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[DF] Pragmata - PS5/PS5 Pro/Xbox Series X|S Tech Review - Another Big PS5 Pro Success

I'm not an expert but does it really matter that much if it's INT8 or FP8? And why wouldn't INT8 be able to handle ray reconstruction?
INT8 is less precise, but faster than FP. And I don't know if PS5pro can do RR or FG, but I would imagine that INT can easily do ray reconstruction, as it doesn't require too much precision; it's basically pattern extrapolation. As for stuff like FG tho, I think you would need way more precision for that than INT allows.
 
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To get new GPU you usually have to sell old GPU, you already have rest of the platform.

This is what many console fans usually don't get - YOU HAVE TO buy full console vs. just swapping individual parts in PC if you already have one.
You had to buy pc at some point which to get those parts you know and years old pcs will carry you only so far when your psu starts to get too small for newer gpu, when your motherboard doesnt support ddr5 and newer gen cpus etc.
Like its fine you van call me fanboy, but ive been gaming and upgrading my pc from time i started properly rocking athlon 64x2 cpu and radeon hd 2600 to rock nfs prostreet around its launch date
 
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You had to buy pc at some point which to get those parts you know and years old pcs will carry you only so far when your psu starts to get too small for newer gpu, when your motherboard doesnt support ddr5 and newer gen cpus etc.

I can use AM4 (that launched in 2017) well into PS6 gen, 5800X3D will be close in power to PS6 CPU. My 2013 600W PSU is also able to work for another ~10 or more years, I don't buy xx90 cards that require nucelar reactors to power them.

I was using 2500/2600K between 2012 and 2019 (with DDR3). And I still have DVD recorder from my first 2007 PC! With selling/buying approach PC hardware is not really that expensive (outside of initial investment).
 
I repeat, the only one with a mental pathologie here is you. You're pathetically predictable.

A simple post pointing out a truth and a fact: "PS5 Pro and XSX have improved compared to the demo," and you wasted no time activating your desperate, fanatical fanboy mode.

You speak as if it were a crime for someone to have a positive opinion of the hardware they own (unless it's a PS, of course 🤣🤣) and as if people had to ask permission here from the four thin-skinned PS fanboys to do so... It's absolutely ridiculous that we've reached this point. You're the only one making a fool of yourself and behaving exactly the way you criticize.

You're being a real pain. Stop derailing the thread and move on. If you don't like reading opinions that don't align with your preferences, not even the simplest appreciation 🙃, (my advice) find another site or learn to accept. You're nobody here to point out what anyone else might say, and yet here you are in every DF thread acting like some kind of authority or censor, as if you were in a position to give lessons on anything 🤣🤣🤣

Again, MOVE ON and not stray from the topic!!!.

Well that's not a surprise considering it's assurdum assurdum with his new account.

Mind you all the old gang are here with their new Alts

Vawn Vawn / Captain Toad Captain Toad
SweetTooth SweetTooth
 
First shot demonstrates the nice head silhouette through glowing hair effect I mentioned.

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Game has a few issues with texture decal z-fighting or improper sorting but it's probably worth it for the extra clarity.
 
A pity their GI raytracing noise is so awful. It's even more annoying than their SSR solution. Unbelievable how rough are some graphic tech on capcom hands, they almost make you miss the prebaked rendering. Only now they have started to use SSR more properly, I mean....
 
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A pity their GI raytracing noise is so awful. It's even more annoying than their SSR solution. Unbelievable how rough are some graphic tech on capcom hands, they almost make you miss the prebaked rendering. Only now they have started to use SSR more properly, I mean....
It's evidence that they are pushing path tracing at the cost of implementing basic fallback techniques or a good quality denoiser. Plenty of console games that have already got it right without needing DLSS RR. Game can look straight up unfinished at times without PT, even if you ignore their low quality denoiser. It's likely going to get much worse next gen. Which is why I think people are heavily underestimating what the generational gap is going to look like in cross gen games. It's not that these games can't look good without PT. It's that devs will stop giving a fuck.

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It's not like their PT implementation is even all that cutting edge. They are doing less than CDPR did years ago with an even greater performance penalty. Their GDC talk was quite enlightening on how cobbled together the whole thing is... Without Nvidia coming to the rescue on both RE Requiem and Pragmata towards the end of development, PT may not have even been in a shippable state.

At least they are getting solid games out at a good cadence, so can't hold it against them...
 
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It's evidence that they are pushing path tracing at the cost of implementing basic fallback techniques or a good quality denoiser. Plenty of console games that have already got it right without needing DLSS RR. Game can look straight up unfinished at times without PT, even if you ignore their low quality denoiser. It's likely going to get much worse next gen. Which is why I think people are heavily underestimating what the generational gap is going to look like in cross gen games.

1VtbsI0q7rqyaE1G.gif



It's not like their PT implementation is even all that cutting edge. They are doing less than CDPR did years ago with an even greater performance penalty. Their GDC talk was quite enlightening on how cobbled together the whole thing is... Without Nvidia coming to the rescue on both RE Requiem and Pragmata towards the end of development, PT may not have even been in a shippable state.

At least they are getting solid games out at a good cadence, so can't hold it against them...


PT is not compromising anything, their previous games have all the same issues Pragmata is having


Their RT and raster implementations of SSAO and shadows just suck ass. PT is only way to see those games with good lighting quality.
 
PT is not compromising anything, their previous games have all the same issues Pragmata is having


Their RT and raster implementations of SSAO and shadows just suck ass. PT is only way to see those games with good lighting quality.
I agree. I'm just saying PT is where they are investing dev time going forward. So their sucky implementation for RT and raster are going to stay sucky. In fact, it will likely get worse during the cross gen period.
 
PT is not compromising anything, their previous games have all the same issues Pragmata is having


Their RT and raster implementations of SSAO and shadows just suck ass. PT is only way to see those games with good lighting quality.
 
I agree. I'm just saying PT is where they are investing dev time going forward. So their sucky implementation for RT and raster are going to stay sucky. In fact, it will likely get worse during the cross gen period.

I think once they will have to develop for PS6 - they will upgrade their engine.

I think standard setup for next gen will be RTGI+RTAO (plus, minus other RT effects) for 60fps modes and Path Tracing for 30fps mode. And next generation RR will also become the standard denoiser.

At least I hope this will be the future, but I still expect tons of raster only games lol.
 
INT8 is less precise, but faster than FP. And I don't know if PS5pro can do RR or FG, but I would imagine that INT can easily do ray reconstruction, as it doesn't require too much precision; it's basically pattern extrapolation. As for stuff like FG tho, I think you would need way more precision for that than INT allows.
Question is if we'll see ray reconstruction on PS5 Pro at all. If PS6 is running FP8, perhaps it's a waste of time to also do it on INT8 for the Pro.
 
fuck wasnt the PS3 said to be 1080p but did 720p upscaled ?
There are plenty of native 1080p/60 titles on PS3. John from DF even did a whole video series on them. Granted, mostly smaller/indie titles. But, technically, the system was able to output 1080 just fine, it was (and still is) a tradeoff between visual fidelity/computational complexity and resolution/frame rate.
 
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It's evidence that they are pushing path tracing at the cost of implementing basic fallback techniques or a good quality denoiser. Plenty of console games that have already got it right without needing DLSS RR. Game can look straight up unfinished at times without PT, even if you ignore their low quality denoiser. It's likely going to get much worse next gen. Which is why I think people are heavily underestimating what the generational gap is going to look like in cross gen games. It's not that these games can't look good without PT. It's that devs will stop giving a fuck.

1VtbsI0q7rqyaE1G.gif



It's not like their PT implementation is even all that cutting edge. They are doing less than CDPR did years ago with an even greater performance penalty. Their GDC talk was quite enlightening on how cobbled together the whole thing is... Without Nvidia coming to the rescue on both RE Requiem and Pragmata towards the end of development, PT may not have even been in a shippable state.

At least they are getting solid games out at a good cadence, so can't hold it against them...
Funny how the nearest wing mirror looks transparent instead of reflective and the far-off car is floating. By now you'd think env artists would have better tools to automatically snap objects more closely.

It's difficult to take an overall comparison of what two very different games are doing but on the surface Cyberpunk's RT shadows, high res reflections and dynamic 1440p input seems a lot more impressive than Pragmata's extension of RT reflections to rougher surfaces.. but not windows.
 
I think once they will have to develop for PS6 - they will upgrade their engine.

I think standard setup for next gen will be RTGI+RTAO (plus, minus other RT effects) for 60fps modes and Path Tracing for 30fps mode. And next generation RR will also become the standard denoiser.

At least I hope this will be the future, but I still expect tons of raster only games lol.
Agree, but I don't think Capcom will have a 30 fps mode for these type of games. It will be similar to RE/Pragmata. One will be PT with an unlocked framerate hovering in the 40s and 60+ for RT.

Unless PT itself become much faster and we can actually hit 60 on next gen. With the recent paper from Nvidia, I have renewed hope:

https://research.nvidia.com/labs/rtr/publication/lin2026restirptenhanced/lin2026restirptenhanced.pdf

restir-pt-enhanced-algorithmic-advances-for-faster-and-more-v0-1QahvQgKNkYsPCUnCCRVfLQaRbyfAWYdmHkRhWQoPLM.jpeg


And that's without even implementing SER, OMM or other hardware-aware optimizations!
 
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Funny how the nearest wing mirror looks transparent instead of reflective and the far-off car is floating. By now you'd think env artists would have better tools to automatically snap objects more closely.

It's difficult to take an overall comparison of what two very different games are doing but on the surface Cyberpunk's RT shadows, high res reflections and dynamic 1440p input seems a lot more impressive than Pragmata's extension of RT reflections to rougher surfaces.. but not windows.
Had noticed the floating car... but nice catch on the wing mirror. Lol. Likely a mistake in the material properties.

Yeah RE engine has a ways to go with optimizing their PT pipeline. The drop in performance, even on a 5090 is ridiculous. But having seen their approach now, it's clear they were still toying with it for 1.5 years before Nvidia jumped in to save it in the final leg. Future games should naturally run better once stuff like SER is in place and they completely throw out their weird ray query-based MIS/Restir GI hybrid implementation for ReSTIR PT.
 
I'm really interested in Saros display modes on PS5 Pro now

I'm pretty confident, being the first Sony first party since "New PSSR" launch, it will be a technical benchmark
 
False. I asked you to point out a version or port on the XSX in the last 1.5 or 2 years that "could be considered bad compared to the PS5 version". Because, XSX VS PS5 bad situation , quite a few cases have appeared in that timeframe, and being in the sixth year of this generation, with the XSX not even in the best position to be the console receiving the most attention and optimization time for studios and developers VS PS5...

False. You've asked me nothing. You just said that you can't recall that any game in last year and a half or two performed worse on Xbox.. I've mentioned KCD2 just to remind you. So, back off playing a victim how everyone attacking Xslops and Xbox. Well, that's actually a synonym for a loser side for more than a decade. It will only get you so far.

In the last year and a half or two, I struggle to recall any major AAA games where the Xbox Series X version performed bad VS PS5, and yet there are a significant number of major AAA games and specials IPs (from different studios and using different graphics engines) that very clearly run better on XSX than on the PS5.
 
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Wow, so it is just now that the pssr 2.0 update is provided? But it already look good on ps5 pro before the pssr 2.0 update.
 
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I can use AM4 (that launched in 2017) well into PS6 gen, 5800X3D will be close in power to PS6 CPU. My 2013 600W PSU is also able to work for another ~10 or more years, I don't buy xx90 cards that require nucelar reactors to power them.

I was using 2500/2600K between 2012 and 2019 (with DDR3). And I still have DVD recorder from my first 2007 PC! With selling/buying approach PC hardware is not really that expensive (outside of initial investment).
Nice! Im still on am4 platform as well but with at 5600. Wanted to add a 5800x3d but those things shot up in price lol. Im in no rush to upgrade especially with prices and still running a 3080. Ps5 can hold me over for now.
 
Wow, so it is just now that the pssr 2.0 update is provided? But it already look good on ps5 pro before the pssr 2.0 update.

We were just getting the toggled pssr 2 version with whatever they had planned for PSSR 1, then. Switching the toggle off should have given PSSR 1 before patch. Wonder if anyone tested that.

Also wonder if they boosted base resolution now, as there seems to be a lot of headroom in many areas…
 
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False. You've asked me nothing. You just said that you can't recall that any game in last year and a half or two performed worse on Xbox.. I've mentioned KCD2 just to remind you.
LOL. That's called "asking a question to the air" and expecting an answer... and in fact, your reaction was an answer. 🤷
It's incredible how some of you need to overcomplicate things because you have trouble admitting things. 🙇🤦

Then, I repeat, I asked (because it is a question) which game in the last 2 years has received a version or port on XSX that could be considered "BAD" compared to PS5... You answered only KCD2 (probably after having reviewed a huge list of games released in the last 1.5-2 years).

My question then was, if you consider the XSX version of KCD2 "bad" compared to the PS5 version... what adjective would you use to describe a prominent list of games released during that time where the XSX version had a clear advantage (up to 15fps, higher resolution, better graphics) over the PS5 version? Simple. Remember, we're in the sixth year of this generation, with the XSX possibly being the last version to receive attention and optimization time, and many of you were telling that by now the situation should be different, with the XSX even ceasing to receive games or suffering from poor optimization and performance compared to the PS5...🤷
What's shocking is that those same people who told you this don't seem to find the situation relevant. 🤔

So, back off playing a victim how everyone attacking Xslops and Xbox. Well, that's actually a synonym for a loser side for more than a decade. It will only get you so far.
LOL x2 😂

The answer perfectly describes you...

And it all stems from a simple:

"The PS5 Pro and XSX versions are improved compared to the demo."

And then they start talking about others playing the victim and having an inferiority complex 🤷🤣

Bye
 


Bro made a custom setting so he could upscale 768x432 resolution to 8K 7680x4320 resolution. This means that for each frame, only 1% of the pixels is natively rendered. The other 99% are generated through the power of leather jackets and black magic

If you aren't convinced that DLSS 4.5 is an accurate representation of Clarke's Third Law, I don't know what will convince you

Clarke's Third Law: "Any sufficiently advanced technology is indistinguishable from magic"
 
I agree. I'm just saying PT is where they are investing dev time going forward. So their sucky implementation for RT and raster are going to stay sucky. In fact, it will likely get worse during the cross gen period.
I guess it makes sense, right? One of the perks of RT/PT is how good it can look while saving on dev time. Take Doom Eternal, an engineer said how much faster getting the lighting done was thanks to the automation of RT. If they keep using old techniques to support older machines, then half the reason to use RT is gone since you're still wasting time and money baking. At one point, when old consoles are no longer relevant, there's no more sense in painstakingly doctoring lighting for them. Just do something that looks passable and release it. I'd be hopefully and say this will cut dev time significantly, but I'm not holding my breath for that.
 
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Wow, so it is just now that the pssr 2.0 update is provided? But it already look good on ps5 pro before the pssr 2.0 update.


We were just getting the toggled pssr 2 version with whatever they had planned for PSSR 1, then. Switching the toggle off should have given PSSR 1 before patch. Wonder if anyone tested that.

Also wonder if they boosted base resolution now, as there seems to be a lot of headroom in many areas…

It was just the toggle working in that DF coverage it seems.

In the demo difference between PSSR1 and 2 is massive, one of the biggest ever

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Hair details are completely smudged by PSSR1. I wonder what resolution demo had...
 
Make more sense to you say the whole TAA upscaler "entity" is not just based on neural network "procedures"? Sony has said they have had to remanage the algorithm for the PSSR2 because there were some missed "mistakes" in the original PSSR1 logics.
Still doesn't make much sense, sorry. A neural network is a neural network, the rest is mostly standard - as can be seen on PC by the simplicity of DLL upgrades or plugin solutions like OptiScaler.

I'm not an expert but does it really matter that much if it's INT8 or FP8? And why wouldn't INT8 be able to handle ray reconstruction?
It matters for the h/w which it runs on, you can't run an FP8 based NN on INT8 h/w.
 
I guess it makes sense, right? One of the perks of RT/PT is how good it can look while saving on dev time. Take Doom Eternal, an engineer said how much faster getting the lighting done was thanks to the automation of RT. If they keep using old techniques to support older machines, then half the reason to use RT is gone since you're still wasting time and money baking. At one point, when old consoles are no longer relevant, there's no more sense in painstakingly doctoring lighting for them. Just do something that looks passable and release it. I'd be hopefully and say this will cut dev time significantly, but I'm not holding my breath for that.
I think there will be efficiency gains all around. But more importantly, the meltdowns from those stubbornly refusing to upgrade to next gen "out of principle", because their 7 year old hardware is not being treated as a first class citizen, will be glorious.
 
"A native 864p looks bad on paper, but the new PSSR upscaling to 4K delivers a vastly improved turn-out over the standard consoles - the one exception being that the RT reflections are somewhat blurrier than base PS5 (likely down to that lower internal resolution). You get the top-end strand-based hair, and you get significantly improved performance with all those luxury features active."

impressive GIF
I'm not attacking PS5 Pro at all, seems like a great port, but anyone singing the Pro's praises but then is slamming the Switch 2 version for being 540p DLSS'd to 1080p needs to STFU. Upscaling is fine with the right methods and it tends to look very good when done right.
 
I'm not attacking PS5 Pro at all, seems like a great port, but anyone singing the Pro's praises but then is slamming the Switch 2 version for being 540p DLSS'd to 1080p needs to STFU. Upscaling is fine with the right methods and it tends to look very good when done right.
Switch 2 version looks great. Just doesn't run great.
 
It was just the toggle working in that DF coverage it seems.

In the demo difference between PSSR1 and 2 is massive, one of the biggest ever

pi7Oa6WamEWT9GqA.jpeg
i7NPeDfxY7bKPAjo.jpeg


Hair details are completely smudged by PSSR1. I wonder what resolution demo had...
Damn, that looks bad. Maybe in motion you don't see all that aliasing but man. and this game only runs at 60fps. Pro should be around 7700xt performance and so far it's nowhere there.
 
I'm not attacking PS5 Pro at all, seems like a great port, but anyone singing the Pro's praises but then is slamming the Switch 2 version for being 540p DLSS'd to 1080p needs to STFU. Upscaling is fine with the right methods and it tends to look very good when done right.

Eh....ok? Sounds like you are replying to me with arguments someone else has made elsewhere.
 
False. You've asked me nothing. You just said that you can't recall that any game in last year and a half or two performed worse on Xbox.. I've mentioned KCD2 just to remind you. So, back off playing a victim how everyone attacking Xslops and Xbox. Well, that's actually a synonym for a loser side for more than a decade. It will only get you so far.

Posts like this is why age verification is important for forum registration.

The Office Lol GIF
 
It matters for the h/w which it runs on, you can't run an FP8 based NN on INT8 h/w.
I get that but PSSR is running on INT8 originally written for FP8 I presume, therefore the same could be done with RR. However doubtful there's power left over for it in the Pro or if Sony thinks it's worth it since PS6 most likely will have it on FP8.
 
Damn, that looks bad. Maybe in motion you don't see all that aliasing but man. and this game only runs at 60fps. Pro should be around 7700xt performance and so far it's nowhere there.

Aliasing is caused by Depth of Field, you don't see that in gameplay.
 
Aliasing is caused by Depth of Field, you don't see that in gameplay.
RE Engine seems to do that even in Requiem.

Man I can't wait for primary rays to be path traced, so everyone can throw out these post processing work arounds. Lens effects like DoF and motion blur would automatically become first class citizens if you ray trace primary.

Based on Nvidia's recent testing, it's not too far off, apparently... The differences are in the sub-millisecond range already.

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