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Digital Foundry: Over 20 games tested with PSSR 2.0 Upgrade

Bruh...

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AI Summary:

PSSR2 Implementation Models


There are three main ways in which the new PSSR2 is enabled in PS5 games:

MethodDescriptionExample Titles
Sony WhitelistGames explicitly approved and enabled by Sony with PSSR2 active by default.11 titles (excluding Sony first-party games)
Optional ToggleManual activation of PSSR2 through a menu option in games originally using PSSR1.Most titles not included in the whitelist
Patch or Native ReleaseGames updated or released with PSSR2 already integrated by default.Resident Evil Requiem, Crimson Desert

Important note: No Sony first-party title is currently included in the PSSR2 whitelist, although some games (e.g., Gran Turismo 7) allow manual activation of the new PSSR version.


Quality Improvements in PSSR2

  • Motion stability: Reduction of breaking artifacts and distortion, clearly visible in the tunnel sequences of Gran Turismo 7.
  • Higher sharpness and detail: Assassin's Creed Shadows shows improved texture definition, especially at distance.
  • Reduced visual noise: Removal of the characteristic noise present in PSSR1, often mistaken for film grain.


Issues Resolved and Areas of Improvement


• Unreal Engine 5 RTGI Noise

PSSR1 amplified global ray tracing noise (RTGI), particularly with Lumen-based rendering.
PSSR2 significantly reduces this effect, improving titles such as Silent Hill.


• Foliage and Vegetation

PSSR1 often produced noisy and blurry vegetation details.
PSSR2 noticeably improves foliage rendering in Avatar, Hogwarts Legacy, Star Wars Jedi Survivor, and Star Wars Outlaws, although some imperfections could remain during motion.


• Particles and Dynamic Details

Particle effects, such as confetti in Ratchet & Clank: Rift Apart, appear sharper with less ghosting.


• SSR Details and Moiré Artifacts

Flickering and artifacts in reflections and fabric surfaces are reduced in games like Astro Bot and Ratchet & Clank.


Remaining Issues and Observed Regressions

  • RTGI holes in Dragon's Dogma 2: Problems persist with global ray tracing reconstruction at low internal resolutions, causing visible occlusion gaps during camera movement.
  • Sparkling artifacts in Black Ops 6: PSSR2 does not fully eliminate white pixel artifacts in certain scenes, particularly darker areas and cutscenes.
  • Subjective visual changes in Star Wars Jedi Survivor: Some reflections appear noisier after the blur removal, with a dotted texture pattern that may not appeal to all players.
  • Rain disappearance in Assassin's Creed Shadows: In certain scenarios, rain effects may vanish or appear less visible due to excessive PSSR filtering history.


Performance Impact

PSSR2 delivers performance equivalent to — or slightly better than — PSSR1, with an estimated improvement of about:
100 μs (0.1 ms), roughly 5% faster.
A practical example in Hogwarts Legacy shows an almost imperceptible frame-rate difference, confirming that visual improvements do not negatively affect performance.
This is particularly notable compared to other upscalers such as DLSS 4.5, which often introduce a measurable performance cost.


Final Considerations and Recommendations

  • PSSR2 represents a clear improvement that fulfills the PS5 Pro's promise in terms of visual quality.
  • The limited whitelist remains an issue: out of roughly 80 games using PSSR1, only about 12–13 have PSSR2 enabled by default.
  • No Sony first-party titles have yet received an official update.
  • The manual toggle is useful for advanced users, but broader whitelist adoption and default activation are desirable to maximize benefits.
  • Remaining regressions are minor and likely fixable through future patches.
  • PSSR2 allows developers and players to use lower internal resolutions while maintaining high image quality through effective upscaling, as demonstrated by Alan Wake 2.
In summary: PSSR2 is an excellent upscaling solution that improves sharpness, stability, and visual clarity without compromising performance.


Conclusion

The transition to PSSR2 represents a substantial improvement that enhances the visual output of the PS5 Pro without degrading performance. The currently limited official adoption appears to be more a matter of policy and QA testing than a technical limitation. Users are encouraged to enable the PSSR2 toggle where available to benefit from superior graphical quality.
 
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So basically all the DF does these days is zoom in on things to show thins 99% of people won't notice
99% would notice noise in games like Silent Hill F, old pssr was often terrible, new one looks solid and pro is not such a waste now.
 
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There was a big difference even on PSSR 1 over base PS5. I need to jump back in and check it out with PSSR 2.



No.....it wasn't

It was mostly better than FSR2/3 used in many games on base PS5 (much better in some aspects).

And for example with FF Rebirth - PSSR absolutely destroyed TAA they used that blurred the image to oblivion (game would look much better with FSR2/3 on base consoles, I don't get why they didn't use it).
 
There was a big difference even on PSSR 1 over base PS5. I need to jump back in and check it out with PSSR 2.



No.....it wasn't
Outside of being able to run native 4K on the PC, it looks just as good.

Here are two shots from PC (maxed) and PS5 Pro (speed mode). Which is which?

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It was mostly better than FSR2/3 used in many games on base PS5 (much better in some aspects).

And for example with FF Rebirth - PSSR absolutely destroyed TAA they used that blurred the image to oblivion (game would look much better with FSR2/3 on base consoles, I don't get why they didn't use it).

Yep. Far from perfect, but the improved clarity alone made it a valuable upgrade to me.
 
This video Is making the Outlaws sale even more attractive. And it's ok to get it digital since the disc version is literally useless.
It isn't, or wasn't for me, so long as you disable you network connection in the PS5 menu before starting the game you can play the game without a Ubisoft account or the internet.
 
Outlaws2


One thing intriguing about PSSR2 not covered in the video is the texture quality improvement seen in certain instances.





mipbias


A similar thing was observed in FF7, and Alex suspected in DF video that the developers might have changed the mipbias when they worked on the PSSR2 patch,

which of course is not the case as the game was never patched, it was just whitelisted.

And this is not just PSSR1 blurring textures,




FF72


As the same thing happens vs PC DLAA (check out the dirt on dude's arm)

These 'blurred textures' seem more like bug to me, and PSSR2 somehow manages to fix it.
 
Outlaws2


One thing intriguing about PSSR2 not covered in the video is the texture quality improvement seen in certain instances.





mipbias


A similar thing was observed in FF7, and Alex suspected in DF video that the developers might have changed the mipbias when they worked on the PSSR2 patch,

which of course is not the case as the game was never patched, it was just whitelisted.

And this is not just PSSR1 blurring textures,




FF72


As the same thing happens vs PC DLAA (check out the dirt on dude's arm)

These 'blurred textures' seem more like bug to me, and PSSR2 somehow manages to fix it.

Could Sony be forcing negative LOD bias on system level in those whitelisted games (right now we know they were not patched)? You can do that in drivers on PC so I don't see Sony not having some control over that.
 
One thing intriguing about PSSR2 not covered in the video is the texture quality improvement seen in certain instances.
Something that this guy does a lot better in showcasing in his videos.

 
Could Sony be forcing negative LOD bias on system level in those whitelisted games (right now we know they were not patched)? You can do that in drivers on PC so I don't see Sony not having some control over that.
Isn't the first GIF from outlaws? That isn't one of the 11 whitelisted games... And I don't think Sony would mess around with negative LOD as a system level override for games not in that list...
 
There was a big difference even on PSSR 1 over base PS5. I need to jump back in and check it out with PSSR 2.



No.....it wasn't

Yeah it was way better than FSR 2. I thought it was generally pretty good. DF's complaints were generally very overstated. But the new version is an even bigger leap over the old one than the old one was over FSR 2.
 
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Very clear improvements in most aspects. But this dot pattern that can be seen in some games is curious (but I doubt it's very visible without big zoom). I wonder if this can be fixed with game specific patches:

akgfJ3181mgEjQ8w.jpg
9ExzlvbUSPR9CJid.jpg
 
Outlaws2


One thing intriguing about PSSR2 not covered in the video is the texture quality improvement seen in certain instances.





mipbias


A similar thing was observed in FF7, and Alex suspected in DF video that the developers might have changed the mipbias when they worked on the PSSR2 patch,

which of course is not the case as the game was never patched, it was just whitelisted.

And this is not just PSSR1 blurring textures,




FF72


As the same thing happens vs PC DLAA (check out the dirt on dude's arm)

These 'blurred textures' seem more like bug to me, and PSSR2 somehow manages to fix it.


Rebirth thing is a load of shit. It's how the game handles textures. It's a crapshoot if it's going to load the dirt and sword textures on Zak at the start. Does it on Quality, performance and Versatility mode.

Here it is loading the textures properly on quality mode. Then on a re load immediately fucking up. Here is versatility mode doing exactly the same. DF need to pull their heads out of their arses.

Considering the game has a chapter selection and "open world" they should get off their arses and actually check things properly. Rather than the very first area.

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Tifas hair is quite frankly shocking at some points and DF has never once picked up on it. All fuzzy and busted and see her scalp sometimes. Was never like that on quality mode and it's been a problem ever since versatility mode came out.

First thing I checked on rebirth and it's still a problem.
 
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So basically all the DF does these days is zoom in on things to show thins 99% of people won't notice
YouTube compression kills the video quality so they zoom in or slow footage down to show you how the game really looks. You're still likely to notice the upgrade when playing the real game uncompressed on your TV/Monitor. I know it's been a night and day difference to my eyes especially games like silent hill 2 and high on life 2
 
That is a significant change, if this tech comes to the PS6 Portable it will be a huge deal.
Yeah I think they can comfortably run PS6 games at 540p or even 480p and still look decent on a tiny 1080p display with PSSR. Should be able to handle quite a bit of ray tracing too, like RTGI. The problem, ironically, is going to be playing PS5 games. Without ensuring near 100% support for low power mode, I don't know how they are going to do BC. They might have to build some system level override to force the resolution down.
 
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Yeah I think they can comfortably run PS6 games at 540p or even 480p and still look decent on a tiny 1080p display with PSSR. Should be able to handle quite a bit of ray tracing too, like RTGI. The problem, ironically, is going to be playing PS5 games. Without ensuring near 100% support for low power mode, I don't know how they are going to do BC. They might have to build some system level override to force the resolution down.

Interesting problem I haven't considered, although there is a good reason for that, on PS5 I'm exclusively physical and PS6P will be digital only for sure.
 
Very clear improvements in most aspects. But this dot pattern that can be seen in some games is curious (but I doubt it's very visible without big zoom). I wonder if this can be fixed with game specific patches:

akgfJ3181mgEjQ8w.jpg
9ExzlvbUSPR9CJid.jpg
Noticed that in the FF7 breakdown as well. When the source is too blurry, especially in the distance, it creates this canvas-like pattern, like halftones, to artificially boost detail that isn't there. Interesting side effect...
 
Noticed that in the FF7 breakdown as well. When the source is too blurry, especially in the distance, it creates this canvas-like pattern, like halftones, to artificially boost detail that isn't there. Interesting side effect...

The question is, will it be visible when playing several feet away from the TV?
 
The question is, will it be visible when playing several feet away from the TV?
It isn't visible. At least I couldn't notice any of it in my testing at normal viewing distance. So it's more of a technical observation than a practical one. Still interesting to see what compromises these algorithms make on one aspect to boost another aspect.
 
Been playing Space Marine 2 with a buddy going through the story and it's a massive difference, especially the foliage.
I agree, I've been playing with a friend and the clarity difference is astounding. I wasn't sure if I was just misremembering because it was so noticeable.
 
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It isn't visible. At least I couldn't notice any of it in my testing at normal viewing distance. So it's more of a technical observation than a practical one. Still interesting to see what compromises these algorithms make on one aspect to boost another aspect.
Depends on your viewing distance and how big your tv is.
 
I'd have preferred they didn't add the toggle to force devs to just patch their games. Now the system that was supposed to help us bridge the gap between graphics options...has yet another toggle\option to fiddle with.
 
These PSSR1 pics.... this is really what was available before last week? I'm a bit gobsmacked. The 4k TV standard really screwed over the console makers. PS5 Pro could probably rock some games at native 1440p. But everyone is roped in to the fool's errand of gaming at 4k in the current year. As a society I think we were so burned by not being able to game at 4k, we used up all the RAM in the world just to create AI upscaling to fake it a little better.
 
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