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PlayStation 5 Pro Could Be the Best Place to Play Multiplatform Games With Bad PC Ports; There Will Be No Reason to Use FSR Over PSSR

Topher

Identifies as young
Are You Sure Season 2 GIF by Paramount+
Zuri Hall GIF by Golden Globes
 

Bojji

Member
Both of which BMW has FYI.

Unpatched Quality Mode should hit 60 or be within the VRR window during drops (though not every person has a VRR display. Provided, (and this is something I haven’t considered as the Quality mode can never reach it) Game Science didn’t use the a 45FPS cap a la Balance Mode. In such case I would recind my transformative comment.

Do you consider the different between 30 and 60 FPS in an action game to be transformative? Because 30FPS is seen an ‘unacceptable’ for an action game typically, isn’t it?

Unpatched the “60 FPS” performance mode is likely to stick to a locked 30. Instead of dropping down to sub 30FPS in a dodge heavy action game. Not ideal for an action game to be sure but it’s going to go from ‘very unplayable’ during key sequences to a consistent 30FPS.


Framerates

Quality: Unlocked 30FPS target. drops below 30FPS, up to 38FPS seen, unstable due to the sun and over 30 FPS range, causes consistent inconsistency.
Balanced: 40-45FPS range with a 45FPS cap. Constant improper frame pacing as a result.
Performance: drops well below 30FPS during almost every boss fight and key sequences, 30 FPS cap with Framegen to hit generated not real 60FPS.

Yes MBW is has an overall framerate lock in every mode, that does not mean however that those locks are hit in quality or performance mode in a satisfactory way.

Why are people bringing up performance mode as though FG 60 is real frames and it is massively unstable in visuals and responsiveness during any key scene/boss fight? Be most concerned if it’s maintaining 30FPS, be more concerned than ever in the scenario where framegen is used.

Also this post is getting long And no offense to anyone but it’s ludicrous to cite the first boss (which isn’t a boss in so far as the game scales them, more so a skill check standard enemy by comparison) and say ‘see the performance mode doesn’t drop much’. Even if it’s a litteral answer to asking to see a single boss without drops during a 30FPS framegened to 60 mode in an action game.



Look, I don’t mean this in a denigrating way, but let me give you an example that’s actually accurate.

DRS is an extremely common feature, especially in newer titles and yes the Pro will clean up if not max out the DRS range — which we likely haven’t even seen the top end of with total familiarity or anywhere necessarily close to what the new average would be on Pro in comparison to the base model on every game, even unpatched.

So let’s go through each game you listed off of the top of your head, where you said that FarCry 6 is the only game to use DRS.

Black Myth Wukong
Quality: Observed DRS range from sample play is 1296p to 1584p per Digital Foundry and recorded on this websites DF thread on the game and spends most of its time around 1440P ‘because that’s the number that came up a few times.’
Balanced: 1080P with no dynamic res
Performance: drops as low as 720 caps at 1080P

Here’s a breakdown of each title you named that actually uses DRS. I disagree that Cyberpunks IQ is remotely garbage by the way, it’s main issue is with ghosting on cars.

Don’t get me wrong, I don’t mean this disrespectfully but within the context of the claims about DRS

I don’t much care if
you find these ranges with FSR to not be good enough.

I don’t much care if you find XYZ setting to be good enough on the base system.

Both of these are entirely subjective and moving the goalposts.

The conversation is on the prevalence of DRS, and generally speaking it is near ubiquitous for AAA games on consoles. I will gladly enjoy the free perks of these unpatched games and am happy to have them. :)

Cyberpunk 2077

“The quality presets chosen by CD ProjektRED for PS5 and Xbox Series X are basically identical. However, while both use FSR 2 upscaling to reconstruct to 1800p, the dynamic resolution ranges do differ: Xbox Series X's DRS range is 1152p to 1440p, while PS5's equivalent is 1008p to 1440p”

Silent Hill 2
cIn9dr1.png


Baulder’s Gate 3
Performance options By default, the game's Performance mode will be enabled on PS5 - this targets a 60fps output with dynamic resolution scaling. Disabling Performance mode will lock the game to 30fps and a native 1440p resolution.

Far Cry 6
On PlayStation 5, Far Cry 6 runs in a dynamic 4K resolution at 60FPS and this also applies to the Xbox Series X version. Meanwhile, the team has done a pretty great job optimizing the title as it manages to run in 1440p/60FPS on the Xbox Series S.

Space Marine 2
In quality mode on the premium consoles, expect a dynamic internal resolution from 1080p to 1440p, scaled to a 4K display with FSR2. Speed mode has a lower internal resolution in the push to 60fps, ranging from 720p to 1080p, with the same FSR2 upscale to 4K.

AC Valhalla
On the PS5, Assassin’s Creed Valhalla uses dynamic resolution scaling to maintain performance. In performance mode, the resolution typically ranges between 1440p and 1728p, while aiming for a consistent 60 FPS. It can drop slightly lower during demanding scenes but generally stays within this range. In quality mode, the resolution can go up to 4K (2160p) but locks the frame rate at 30 FPS

Dying Light 2
Is in fact the only game on this list that to my memory does not use Dynamic Resolution Scaling.






I think you have a very skewed perception of what the situation is, clearly. That said this is probably a good thing! You’re likely to be pleasantly surprised!

I’d also suggest you check out threads on this forum that tracks games with uncapped frame rates.

Just like Gaiff, I forgot about unlocked 30fps mode (watched DF video at game launch).

Still, 30fps + 50% gives you 45FPS, still below VRR windows of PS5.

This game will be shit unless developers patch it to support Pro, 1080p -> PSSR -> 4k mode running 60fps would be good - essentially unlocked balance mode.
 

digdug2

Member
Just like Gaiff, I forgot about unlocked 30fps mode (watched DF video at game launch).

Still, 30fps + 50% gives you 45FPS, still below VRR windows of PS5.

This game will be shit unless developers patch it to support Pro, 1080p -> PSSR -> 4k mode running 60fps would be good - essentially unlocked balance mode.
Agreed, unfortunately. The code probably needs a major overhaul and I just don't see it happening. PC is where this game shines, and I don't think I'll play it on PS5 unless there are some major upgrades.
 

TintoConCasera

I bought a sex doll, but I keep it inflated 100% of the time and use it like a regular wife
The code probably needs a major overhaul
I don't see why. Game already runs at 60 and beyond on PC, so patching the Pro version might require changing a setting and calling it a day.

It's not like Bloodborne, where the game logic is tied to the framerate hence making it unblocked being way more complicated.
 
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digdug2

Member
I don't see why. Game already runs at 60 and beyond on PC, so patching the Pro version might require changing a setting and calling it a day.

It's not like Bloodborne, where the game logic is tied to the framerate hence making it unblocked being way more complicated.
You could be right. I don't really know how much effort it takes to port a game from PC to PS5 (or vice versa), so I really don't know if there's just one setting to change or if it will be something fundamental.
 

TintoConCasera

I bought a sex doll, but I keep it inflated 100% of the time and use it like a regular wife
You could be right. I don't really know how much effort it takes to port a game from PC to PS5 (or vice versa),
Every gen it's way less effort than the last one. Game runs on UE so I can imagine porting to either must be super easy.

so I really don't know if there's just one setting to change or if it will be something fundamental.
As long as nothing in the logic is tied to framerate, it shouldn't be that complicated.

Some devs tie the logic to the framerate instead of to the delta time (the time between frames) so in those cases (Bloodborne) it can be quite complicated.

So yeah I see no reason why the Pros shouldn't be enjoying Wukong at 60fps.

Have the last 5 pages been like this one?
I wish lol.
 
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Zathalus

Member
It's not my argument to back. I'm questioning using MAU to estimate hardware sales numbers and I've given the reason why you can't do this. That's not "a feeling" that's a very obvious flaw in methodology, the fact that I feel it can be significant is a feeling that you disagree with but you've provided no quantifiiable evidence one way or the other. This 30-40 million that excludes laptops, datacenters, "professional" (how would they even know if I use it to mine or for 3dsmax?) and AI, what's the source of this? That is a more reliable method, looking at actual sales.
The source is Jon Peddie research, and professional means the Quadro line of cards. Now obviously not every single gaming GPU would be used for gaming, but anything below the 4090 is bad for AI and non Quadro cards lack certain features like validated drivers and ECC.

That being said, I was incorrect on the Quadro split, Jon Peddie counts dedicated GPUs as AIB, Add-In board. This includes both Quadro and GeForce but doesn’t include Laptops, integrated, and anything bound to the datacenter. The number of GPUs vastly favour GeForce though, between Q3 2023 to Q2 2024, Nvidia’s gaming division generated $11.35 billion in revenue vs Nvidia’s professional visualization segment, which was $1059 million in revenue. So over 91% of the combined revenue was GeForce. Quadro cards are also significantly more expensive relative to the GeForce cards and so the number of GeForce cards will be even higher then the 91% number would imply. AMDs split is even higher in favour of Radeon vs Radeon Pro.



36.6 million AIB cards shipped between Q3 2023 to Q2 2024. 30 million plus of that is gaming GeForce and Radeon GPUs.

AIB_PR_Q224_002.png


Almost 400 million AIB cards sold since 2016. Obviously not all bound for gaming. Mining took up a big segment, Quadro cards took up its niche as well.
 
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PandaOk

Member
Just like Gaiff, I forgot about unlocked 30fps mode (watched DF video at game launch).

Still, 30fps + 50% gives you 45FPS, still below VRR windows of PS5.

This game will be shit unless developers patch it to support Pro, 1080p -> PSSR -> 4k mode running 60fps would be good - essentially unlocked balance mode.

I dunno, I honestly think we could see it outperform the 45% given the RT engine overhaul, but we’ll see soon enough. The funny part is there’s nothing stopping them from doing a locked 30 or almost locked 40 right now. The series versions have been announced so it’s possible whatever optimization ls on that side trickle over as well.

(Series S is gonna be something isn’t it)
 

digdug2

Member
I don't see why. Game already runs at 60 and beyond on PC, so patching the Pro version might require changing a setting and calling it a day.

It's not like Bloodborne, where the game logic is tied to the framerate hence making it unblocked being way more complicated.
I figured it was something foundational based on the weird framegen doubling technique that they're using to get performance mode to 60fps. It just seems really weird to use that unless you can't actually harness the console to get it to a decent framerate.
 

Mibu no ookami

Demoted Member® Pro™
Developer interview on PS5 Pro



What do you think of the PS5 Pro hardware? What's the single feature you were most impressed with?

It is a kind of natural evolution of the PS5 hardware, same paradigms but more processing power on the GPU and "ray tracing" cores. For us, the gain of about 50% more GPU processing power is the most interesting of course, as our game is GPU bound, not CPU bound.

Compared to the jump between PS4 Pro and PS4, would you say the PS5 Pro-PS5 difference is similar or reduced (e.g., the advancement is less pronounced)?

It seems comparable in terms of evolution philosophy. It is the same gen console but with better rendering capacities. Now, it is early and so hard to compare what the PS5 Pro will do for PS5 games to what the PS4 Pro did for PS4 games. But globally, it seems many games will go from 30 to 60 fps on the Pro version, and that's comparable to what we had on PS4 Pro. It will probably scale better for an engine version: most games today do not rely on frame rate to sync/time their simulations. So they are more capable of rendering faster without altering their behaviors.

On PlayStation 4, you still had fantastic games like Bloodborne, where the game can't run above 30 because the simulation is linked to the rendering. So if you don't modify the engine and render at 60 fps, then your game will run twice faster, all the game, so everything will be twice faster for the player. Such frame rate bound simulations were still relatively common in the PS4 era, and they made taking advantage of a GPU upscale much harder. So, possibly, PlayStation 5 games will take better advantage of the PS5 Pro's capacities. The fact that most games nowadays use a form of variable resolution also helps with scaling up the quality with the GPU.

How much of an improvement is there between the PS5 and PS5 Pro versions of the game? Also, how does the PS5 Pro version stack with the maxed-out PC game?

As said and as presented by Sony, it is expected that most games will double their frame rate on the Pro or improve scene quality if they were already running in 60 on a PS5. Still, maxed out PCs are kind of "no limit" so they will of course be more powerful, but you can't compare them. A maxed out PC is going to cost easily 3 to 5 times more and consume 3 to 5 times more electrical energy. But what is interesting and says a lot about the flattening silicon evolution curve is that your game on your monster PC is not going to look or play 3 to 5 times better than on a PS5 Pro console. There is a huge diminishing return now on high end silicon, and that might have an impact on the life cycle duration of console hardware.

Will there be different modes for the PlayStation 5 Pro version of Empire of the Ants?

No, there is a single 60 FPS mode, so double the frame rate of the PlayStation 5 version.

Are you using PSSR in Empire of the Ants?

We don't. It came very late in our development cycle for this game, so we stuck to the
Unreal equivalent.
 

Bojji

Member
I dunno, I honestly think we could see it outperform the 45% given the RT engine overhaul, but we’ll see soon enough. The funny part is there’s nothing stopping them from doing a locked 30 or almost locked 40 right now. The series versions have been announced so it’s possible whatever optimization ls on that side trickle over as well.

(Series S is gonna be something isn’t it)

Exactly, that's why I don't have faith in Wukong devs, they have made PS5 version worse than it should be.

40 fps mode with 120hz refresh would be great experience compared to ~unlocked 30fps mode (wtf?) or high input lag 30-60 frame generation mode.

45 fps mode is completely useless for everyone.
 

Mibu no ookami

Demoted Member® Pro™
Exactly, that's why I don't have faith in Wukong devs, they have made PS5 version worse than it should be.

40 fps mode with 120hz refresh would be great experience compared to ~unlocked 30fps mode (wtf?) or high input lag 30-60 frame generation mode.

45 fps mode is completely useless for everyone.

I'm glad they unlocked the framerate at 30. Would other modes be nice? Sure, but the reality is that this game is going to improve on PS5 Pro and it is going to sing on PS6.

Every game should have an unlocked fidelity mode with as many bells and whistles as you can throw at it.

The balanced mode should probably be hidden, but probably a mode they were working on and didn't know what to do with and someone thought it made sense since it was in between fidelity and performance mode. They don't have a ton of experience making AAA console games.

The question will be what does the PS5 Pro do for this game and whether Game Science will go back and make improvements or not, but if they don't we can collectively decide to wait to play this on PS6 because of that unlocked mode, so I'll never be mad at that. My backlog of games is ever increasing, I don't need to play specific titles at a specific time.

My first PS5 Pro game is going to be Hogwarts Legacy. The game came out nearly two years ago.
 

digdug2

Member
Exactly, that's why I don't have faith in Wukong devs, they have made PS5 version worse than it should be.

40 fps mode with 120hz refresh would be great experience compared to ~unlocked 30fps mode (wtf?) or high input lag 30-60 frame generation mode.

45 fps mode is completely useless for everyone.
There's no way that the game's performance should be so lackluster. It has to dev-related, especially since it performs so well on PC. This definitely isn't the bad port that DF was referencing per the topic.
 

PandaOk

Member
Developer interview on PS5 Pro



What do you think of the PS5 Pro hardware? What's the single feature you were most impressed with?

It is a kind of natural evolution of the PS5 hardware, same paradigms but more processing power on the GPU and "ray tracing" cores. For us, the gain of about 50% more GPU processing power is the most interesting of course, as our game is GPU bound, not CPU bound.

Compared to the jump between PS4 Pro and PS4, would you say the PS5 Pro-PS5 difference is similar or reduced (e.g., the advancement is less pronounced)?

It seems comparable in terms of evolution philosophy. It is the same gen console but with better rendering capacities. Now, it is early and so hard to compare what the PS5 Pro will do for PS5 games to what the PS4 Pro did for PS4 games. But globally, it seems many games will go from 30 to 60 fps on the Pro version, and that's comparable to what we had on PS4 Pro. It will probably scale better for an engine version: most games today do not rely on frame rate to sync/time their simulations. So they are more capable of rendering faster without altering their behaviors.

On PlayStation 4, you still had fantastic games like Bloodborne, where the game can't run above 30 because the simulation is linked to the rendering. So if you don't modify the engine and render at 60 fps, then your game will run twice faster, all the game, so everything will be twice faster for the player. Such frame rate bound simulations were still relatively common in the PS4 era, and they made taking advantage of a GPU upscale much harder. So, possibly, PlayStation 5 games will take better advantage of the PS5 Pro's capacities. The fact that most games nowadays use a form of variable resolution also helps with scaling up the quality with the GPU.

How much of an improvement is there between the PS5 and PS5 Pro versions of the game? Also, how does the PS5 Pro version stack with the maxed-out PC game?

As said and as presented by Sony, it is expected that most games will double their frame rate on the Pro or improve scene quality if they were already running in 60 on a PS5. Still, maxed out PCs are kind of "no limit" so they will of course be more powerful, but you can't compare them. A maxed out PC is going to cost easily 3 to 5 times more and consume 3 to 5 times more electrical energy. But what is interesting and says a lot about the flattening silicon evolution curve is that your game on your monster PC is not going to look or play 3 to 5 times better than on a PS5 Pro console. There is a huge diminishing return now on high end silicon, and that might have an impact on the life cycle duration of console hardware.

Will there be different modes for the PlayStation 5 Pro version of Empire of the Ants?

No, there is a single 60 FPS mode, so double the frame rate of the PlayStation 5 version.

Are you using PSSR in Empire of the Ants?

We don't. It came very late in our development cycle for this game, so we stuck to the
Unreal equivalent.

“PS5 Pro Games to Scale Better Than PS4 Pro’s, Says Dev”​


You don’t say. :p
 

MaKTaiL

Member
Are you using PSSR in Empire of the Ants?

We don't. It came very late in our development cycle for this game, so we stuck to the
Unreal equivalent.
Well.... that's disappointing? Why praise PS5 Pro but completely ignore its most important feature? There is plenty of time to patch PSSR for PS5 Pro release. Why don't they?
 

Mibu no ookami

Demoted Member® Pro™
Well.... that's disappointing? Why praise PS5 Pro but completely ignore its most important feature? There is plenty of time to patch PSSR for PS5 Pro release. Why don't they?

Again, a lot of people don't realize how game development works or project management in general.

They have to hit their release date.

The game comes out November 4th on console and November 7th on PC. When PSSR became available to them, they probably didn't have time to throw it into a sprint.

It's not like you enable PSSR and disable FSR and call it a day. You have to optimize around the new upscaler and fix things that don't work well.

They're already delivering a 60 fps mode for PS5 Pro, adding PSSR to lower the internal resolution isn't going to give you higher than 60 fps here, so the only benefit would be adding other features that would require a lot more time as well.
 

Bojji

Member
Again, a lot of people don't realize how game development works or project management in general.

They have to hit their release date.

The game comes out November 4th on console and November 7th on PC. When PSSR became available to them, they probably didn't have time to throw it into a sprint.

It's not like you enable PSSR and disable FSR and call it a day. You have to optimize around the new upscaler and fix things that don't work well.

They're already delivering a 60 fps mode for PS5 Pro, adding PSSR to lower the internal resolution isn't going to give you higher than 60 fps here, so the only benefit would be adding other features that would require a lot more time as well.

Without unreal plugin for PSSR I guess some games won't have it from smaller devs.

So what is the reason why they are locking PS5 version to 30fps? There should always be performance mode, they are not cpu limited.

I'm glad they unlocked the framerate at 30. Would other modes be nice? Sure, but the reality is that this game is going to improve on PS5 Pro and it is going to sing on PS6.

Every game should have an unlocked fidelity mode with as many bells and whistles as you can throw at it.

The balanced mode should probably be hidden, but probably a mode they were working on and didn't know what to do with and someone thought it made sense since it was in between fidelity and performance mode. They don't have a ton of experience making AAA console games.

The question will be what does the PS5 Pro do for this game and whether Game Science will go back and make improvements or not, but if they don't we can collectively decide to wait to play this on PS6 because of that unlocked mode, so I'll never be mad at that. My backlog of games is ever increasing, I don't need to play specific titles at a specific time.

My first PS5 Pro game is going to be Hogwarts Legacy. The game came out nearly two years ago.

Every game should have "unlock framerate" mode and many more options for player to choose in general IMO. But with that consoles would be getting closer to PC experience, with every CPU/GPU upgrade you can see older games running and looking better.
 
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