Sony’s technology corrects all the major shortcomings of FSR.
Several Digital Foundry editors have already been able to try out the PlayStation 5 Pro console, with which they subsequently took a number of photos. And now they’ve taken advantage of perhaps the most exciting new feature the improved console will bring – the PlayStation Spectral Super resolution boost. How is it different from FSR and can it stand up to DLSS?
While we’ve already seen a certain comparison in The Last of Us video, this time it’s much more fair and direct. Alex Battaglia compared PSSR with FSR and DLSS in the game Ratchet & Clank: Rift Apart, the PC version of which can be quite close in settings to the console version.
Resolution is a little trickier because the PS5 uses dynamic range. So for FSR, Battaglia used a quality mode (1440p native resolution), which is slightly lower resolution than PSSR on the PS5 Pro, but for DLSS, using a special tool, he was able to use the exact values he calculated on the PS5. , so it’s a completely fair comparison.
Compared to FSR, which Sony’s technology will replace on consoles, PSSR works very well. It completely eliminates noise and aliasing caused by fast motion, for example. FSR also suffers from instability in terms of particle effects that leave a trail behind them and completely change shape from how they should look, PSSR fixes this.
Something similar applies, for example, to the confetti flying through the air in Ratchet. They are too small for FSR and do not disappear completely when rendered, with PSSR they are much more stable.
The grass looks very blurry with FSR (although in this case, perhaps this is the fault of the game itself), but PSSR renders it much better, almost at the DLSS level. In the same way, PSSR gets rid of unpleasant aliasing on more distant objects.
On the other hand, PSSR may not be as stable as DLSS, aliasing is still more significant here than with Nvidia technology. DLSS also does a better job of rendering RT reflections, which are somewhat delayed due to PSSR and also suffer from ghosting. However, Battaglia suggests that the problem may not only be with the PSSR, but also with the RT noise cancellers that Insomniac uses.
Finally, he adds that for his conclusions he will need more material not only from Ratchet, but also from other games where Sony’s upscaling may behave a little differently. The technology is very impressive at the moment, especially considering that it took DLSS several years to become a truly quality upscaler.
Source :Indian TV
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