Official PS5 Pro Enhanced Game Discussion Thread

Gizmo_Duck

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00:00 - Introduction
01:46 - Comparisons Begin
05:29 - 4-Way Comparisons
06:37 - Anti-Aliasing Weirdness
08:50 - Performance is Perfect!
09:41 - What about PC?
12:32 - Lots of Discussion


The game is also one of the most polished releases we've experienced on console for quite some time, which is surprising as it's an Unreal Engine 5 release

PS5 Pro runs at a native 4K with TAA, PS5 and Series X hit 1800p internally, and Series S brings up the back of the pack at 1080p, all at a perfectly stable 60fps. We couldn't find even a single deviation from the 60fps line on consoles, a rarity indeed.
 

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Enhanced for PS5 Pro​

As the first Assassin's Creed game built solely for current generation hardware, Assassin's Creed Shadows can be played at up to 2160p and 60 FPS on both PS5 and PS5 Pro in Performance mode. PS5 Pro is the only console that supports extended ray tracing, which offers ray traced reflective surfaces throughout the world. Check out the full breakdown of specs below.

  • PS5 – Performance Mode
    • 2160p upscaled, 60 FPS, Selective* Ray Tracing
  • PS5 – Fidelity Mode
    • 2160p upscaled, 30 FPS, Standard** Ray Tracing
  • PS5 – Balanced Mode (requires 120/240hz display and HDMI 2.1)
    • 2160p upscaled, 40 FPS, Standard Ray Tracing
  • PS5 Pro – Performance Mode
    • 2160p upscaled, 60 FPS, Standard Ray Tracing
  • PS5 Pro – Fidelity Mode
    • 2160p upscaled, 30 FPS, Extended*** Ray Tracing
  • PS5 Pro – Balanced Mode (requires 120/240hz display and HDMI 2.1)
    • 2160p upscaled, 40 FPS, Extended Ray Tracing
*Selective Ray Tracing used to compute global illumination for diffuse lighting in the Hideout portion of the game.
** Standard Ray Tracing used to compute global illumination for diffuse lighting throughout the game world.
***Extended Ray Tracing includes full support of ray tracing to compute global illumination for diffuse lighting and reflective surfaces throughout the game world.
 

Gizmo_Duck

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Just after launch, AMD revealed that it was co-developed in association with Sony as part of its Project Amethyst initiative and in an interview with Digital Foundry, PlayStation lead system architect Mark Cerny says that "our target is to have something very similar to FSR 4's upscaler available on PS5 Pro for 2026 titles as the next evolution of PSSR."

"The neural network (and training recipe) in FSR 4's upscaler are the first results of the Amethyst collaboration," Cerny told us. "And results are excellent, it's a more advanced approach that can exceed the crispness of PSSR. I'm very proud of the work of the joint team!"
"Our focus for 2025 is working with developers to integrate PSSR into their titles; in parallel, though, we have already started to implement the new neural network on PS5 Pro. Our target is to have something very similar to FSR 4's upscaler available on PS5 Pro for 2026 titles as the next evolution of PSSR; it should take the same inputs and produce essentially the same outputs. Doing that implementation is rather ambitious and time consuming, which is why you haven't already seen this new upscaler on PS5 Pro."
"FSR 4 and this next evolution of PSSR are a paradigm for our future, going forward we expect to have our own implementations of each of the algorithms developed through the collaboration," says Cerny. "And there may be slight tweaks to them in our world, as technical targets for console game development and PC game development tend to be slightly different. For example – as I said in the PS5 Pro technical video in December – 60 frames per second gaming is very important in the console world, but the PC world doesn't quite think about frame-rate the same way."

And it looks like PS5 Pro's key enhancements - ML and ray tracing - may also be a focus for Amethyst. With the RDNA 4 reveal, AMD showcased a toyshop demo using a range of techniques - path tracing backed by neural rendering technologies, including a denoising feature that seems to represent AMD's take on Nvidia's ray reconstruction. At the basic level, think of this as an upscaler for RT. Is this a part of Amethyst?

"All I can say is stay tuned! There's a lot of opportunity with our Amethyst collaboration, and we know that ray tracing is a huge part of the graphics future."

sony/cerny cookin:whew:
 

Waldo Geraldo Faldo

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Gizmo_Duck

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huge upgrade on the pro

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DF: Assassin’s Creed: Shadows — PS5 vs. PS5 Pro — One Of The Best Upgrades For The System​


Summary:
• "One of the largest Pro upgrades we've seen so far."

• 60 FPS "performance mode" retains the RTGI seen in the "quality" and "balanced" modes on the base consoles.

• "Image quality on Pro [in performance mode] isn't really improved over the base machine. Both suffer from considerable pixel crawl, even at rest."

• "Internal resolution in performance mode on both consoles tended to hover around 1080p."

• "The Pro version of the game doesn't carry the hallmarks of PSSR upscaling… the image has artificating that is more inline with analytical [upscaling] techniques than machine-learning based ones." Suspects TAAU is being used rather than PSSR.

• "Draw distances, shadow resolution, and other common tweakables seem to be about the same on both consoles."

• "Framerates seem to hover around 60 FPS." Occasional slight drops are seen scattered throughout, but generally performance is solid in performance mode. "Sometimes moving the camera rapidly can cause a slight framerate drop [due to the DRS system needing to catch up.]"

• All cutscenes are capped at 30 FPS, as is the "Hideout." This applies to all modes.

• "[In the 30 FPS quality mode] the effectiveness of the [ray traced] reflections is a bit limited. There isn't much detail in the reflections, revealing a fairly crude approximation of the world in the BVH… Foliage doesn't animate in the reflections as well… the RT reflections suffer from a lot of pop-in. It can be quite distracting… skinned objects are represented only in screen space."

• "Aside from the RT reflections, other visual settings appear similar [between quality modes on both consoles.] At times, there are some pretty substantial improvements from the added specular detail on Pro from the additional ray tracing."

• "Image quality is generally comparable across both machines [in quality mode.] Neither is perfect, though both offer a less artifact-ridden image than their performance mode counterparts. Resolution is similar across the two machines, though there is a slight Pro advantage [usually by about ~100p.]"

• "Expect a locked 30 FPS in most circumstances [in quality mode.] The game can drop a single frame in some circumstances, but it's generally a consistent performer."

• Hair strands are absent in performance mode during gameplay, but appear during cutscenes. They appear during gameplay in both balanced and quality modes.

• "Shadow map resolution is somewhere between the quality and performance modes [in balanced mode.]"

• Balanced mode holds to its 40 FPS target well.
 

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Ubisoft: AC Shadows to get PSSR support, RT Reflections on Balanced mode, on PS5 Pro in a later update, PSSR now “always better” than TAAU​



in terms of PSSR, we analysed PSSR and TAA dat the time of shipping AC Shadows and found better results with our TAA solution. However, PSSR is a new upscaler and after an in-depth collaboration with Sony over the past few months, many issues have been addressed, mostly around moving vegetation and water - problems that other titles have faced. We're now confident that the image quality with PSSR will always be better than with TAA.

RT reflections were developed after the initial delay to AC Shadows. Given the shift in our release window, we wanted to make sure we remained competitive on high-end PCs and PS5 Pro. We had an extremely motivated team that had learned a lot developing the RTGI solution, and felt confident in achieving the objective of shipping RT reflections with a 30fps performance target on Pro. For launch, our priority was quality mode specifically to ensure it didn't prompt graphical artefacts or other issues. We've continued to optimise RT reflections and the game in general, and we're happy to say that a future update will enable RT reflections on PS5 Pro's balanced mode.
 
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