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DF - More coverage of the upgraded PSSR on PlayStation 5 Pro. Alan Wake 2

HeisenbergFX4

Gold Member




Alan Wake 2 is one of our games of the generation - a proper technical showcase - but with the arrival of Sony's upgraded PSSR upscaler, it's also a key proving ground for the capabilities of the revised technology. In its 60fps performance mode, the game's complex foliage, dense geometry and demanding lighting are paired with an internal 864p resolution, upscaled to 4K. It's a challenge that the original PSSR couldn't handle, sometimes comparing unfavourably with the original FSR2. However, the upgraded PSSR is a revelation by comparison.

Let's quickly recap on the issues we saw in this game with this first-gen PSSR. The image suffered from a fine, unstable noise layer that resembled film grain, visible across foliage, street scenes and other mid-frequency detail. With a meagre resolution to reconstruct from, anti-aliasing struggled to be effective on elements like power lines, causing shimmering. Ambient occlusion could pulse, most evident in motion.

The upgraded PSSR improves the situation across the board. Alan Wake 2's forested areas no longer exhibit the pulsating indirect lighting, there's no pixel crawl on foliage, while the image in motion is significantly clearer and more coherent overall. Street scenes could visible "wiggle" now present as consistent, defined surfaces.

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It's not just Alan Wake 2 we saw at Sony HQ - a quartet of other games were also available to us, tested here.
Overheard cables - a classic stress test for temporal upscalers due to sub-pixel issues at lower resolutions - aren't completely solved, but the improvement is substantial. A night and day difference, almost. There's a clarity boost to texture detail now, which is also welcome, while line completion is obviously better and flicker is reduced. The bottom line is that the new PSSR is able to deliver a convincingly 4K-like presentation, even with a challenging 2.5x upscale in both X and Y axes.

It's not a totally clean bill of health, however. There's a subtle image characteristic where certain high frequency regions such as distant trees or very fine texture detail can present a slight "pepper-like" look. This seems less like an obvious artefact and perhaps more of a "signature" to the algorithm - similar to the stylised lines found in the old CNN DLSS model, or the disocclusion fizzle of FSR2 and FSR3. It's not immediately noticeable though, nor does it distract - it's more of a tell than a flaw.

There are improvements with the 30fps quality mode, running roughly at 1270p with a less challenging 4K upscale, but it's more of a refinement than a game changer compared to the original PSSR - likely because base resolution is relatively high. So it's an incremental improvement here, with more subtle boosts to image stability, clarity and texture detail.

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Resident Evil Requiem was our first experience of "PSSR2" and it impressed - but the core material was far less challenging than the likes of Alan Wake 2 and Silent Hill f.
Ray tracing quality also remains much the same in the quality mode, with its compromises seemingly unrelated to upscaler quality. It's more likely an issue with the denoiser which delivers a stippled, noisy presentation - something the new PSSR cannot address. It's still just an upscaler, not a ray reconstruction or ray regeneration technique. It can only work with the noisy inputs it's given.

Alan Wake 2 in performance mode is an interesting test for the upgraded PSSR - and the key reason why we chose to focus on this game specifically. The base image being fed to the algorithm is a challenge - not least because of its 864p native resolution - but the good news is that the game looks a whole lot better than many of the FSR2-based performance modes seen on the base PlayStation 5. Similar to Silent Hill f, what was once a showcase for PSSR's limitations becomes an example of the massive improvements delivered by the newly upgraded version.

And if Alan Wake 2 can look this good upscaled from 864p, it bodes well for the future of PS5 Pro titles, where more of the hardware can be dedicated to quality of pixels as opposed to quantities of them. Higher frame-rates, more ambitious effects or more comprehensive RT features become possible without the end result looking poor on a living room TV and without unfavourable comparisons to the base PS5.
 
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I knew this news wouldn't even make it past one page. Where are all the people interested in the PS5 Pro now?
 
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I wonder how much growth there still is in the algorithm. DLSS made some big jumps in later versions but it did require newer hardware to utilise it.
 
DF Direct Q&A: Alan Wake 2 on PS5 Pro with upgraded PSSR — key takeaways
  • Main premise
    • Alan Wake 2 was already one of the most technically ambitious games this generation.
    • On PC, it scales much further with features like path tracing, ultra-high frame rates, and other advanced rendering options.
    • On PS5 Pro, the big hope was that upgraded PSSR would finally make the game's Pro modes live up to their original promise.
  • Why this matters
    • The original PS5 Pro implementation of Alan Wake 2 had one of the more disappointing early PSSR showings.
    • In several cases, PSSR 1 actually compared poorly to the older FSR2 solution.
    • So this game is a really useful case study for whether Sony's upgraded PSSR actually fixes prior image-quality issues.
  • Setup / caveat
    • Some of the London event capture footage had darkness / recording issues, so they adjusted comparison footage to compensate.
    • Color reproduction in the footage is not fully representative of what you'd see directly on a display.


Performance mode: biggest win

  • Original performance mode
    • Internal resolution was around 864p upscaled to 4K.
    • That is a very aggressive upscale ratio.
    • PSSR 1 struggled badly here.
  • Problems with old PSSR in performance mode
    • Constant noise / shimmer / film-grain-like instability across the image.
    • Foliage and streets looked unstable and messy.
    • Poor anti-aliasing / weak line completion on fine details.
    • Overhead wires and other thin geometry looked bad.
    • Some indirect-lighting / SSAO-style elements had pulsing artifacts.
    • Motion made all of this even worse.
  • How upgraded PSSR improves it
    • The image is far more stable overall.
    • The old noisy, wriggling, unstable look is heavily reduced.
    • Fine details resolve much more cleanly.
    • Overhead wires are completed much better.
    • Texture detail on things like painted surfaces and railings holds together more convincingly.
    • Motion clarity is much improved, especially in busy scenes like the town.
  • Alex's overall verdict on performance mode
    • It is a huge upgrade.
    • It takes the game from something that looked genuinely poor on PS5 Pro to something that looks much closer to a proper 4K presentation.
    • This is the most impressive part of the patch.
  • Interesting image-quality note
    • Alex points out a possible new upgraded-PSSR tell:
      • a kind of stable peppery pattern in highly detailed distant image regions.
    • He compares it to how other upscalers have recognizable quirks:
      • FSR = disocclusion fizz
      • DLSS CNN = edge stylization
    • This may end up being one way to identify upgraded PSSR visually in future tests.


Quality mode: improved, but less dramatic

  • Internal resolution
    • Quality mode appears to run at around 1224p upscaled to 4K.
    • Because the starting resolution is much higher than performance mode, the original PSSR issues were less severe here to begin with.
  • What changes in quality mode
    • You still get:
      • cleaner image stability
      • less noise
      • better anti-aliasing
      • improved clarity
    • But the jump is more moderate than it is in performance mode.
  • Ray-traced reflections
    • Quality mode on PS5 Pro includes RT reflections.
    • The upgraded PSSR does not magically transform them.
    • The reflections still show a fair amount of stippled / noisy denoiser behavior.
  • Why the RT doesn't change as much
    • Alex's point:
      • this is not ray reconstruction
      • it is still just a super-resolution solution
    • So it is not replacing the denoiser or massively cleaning up ray-traced data the way DLSS ray reconstruction would.
    • Because of that, the RT reflection quality remains broadly similar between versions, aside from some general stability improvements.
  • One reflection-related improvement they did notice
    • In one waterside scene, the old PSSR version had a kind of vibration / instability that looked reduced in the upgraded version.
    • But Alex says this may be partly tied to differences in jitter pattern or integration rather than purely the upscaler itself.
  • Overall verdict on quality mode
    • It's a nice-to-have improvement.
    • It is better.
    • But it is nowhere near as transformative as the performance-mode upgrade.


Bigger-picture conclusions

  • This is one of the best demonstrations yet of upgraded PSSR
    • Especially because it proves that the newer solution can handle a very demanding upscale ratio much better than before.
    • 864p to 4K is brutal, and the new result is still clean and playable.
  • Important implication
    • It shows that PS5 Pro performance modes can now exceed the image quality of base PS5 quality modes in some cases.
    • That is a major deal, because that was one of the original promises of the machine.
  • Oliver's take
    • This patch suggests that developers may be able to be even more aggressive with internal resolution targets if upgraded PSSR is this capable.
    • He even speculates that quality mode could potentially have pushed more RT or other effects if the game had been designed around the newer reconstruction earlier.


Questions DF still wants to answer later

  • How good is the system-level PSSR override?
    • Is it basically equivalent to a proper game patch?
    • Or is it a lower-quality fallback?
  • How well does upgraded PSSR work across a wider range of games?
    • Especially older PS5 Pro titles that had obvious early PSSR problems.
  • Does it fix specific known issues in other games?
    • Example given: speckling in Black Ops 6.
  • What is the frame-time cost?
    • How much more expensive is upgraded PSSR compared with:
      • standard TAA-style reconstruction
      • old PSSR


Bottom line

  • Performance mode: major improvement, arguably the headline result.
  • Quality mode: cleaner and better, but less dramatic.
  • RT reflections: still noisy; upgraded PSSR helps a bit, but doesn't fundamentally solve the denoising limitations.
  • Overall: one of the most encouraging upgraded-PSSR showings so far, and a strong sign that PS5 Pro image quality may finally start matching the hardware's original pitch.
 
Alex Battaglia take:

All in all, for this Performance Mode it's a huuuge upgrade. Takes the game from what I thought was not looking very good at all to looking quite a lot better, much more like 4K, whereas before I didn't really have that appreciation.

Seth Meyers Shrug GIF by Late Night with Seth Meyers


Haven't tried the game, but it's hard to not think "Still looks like shit" watching the DF video. Imo they shouldn't have stopped disclosing the zoom % on screen, or eventually zooming out at the end of each shot.

Something's interesting going on with textures in the new PSSR, unrelated to the actual upscale.

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Wow at the difference with the regular PS5 Quality Mode.

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Much better image at double the framerate. Very nice.
 
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Only a few seconds into the video but that's a very nice upgrade in performance mode. Now I am hit with an in-video ad about Lego cars.
 
In performance mode it runs smoothly, and the image is incredibly clean and sharp. It never ceases to amaze me that we can achieve this level of image quality nowadays, starting from 864p; it's astonishing.
 
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