Turned on PT on Cyberpunk just now. 7600x/7900xt build. 4k output.
At a mix of high and ultra general settings, I get 20fps with FSR set to quality. Dumping it down to performance FSR gets me about 28fps. Ultra performance gets about 46fps.
PS5 Pro would need some serious RT improvements to get passed that.
What specifically did they say that qualifies as a new height of stupidity?Digital Foundry continues to achieve new heights of stupidity.
Old Digital Foundry would of looked at the leak from Tom Henderson and break it down point by point to gauge performance.
Now Digital Foundry trying their best to downplay the PS5 Pro capabilities.
I compare the PS5PRO to my current RTX4070. It can do CP2077 Path Tracing and everything set to Ultra but only if I set the game to 1080P 60 AND use DLSS.
Upping to 1440P I can't break 30FPS even with DLSS set to ugly mode. Something about 1440P Path Tracing is too hard on even the 4070, You can forget about 4k.
PSSR will be needed in everything the PS5Pro does.
And I hope PSSR wont need to be in UGLY mode to make it to 30FPS.
Turned on PT on Cyberpunk just now. 7600x/7900xt build. 4k output.
At a mix of high and ultra general settings, I get 20fps with FSR set to quality. Dumping it down to performance FSR gets me about 28fps. Ultra performance gets about 46fps.
PS5 Pro would need some serious RT improvements to get passed that.
A shitton of last-gen looking VFX doesn't look that impressive at all, hell, the game looks like a last-gen game with a few extra bells and whistles. Not shitting on the game, I have it and I love it, the visuals just don't do nothing for me personally. A lot of current-gen games still suffer from having VFX that doesn't live up to the rest of the fidelity of the game, SM2 is also another one that comes to mind.Helldivers 2, for example, doesn't use either Ray Tracing or Path Tracing, and instead put the resources they saved into lighting up the screen in the best way possible.
Ray-tracing and path tracing aren’t it either.A shitton of last-gen looking VFX doesn't sound that impressive, hell, the game looks like a a last-gen game with a few extra bells and whistles. Not shitting on the game, I have it and I love it, the visuals just don't do nothing for me personally. Current-gen games games still suffer from having VFX that doesn't live up to the rest of the fidelity of the game.
I’d argue 1440p is a much lower base resolution than 4K, yes.
For one, DLSS almost never looks better than 4K. It can do some things better such as resolving fine details, but overall, 4K with halfway decent TAA is better.
For two, you’re assuming PSSR would be even better than DLSS out of the gate, which is incredibly unlikely. Furthermore, FSR with a custom resolution of say 1800p outputting at 4K would still be cheaper than native 4K and in all likelihood look better than PSSR at 1440p.
For three, the RT performance of a 4070 is assuming a 4x increase in RT performance which is very unlikely to happen very often. Realistically we’re looking at 2-3x most of the time.
At that point, you may as well argue the 4070 is a better card than the 7900 XTX but spoilers: no one will agree with that.
You expect Sony to do better than 6 years of work because closed platform? Good luck with that.Meh, it's the internal res for "quality mode" reconstruction but OK, as long as we establish parameters.
OK, but there's a possibility. Far cry from the the idea being laughed out of the room as DF did.
Now here is where I completely disagree with you. I think more than anything the closed platform optimization will allow for PSSR to achieve better results than DLSS. Bookmarked.
We'll see.
Well, let's put it this way: I wouldn’t be the type to praise the 7900XTX for having a 33% fps advantage over 4070 in a more compute centric benchmark (Avatar Pandora 1080p ultra) considering the fact that 7900XTX has 61% higher transistor count.
?The amount of..... You know what nevermind. I'll just let you dream.
You expect Sony to do better than 6 years of work because closed platform? Good luck with that.
I understand what you are saying in that they are unreachable for most right now, but ray tracing is the future - it is the graphical leap people are wanting, raster is all diminishing returns at this point.Path tracing and ray tracing are great buzzwords but I’d rather devs just dropped them as a concept TBH.
They don’t add much to a game and are both extremely resource hungry.
Have we seen a high-quality example of PSSR in action (either high-quality stills or better yet, videos) to compare against incumbents? Until we can assess the IQ and performance metrics ourselves, any level of skepticism is absolutely warranted. Every tech company does continuous R&D relevant to their main products and services, thus Sony doing R&D in image reconstruction doesn't automatically mean their solution will match the best implementation in the market right out of the gate.Sony has been working on image based reconstruction with gaming applications in mind. They aren't entirely new to this. Fair skepticism, albeit a bit overblown in this forum whenever PSSR is brought up.
Have we seen a high-quality example of PSSR in action (either high-quality stills or better yet, videos) to compare against incumbents? Until we can assess the IQ and performance metrics ourselves, any level of skepticism is absolutely warranted.
Every tech company does continuous R&D relevant to their main products and services, thus Sony doing R&D in image reconstruction doesn't automatically mean their solution will match the best implementation in the market right out of the gate.
Haven't seen any real examples that are usable. We have heard anecdotes that its impressing developers. Thats about all we have at the moment. But put that and Sony's pedigree together and I think its reasonable to expect it to be competitive in the ML upscaling space.ave we seen a high-quality example of PSSR in action (either high-quality stills or better yet, videos) to compare against incumbents?
Pro is not designed for path tracing. DF making biased videos as always.I compare the PS5PRO to my current RTX4070. It can do CP2077 Path Tracing and everything set to Ultra but only if I set the game to 1080P 60 AND use DLSS.
Upping to 1440P I can't break 30FPS even with DLSS set to ugly mode. Something about 1440P Path Tracing is too hard on even the 4070, You can forget about 4k.
PSSR will be needed in everything the PS5Pro does.
And I hope PSSR wont need to be in UGLY mode to make it to 30FPS.
7900xt is 2.3x more powerful than the 10.7 tflops RDNA2 card. Sony is promising 2-4x.Turned on PT on Cyberpunk just now. 7600x/7900xt build. 4k output.
At a mix of high and ultra general settings, I get 20fps with FSR set to quality. Dumping it down to performance FSR gets me about 28fps. Ultra performance gets about 46fps.
PS5 Pro would need some serious RT improvements to get passed that.
Have we seen a high-quality example of PSSR in action (either high-quality stills or better yet, videos) to compare against incumbents? Until we can assess the IQ and performance metrics ourselves, any level of skepticism is absolutely warranted. Every tech company does continuous R&D relevant to their main products and services, thus Sony doing R&D in image reconstruction doesn't automatically mean their solution will match the best implementation in the market right out of the gate.
If RDNA4 catches up to lovelace RT performance that would not be out of the real of possibility7900XTX? Is he serious or trolling?
Obviously we haven't seen it, but what we can speculate is pretty key here.
We can assume that it is better than FSR or otherwise Sony likely would have relied on FSR.
We also know that it can apply to all games even those that aren't on an updated SDK unlike the rest of the PS5 Pro feature set.
We also know that it isn't doesn't require a per game data pool again meaning it can work with all games.
These are pretty good starting points for Sony. Even if PSSR isn't as good as DLSS, it being more widespread across games and therefore easier to support and implement is key.
Me. Path tracing is a huge graphical step-up, and modern upscaling like dlss and hopefully pssr can make lower resolutions way less of an issue than it used to be.The real question is, who cares about path tracing on consoles when it's almost guaranteed to reduce resolution and framerates? If you can't lock your game to 1440p, 60fps, I want nothing to do with unnecessary bells and whistles.
And you don´t think explosions/characters should throw shadows? Because the lighting issues in your examples are really .....really obvious. Nothing`s grounded, everything is floaty and glowy.Helldivers 2, for example, doesn't use either Ray Tracing or Path Tracing, and instead put the resources they saved into lighting up the screen in the best way possible.
I don’t think the trade-off is worth it when they can achieve so much more without it.I understand what you are saying in that they are unreachable for most right now, but ray tracing is the future - it is the graphical leap people are wanting, raster is all diminishing returns at this point.
There’s no other game that does explosions anywhere near as good as it.And you don´t think explosions/characters should throw shadows or what are your pictures supposed to express? Because the lighting issues in your examples are really .....really obvious.
Helldivers looks at best decent the moment you stand still for a moment and actually look at the picture. It`s very last gen visually.
eh...the explosions are nothing special, the big ones aren`t even volumetric.....There’s no other game that does explosions anywhere near as good as it.
The tech is amazing, have you played it?eh...the explosions are nothing special, the big ones aren`t even volumetric.....
You are praising visual design, not outstanding tech.
120 hours by now. And the tech is the one aspect that`s absolutely not impressive at all.....The tech is amazing, have you played it?
BS.120 hours by now. And the tech is not impressive at all.....
BS.
This is beautiful, the volumetric clouds, the winds, the explosion in the distance.
Show another game that comes anywhere close to this.
Waiting for you to show one better…The only BS here is your eyesight if you don`t even see the smoke clipping through that canned animation...nothing about this is actually physics based or truly volumetric...it`s a canned animation with environmental triggers. .....
You are once again praising design, not tech.
2007......Waiting for you to show one better…
2007......
You have absolutely no idea what you are talking about.
That 1 to 1 comparison nonsense always comes when there are no objective arguments left.....as if specific scenes in different games were comparable.
That crysis mod from 15 years ago was already doing it better.Take it seriously.
Just a - there is nothing better would be fine.
That crysis mod from 15 years ago was already doing it better.
That 99.99999% of games simply don`t have nukes on their screens at any time is not a testament to Helldivers technical prowess.
Once again you are unable to understand the difference between design and tech....or you literally have magoo eyesight....
Dunning Kruger par excellence...