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Digital Foundry: Over 20 games tested with PSSR 2.0 Upgrade

After constantly dumping on the Pro and constantly pushing a false narrative about how PSSR 2.0 would need per game patches for it to work, Leadbetter seems really annoyed by how good it is, the fucking bald headed cunt.
 
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.
Then turn it on and never touch it again. I prefer having the option in the off chance that there is some side effects on certain games.
 
the fucking bald headed cunt.
Anthony Anderson Abc GIF by HULU
 
My favourite part of this update is the ps5 pro sub reddit with people posting games that don't even use pssr and saying how much better they look with the new update. Classic
 
a false narrative about how PSSR 2.0 would need per game patches for it to work

To be fair, no one expected that PSSR2 toggle was possible.

I'm more annoyed by how GTA6 would run 30fps on PS5 because all the previous Rockstar games from previous generation did so.

It's such a dumb argument, and can't believe I'm hearing this from a tech channel.
 
surprised they didn't use GoWR to test performance between PSSR1, PSSR2 and TAAU. Also no 4 way face off with DLSS 3, DLSS 4.5, FSR 4.1 and PSSR 2 with games like Stellar blade or something.
 
Looks like moving forward, all upcoming ps5 games with ps5 pro enhancement will have impressive upgrades. Cant wait too see how Saros, ILL, Pragmata, Judas, Wolverine, Phantom blade zero, and GTA 6 and also upcoming PSVR2 games like MSFS 2024, Boots strap and Automa look on new PSSR 2.0.
 
Yeah, the improvements are very impressive. Crazy that this is a free upgrade with no loss to performance.


Another comparison they shared:

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That's a big difference. By the time I eventually get around to playing outlaws it's going to be a very different product to launch.
 
Screenshots and videos, even when they clearly show the difference dont do PSSR2 justice. It just looks so much sharper on your screen it is crazy.
BTW whats up with no first party games being whitelisted? I would expect them to lead the charge.
 
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To be fair, no one expected that PSSR2 toggle was possible.

I'm more annoyed by how GTA6 would run 30fps on PS5 because all the previous Rockstar games from previous generation did so.

It's such a dumb argument, and can't believe I'm hearing this from a tech channel.

Lol yeah, like they all said games would continue to be 30fps this generation because they always had been in the past. They're pretty idiotic.

There's really no good evidence that GTA 6 won't have a performance mode. It would be extremely unusual for it not to have one given that you can count on one hand the number of big games this gen that haven't. Yes it's possible that it's CPU bound, but lots of other games have had complex systems and still managed it. The truth is we just don't know. Yet they talk like it's pretty much impossible.
 
PSSR 1 was dogshit and deserved the heat but PSSR 2 is incredible! Amazing jump in quality.

I really hope they can add it to DS2 to fix up the foliage as much as possible.
 
It's like this on literally every comparison. If pro would had launched with PSSR2 people would had understood. Typical Sony has no messaging to it's base,and rushes a platform that is literally their test bed for Ps6.
The Rock Eye Roll GIF by WWE

How is it possible that in 2026, you people still don't understand how technology works? There's literally NO WAY to get to DLSS 4.5, without having DLSS 1, 2, 3, and 4. It's called progress.
 
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Did John give his seal of approval? is he a fan?
I'd say so:
I initially tested the PS5 Pro version again, but this time with retail code, and, what a difference, the PSSR2 makes. Like, it's genuinely shocking.
It looks so much better. I actually think the Balanced PSS2 mode looks better than the native 4K mode now. Like, it's just really clean comparatively. Very very sharp. So PSSR2 was indeed a big improvement over PSSR1, as you'd hope.
 
Then turn it on and never touch it again. I prefer having the option in the off chance that there is some side effects on certain games.

Took the opposite approach. Will leave it off and just hope for patches. If PSSR 1 was good enough before 2, it'll be good enough now if they are never patched.
 
Does Battlefield 6 use the PSSR2 toggle in PS5 settings or has it been baked in using a patch?
 
Does Battlefield 6 use the PSSR2 toggle in PS5 settings or has it been baked in using a patch?

Again

NO TITLE WAS PATCHED FOR PSSR 2,

They ALL use the toggle:

Some were included in a WHITELIST and have PSSR2 ON even if you toggle it OFF in your settings (for absolutely no logical reason)
 
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PSSR 1 was dogshit and deserved the heat but PSSR 2 is incredible! Amazing jump in quality.

I really hope they can add it to DS2 to fix up the foliage as much as possible.

If properly used, it wasn't. It has some flaws ( like very shimmering when object moving) , but it was good for the first iteration if properly used. Ghost of Yotei is very good example. It uses PSSR1 and that game has the smallest jump with PSSR 2 in comparison.
 
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If properly used, it wasn't. It has some flaws ( like very shimmering when object moving) , but it was good for the first iteration if properly used. Ghost of Yotei is very good example. It uses PSSR1 and that game has the smallest jump with PSSR 2 in comparison.

"Properly used" means high internal resolution? Because it looked the best in 1440p games (like Last of Us2).

It was blurring the details, added constant "noise" effect on the screen and was incompatible with some games. PSSR2 fixes all these issues and brings console image quality to PC levels. We should forget about PSSR1 - now Sony even won't let you see it in whitelisted games and I think this list will get longer with each update.
 
"Properly used" means high internal resolution? Because it looked the best in 1440p games (like Last of Us2).

It was blurring the details, added constant "noise" effect on the screen and was incompatible with some games. PSSR2 fixes all these issues and brings console image quality to PC levels. We should forget about PSSR1 - now Sony even won't let you see it in whitelisted games and I think this list will get longer with each update.

Are you senile? I've told ya don't quote me, hypocrite. GTFO
 
"Properly used" means high internal resolution? Because it looked the best in 1440p games (like Last of Us2).

It was blurring the details, added constant "noise" effect on the screen and was incompatible with some games. PSSR2 fixes all these issues and brings console image quality to PC levels. We should forget about PSSR1 - now Sony even won't let you see it in whitelisted games and I think this list will get longer with each update.

Not necessarily, AC Shadows ran with internal resolution of 864P, yet it had one of the best PSSR implementation. PSSR1 was a decent AI upscaler, its flaws were overblown by likes of DF.
 
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Not necessarily, AC Shadows ran with internal resolution of 864P, yet it had one of the best PSSR implementation. PSSR1 was a decent AI upscaler, its flaws were overblown by likes of DF.

Yotei with RT at 60 runs at 1080p. And Yotei is one of the best examples.
 
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Are you senile? I've told ya don't quote me, hypocrite. GTFO

LOL.

Not necessarily, AC Shadows ran with internal resolution of 864P, yet it had one of the best PSSR implements. PSSR1 was a decent AI upscaler, its flaws were overblown by likes of DF.

I don't thin they were. Even in "good implementations" you can see very visible differences vs. PSSR2. Rebirth and ACS have much better stability right now.

PSSR1 launched in 2024 so it was compared with 2024 image quality standards, regardless on when development on PSSR1 started (2022?), Sony ditched it in favor of FSR4 (4.1) anyway so PSSR1 (just like DLSS1) is dead.
 
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To be fair, no one expected that PSSR2 toggle was possible.

I'm more annoyed by how GTA6 would run 30fps on PS5 because all the previous Rockstar games from previous generation did so.

It's such a dumb argument, and can't believe I'm hearing this from a tech channel.
I get the frustration, but I think people are oversimplifying what's actually being said.

It's not "GTA VI will be 30fps just because old Rockstar games were." That would be a dumb argument.

The point is more about how Rockstar designs their games. They consistently push simulation, density, and world detail to the point where 30fps becomes the practical target on console. GTA VI looks like it's doing that again, probably even more than before.

So when people bring up past games, it's not nostalgia logic, it's pattern recognition. Same design philosophy, same kind of technical demands, same CPU limits on current consoles.

As for PSSR2, yeah, that was unexpected, but that's mostly helping GPU-side stuff like image quality. GTA's main bottleneck is still going to be CPU and simulation, and that's not something upscaling really fixes.

So I wouldn't call it a dumb argument, just maybe a poorly explained one.
Lol yeah, like they all said games would continue to be 30fps this generation because they always had been in the past. They're pretty idiotic.

There's really no good evidence that GTA 6 won't have a performance mode. It would be extremely unusual for it not to have one given that you can count on one hand the number of big games this gen that haven't. Yes it's possible that it's CPU bound, but lots of other games have had complex systems and still managed it. The truth is we just don't know. Yet they talk like it's pretty much impossible.
I think you're mixing up two different arguments a bit.

Nobody serious is saying "it'll be 30fps just because games used to be." That's not the point. The argument is that Rockstar tends to push simulation and CPU-heavy systems way harder than most devs, and that usually ends up at 30fps on console.

And yeah, most big games this gen have performance modes, but most of those games also aren't doing what GTA does under the hood. They'll scale things back aggressively to hit 60. Rockstar historically doesn't like doing that if it compromises the feel of the world.

You're right that we don't know for sure. It's definitely possible they offer a performance mode. But it's not crazy to be skeptical either, especially when:
  • The CPU on current consoles hasn't really jumped this gen
  • GTA VI looks significantly more simulation-heavy than most open-world games
  • Rockstar has a track record of prioritizing world fidelity over frame rate
So I'd put it like this: it's not "impossible," but it's also not something I'd just assume is happening because other games do it. GTA isn't really playing by the same rules as most of those games.
 
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LOL.



I don't thin they were. Even in "good implementations" you can see very visible differences vs. PSSR2. Rebirth and ACS have much better stability right now.

PSSR1 launched in 2024 so it was compared with 2024 image quality standards, regardless on when development on PSSR1 started (2022?), Sony ditched it in favor of FSR4 (4.1) anyway so PSSR1 (just like DLSS1) is dead.


AC Shadows was universally praised as one of the best PSSR implementations, and now it suddenly became a dogshit because a better version is available?

PSSR1 provided the best IQ (when used right) in console space, and now it just became idiot proof that even lazy devs can create good result.

PSSR2 is a product of joint effort between SIE and AMD (Amethyst). PSSR2 inherits properties from PSSR1. It's next evolution of PSSR as Cerny said, not a new path.
 
Having the PSSR toggle hidden away in a submenu and set 'off' as default is crazy.

I'll wager fewer than 5% of PS5 owners have it activated.
 
AC Shadows was universally praised as one of the best PSSR implementations, and now it suddenly became a dogshit because a better version is available?

PSSR1 provided the best IQ (when used right) in console space, and now it just became idiot proof that even lazy devs can create good result.

PSSR2 is a product of joint effort between SIE and AMD (Amethyst). PSSR2 inherits properties from PSSR1. It's next evolution of PSSR as Cerny said, not a new path.

I never said it was dogshit in ACS and some other games. PSSR1 was still above anything else on consoles at the time (like you said), but for ML upscaler running on 300TOPs console is was not so great.

PSSR2 is FSR4.1 in most aspects (if not nearly all of them) and 4.1 is based on 4.0. PSSR1 was scrapped. If Sony and AMD joined forces earlier, maybe Pro would launch with FSR4 quality from day one.

People laughed at us PS5 Pro day one adopters.

Who is laughing now?

When it comes to pricing, they are the winners for sure.
 
Having the PSSR toggle hidden away in a submenu and set 'off' as default is crazy.

I'll wager fewer than 5% of PS5 owners have it activated.
A friend got a Pro 2 weeks before the patch and I had to tell him to toggle on. Sony could have put a message when logging in for the first time after the patch.
 
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FSR 4.0 is a product of project Amethyst. PSSR1 was not scrapped, its data was used in creating FSR 4.0.

Kepler said that development of FSR4 and PSSR1 was mostly separate. If Sony was really deep into FSR4 you think Pro would launch with much worse upscaler?

 
Kepler said that development of FSR4 and PSSR1 was mostly separate. If Sony was really deep into FSR4 you think Pro would launch with much worse upscaler?


Can't you just shut up once and for all?

Why do you keep spreading lies?

 
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Kepler said that development of FSR4 and PSSR1 was mostly separate. If Sony was really deep into FSR4 you think Pro would launch with much worse upscaler?



'2024 Sony finishes PSSR mostly on their own but some stuff from PSSR is incorporated in FSR4'

do you read this?
 
Can't you just shut up once and for all?



Discussing anything when die hard fanboys are present is really annoying.

You believe PR, just like you believed that Sony won't increase price of PS5 because they "secured RAM for 2026".

'2024 Sony finishes PSSR mostly on their own but some stuff from PSSR is incorporated in FSR4'

do you read this?

Yeah, "some stuff" after

2023 AMD does their ML HW for RDNA4 and begins work in FSR4 (including the leaked INT8 version which was abandoned in 2023)

And leaked version is almost identical to final FSR4 FP8. So they had it almost ready (on their own) in 2023, looks like they waited for RDNA4. Comparison:

 
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