sony would train its AI tech solely on them, as opposed to the hundreds of ALL games, including third party games on the platform? So you are suggesting a situation exists where sony deliberately put in work to make PSSR shine when it comes to their exclusives but then be doing shit when running third-party games?

And besides, that's not even how the whole AI training thing works anymore.

And as to why AMDs FSR4 "could" end up being better? Its for the same reason that the PS5 lacks LFC for VRR. Sony just wouldn't give a shit. But more importantly, AMDs FSR4 would have the option or possibility to not just be running on better and/or faster hardware, they would be also implementing all sorts of features to compete with Nvidia that Sony wouldn't need to do with PSSR.
Sony have been doing ML AI image training and reconstruction long before even Nvidia. with working ML AI TV chips in actual TVs back in 2013/2014.
True... but that's not relevant here.
 
This is one of those common-sense things: Sony and AMD are working together. Sony doesn't just use AMD tech; they share tech, too. I don't know how or what some of you think ML technologies entails, but I am beginning to feel there is a fundamental misunderstanding of what it really is. That what has got people on here thinking that Sony and AMD would have two different performing ML technologies, working with the same data sets and on the same hardware architecture... in the exact same way, but somehow would yield different results.

Then why isn’t it called FSR4 instead of PSSR?

Sony works together, but there’s no reason for them to patent PSSR technology unless Sony feels they have an advantage and does not want to share PSSR
 

Lysandros

Member
This is one of those common-sense things: Sony
And as to why AMDs FSR4 "could" end up being better? Its for the same reason that the PS5 lacks LFC for VRR. Sony just wouldn't give a shit. But more importantly, AMDs FSR4 would have the option or possibility to not just be running on better and/or faster hardware, they would be also implementing all sorts of features to compete with Nvidia that Sony wouldn't need to do with PSSR.
I am not sure to follow you logic. So your reason is that Sony has a tendency to settle with mediocrity contrary to AMD?
 

SF Kosmo

Banned
The real test of upscalers is how far you can push them. Going from 1800p to 4K is not much of a test, but going from 1080p to 4K is.

PSSR definitely seems good enough for most purposes, especially at 4K, but I have a feeling it might get mushy looking if the base resolution dropped much lower.
 

YCoCg

Member
The real test of upscalers is how far you can push them. Going from 1800p to 4K is not much of a test, but going from 1080p to 4K is.

PSSR definitely seems good enough for most purposes, especially at 4K, but I have a feeling it might get mushy looking if the base resolution dropped much lower.
Alan Wake 2 preview shows the results of this as the performance mode is rendering under 900p but using PSSR to get to 4k.
 

PaintTinJr

Member
What I mean is that it will be trained with no game in specific. And it will not target any game in specific.
PSSR's base solution will be the same, but PlayStation as a pinnacle tier AAA developer of games for image quality on fixed hardware PlayStation will know only too well that you could have effectively identical input scenarios for an ML AI reconstruction algorithm and in one game the image inference should be X when in all other games it should be Y, and only a superset of nodes with game_id for the outlier will catch all situations, and as a platform with a cut of all software, PlayStation can't have a scenario where the outlier has no solution. So out of necessity PSSR will need to handle the situations.

Take a scenario where GTA games were the outlier meaning all other games would have a problem when for financial reason they'd need to choose the outlier over all other games.
Maybe there will be some way to alter some weights, in certain games. But not even DLSS2 or XeSS do this.
Nvidia and Intel don't understand the problem at the same level because they don't make money from a specific hardware platform and the games software that run on that closed platform hardware.
And I doubt that Sony will allow third party developers do this to their AI.
They wouldn't be doing anything to PSSR's AI, they'd have controls to alter the handling of each image filter and would tweak as desired, that would generate overloaded functions for the game agnostic inference functions that PSSR uses by default. They wouldn't even need to know the algorithms or technical workings of PSSR, just the adjustments and the SDK calls to integrate it into their game engine would be my guess.
 
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Loxus

Member
I can flip it on you and ask why didn't Cerny say PS5 Pro uses the new ML hardware block on the GPU a feature set that AMD created as the next step in their roadmap architecture. He clearly said that for Ray Tracing...the bottom line is Aoki said it's a custom block co-developed with AMD both companies put their expertise together to create a DLSS and Xess type solution and like you said Mark Cerny stated "But that feature set is malleable, which is to say that we have our own needs for PlayStation and that can factor into what the AMD roadmap becomes. So collaboration is born."

PSSR was a PlayStation need that will be part of AMD's roadmap architecture eventually, that's a fact a never disagreed with the point I was trying to make is Sony didn't just pluck this design from AMD's roadmap.
The second Post above yours pretty much confirm what I've been saying all along.
 

Mr.Phoenix

Member
Then why isn’t it called FSR4 instead of PSSR?

Sony works together, but there’s no reason for them to patent PSSR technology unless Sony feels they have an advantage and does not want to share PSSR
DLSS, XeSS, PSSR and FSR4... all do the exact same thing. Using the exact same data sets and going about reconstructing an image in the exact same way. Only difference between them is how far along they all are. The only difference I see between PSSR and FSR4, I suspect will be that PSSR will work (or works) better with DRS + reconstruction as opposed to FSR which would be better suited for fixed input resolutions.


I am not sure to follow you logic. So your reason is that Sony has a tendency to settle with mediocrity contrary to AMD?
I won't call it mediocrity... just that Sony doesn't care about some things. As has been made very evident even with the base PS5. Look how long it took them to patch in native 1440p support. And we still don't have LFC for VRR outputs. Or their reluctance to support DV.

Sony is just weird when it comes to some kinda things.
 

Loxus

Member

PaintTinJr

Member
...

Think about this for a second... not that I even agree what with you are saying.. but lets pull this thread.

PS games account for less than 10% of all PS5 releases. And you really believe that sony would train its AI tech solely on them, as opposed to the hundreds of ALL games, including third party games on the platform? So you are suggesting a situation exists where sony deliberately put in work to make PSSR shine when it comes to their exclusives but then be doing shit when running third-party games?
When I said PlayStation games I was referring to everything released the entire catalogue, which was mentioned by someone official talking about PSSR.
And besides, that's not even how the whole AI training thing works anymore.
How would you know how PlayStation approaches the training of their AI to make such a statement?

And as to why AMDs FSR4 "could" end up being better? Its for the same reason that the PS5 lacks LFC for VRR. Sony just wouldn't give a shit. But more importantly, AMDs FSR4 would have the option or possibility to not just be running on better and/or faster hardware, they would be also implementing all sorts of features to compete with Nvidia that Sony wouldn't need to do with PSSR.
LFC as catch all frame-rates is the mistake of a company not caring. you shouldn't be catching a dropping 60fps at 2/3rds of its starting point. But, AMD don't make games, so aren't expected to be an authority on "should we offer it like that?", rather than a hardware vendor only attitude of "can we offer that and market it as a feature?" Which is what AMD do with providing LFC
True... but that's not relevant here.
It certainly is going by how PSSR does a version of the same database object recognition and inference as the original Sony X9's X1 chip according to the SE info on how they used PSSR to improve specific objects..
 
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Mr.Phoenix

Member
When I said PlayStation games I was referring to everything released the entire catalogue, which was mentioned by someone official talking about PSSR.

How would you know how PlayStation approaches the training of their AI to make such a statement?
Do you know what an AI data set is? You do realize at the end of the day all this shit is just basic instructions right? What we are calling ML hardware, are just matrix instruction accelerators. Which means they are ALL handling matrix instructions. ML reconstruction is an algorithm-driven matrix operation. Nvidia calls those accelerators tensor cores, AMD calls them AI cores or whatever.

And this whole training AI thing is not some mystical secret sauce. Its just a brute force operation. And get this, you can train an AI algorithm on a farm of Nvidia GPUs to work on an AMD GPU that has matrix cores. Why? For the same reason that RT works identically across hardware and are only differentiated by how efficient or specialized the actual RT units are. You are still dealing with the exact same data sets for RT regardless of the GPU you are using. Or you can whittle this further down to even basic rasterization.

LFC as catch all frame-rates is the mistake of a company not caring. you shouldn't be catching a dropping 60fps at 2/3rds of its starting point. But, AMD don't make games, so aren't expected to be an authority on "should we offer it like that?", rather than a hardware vendor only attitude of "can we offer that and market it as a feature?" Which is what AMD do with providing LFC
Forget AMD, even Xbox has it. And for a console where you have the possibility of games running below your set VRR window, not having LFC is the kinda gross oversight that sony is actually known for. As I said, they can be very weird when it comes to some things. And as much as I like pissing on MS and Xbox, there are a number of very basic forward-thinking things they do and that sony practically has to be dragged kicking and screaming to implement.
It certainly is going by how PSSR does a version of the same database object recognition and inference as the original Sony X9's X1 chip according to the SE info on how they used PSSR to improve specific objects..
Sigh...
 
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PaintTinJr

Member
Do you know what an AI data set is? You do realize at the end of the day all this shit is just basic instructions right? What we are calling ML hardware, are just matrix instruction accelerators. Which means they are ALL handling matrix instructions. ML reconstruction is an algorithm-driven matrix operation. Nvidia calls those accelerators tensor cores, AMD calls them AI cores or whatever.

And this whole training AI thing is not some mystical secret sauce. Its just a brute force operation. And get this, you can train an AI algorithm on a farm of Nvidia GPUs to work on an AMD GPU that has matrix cores. Why? For the same reason that RT works identically across hardware and are only differentiated by how efficient or specialized the actual RT units are. You are still dealing with the exact same data sets for RT regardless of the GPU you are using. Or you can whittle this further down to even basic rasterization.


Forget AMD, even Xbox has it. And for a console where you have the possibility of games running below your set VRR window, not having LFC is the kinda gross oversight that sony is actually known for. As I said, they can be very weird when it comes to some things. And as much as I like pissing on MS and Xbox, there are a number of very basic forward-thinking things they do and that sony practically has to be dragged kicking and screaming to implement.

Sigh...
So you don't know how the regression is done to produce the equations for inference then? and are just talking about the hardware it computes on being similar, and presumably have no idea how you can come at this problem in different ways? .sigh
 

Mr.Phoenix

Member
So you don't know how the regression is done to produce the equations for inference then? and are just talking about the hardware it computes on being similar, and presumably have no idea how you can come at this problem in different ways? .sigh
PSSR, like DLSS and XeSS before it, are all examples of a convolution neural network. And by regression rate you referring to gradient descent? They all do it. Its how the AI model is trained. And not even gonna go into inference since that's simply how the model fills in the gaps to create the higher rez image... which again, they all do. Some better than others no doubt, but like with DLSS, it will always get better.

Obviously, some people will or can do it better than others, but eventually, they all will arrive at the same place as long as the hardware is their to run it. As I said, ultimately, AI reconstruction is a brute-force process done on the training end of things. At some point, the model improves to the point where everything is doing the exact same thing. Hw do you think Intel made such a good showing in their first attempt?

I don't need to throw out words to obfuscate or confuse people on the forum, I prefer to keep things as basic as possible so everyone reading it would understand. So don't assume that because I didn't use certain words it means I have no idea what I am talking about.
 
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Vick

Member
So, which's winning?
For the time being DLSS surely has a stability advantage, and looks like it could be producing sharper results. But when it comes to the latter it's hard to tell for sure because sharpness setting in Ratchet don't match, and AW2 pictures are sourced differently.
On the other hand PSSR would appear to better handle aliasing, and has a more convicing fur rendering along with, in some ways, vegetation.

pu0uWqg.gif


PSSRvs-DLSS-A.gif


PSSRvs-DLSS-5.gif


RXrGBye.gif

Here a DLAA shot showing the missing branches with DLSS are supposed to be there.

Ratchet-PS5-PRO-6.gif


Ratchet-Fur.gif


Ratchet-PS5-PRO-4.gif


While the above fur shots are not direct comparisons with DLSS, it's currently impossible on PC to get rid of this kind of dithered fur edges PSSR is resolving.
 
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Loxus

Member
Couldn't have been, or you would've understood my point from the beginning, which you have not.
Do you even pay attention?

[PS5 Pro] Early experience report. A next-generation gaming experience that will impress even PC gamers, a console packed with technology aimed at hardcore gamers
PlayStation Senior Principal Product Manager, Toshi Aoki

"PSSR" is one of the main attractions. Please tell us about its development process and what makes it stand out.

Aoki: Our main goal was to create an upscaling system that would satisfy game developers.

 Although it was jointly developed with AMD, we spoke with Mark Cerny and the game team to decide on the algorithm and hardware design.

 Each upscaler on the market has its own preferences and characteristics, but we started from aiming for a level that would satisfy developers when playing at 60fps, knowing that even if this upscaler doesn't produce native 4K, it will be able to deliver the expression they were trying to achieve. So we focused on that and developed it through a lot of trial and error with AMD and the game team.


Which is what PS hardware leaker Kepler has been saying for a long time now.
 
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I think it's a big win for console gamers that PSSR is this good, and comparable to the latest iteration of DLSS which has been the gold standard of temporal upscalers since it was launched.

Yes it's fine to compare them, but regardless of the final result... PSSR is still worth celebrating (for lack of a better term).
 

winjer

Gold Member
PSSR's base solution will be the same, but PlayStation as a pinnacle tier AAA developer of games for image quality on fixed hardware PlayStation will know only too well that you could have effectively identical input scenarios for an ML AI reconstruction algorithm and in one game the image inference should be X when in all other games it should be Y, and only a superset of nodes with game_id for the outlier will catch all situations, and as a platform with a cut of all software, PlayStation can't have a scenario where the outlier has no solution. So out of necessity PSSR will need to handle the situations.

Take a scenario where GTA games were the outlier meaning all other games would have a problem when for financial reason they'd need to choose the outlier over all other games.

Nvidia and Intel don't understand the problem at the same level because they don't make money from a specific hardware platform and the games software that run on that closed platform hardware.

Nvidia already tried having a game specific upscaler. And it was a complete failure.
And one of it's main problems would be to have to train an AI for every single game. That would make things very expensive.
What DLSS and XeSS and very likely, PSSR are doing is using the temporal algorithm do the upscaling and then have the ML part clean up artifacts and polish the image.

And don't forget that Nvidia is the world leader in AI solutions, by a gigantic margin.

They wouldn't be doing anything to PSSR's AI, they'd have controls to alter the handling of each image filter and would tweak as desired, that would generate overloaded functions for the game agnostic inference functions that PSSR uses by default. They wouldn't even need to know the algorithms or technical workings of PSSR, just the adjustments and the SDK calls to integrate it into their game engine would be my guess.

But that is what is happening now with FSR, where devs can tweak values for things like the reactive mask, exposure, etc.
There is no way to have devs tweak the ML component, because that would mean tweaking weights. And that would mean retrain the model with every change.
 
That's extremely impressive. I didn't think they would be able to get close to DLSS but in some cases shown in those zoomed images I actually prefer the look of PSSR. Others I prefer DLSS, but what I take from this is PS5 Pro is a game changer for console image quality. The difference in image quality between PS5 and PS5 Pro are going to be a lot more dramatic than I initially expected.

It's a damn shame that the bloody thing is £700 without a disc drive. These comparisons would have pushed me to get one if the drive was included. I can't justify £800 for it though. I'd rather hang on to the PS5 until maybe next generation.
 
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