Alan Wake 2 is one of our games of the generation - a proper technical showcase - but with the arrival of Sony's upgraded PSSR upscaler, it's also a key proving ground for the capabilities of the revised technology. In its 60fps performance mode, the game's complex foliage, dense geometry and demanding lighting are paired with an internal 864p resolution, upscaled to 4K. It's a challenge that the original PSSR couldn't handle, sometimes comparing unfavourably with the original FSR2. However, the upgraded PSSR is a revelation by comparison.
Let's quickly recap on the issues we saw in this game with this first-gen PSSR. The image suffered from a fine, unstable noise layer that resembled film grain, visible across foliage, street scenes and other mid-frequency detail. With a meagre resolution to reconstruct from, anti-aliasing struggled to be effective on elements like power lines, causing shimmering. Ambient occlusion could pulse, most evident in motion.
The upgraded PSSR improves the situation across the board. Alan Wake 2's forested areas no longer exhibit the pulsating indirect lighting, there's no pixel crawl on foliage, while the image in motion is significantly clearer and more coherent overall. Street scenes could visible "wiggle" now present as consistent, defined surfaces.
Overheard cables - a classic stress test for temporal upscalers due to sub-pixel issues at lower resolutions - aren't completely solved, but the improvement is substantial. A night and day difference, almost. There's a clarity boost to texture detail now, which is also welcome, while line completion is obviously better and flicker is reduced. The bottom line is that the new PSSR is able to deliver a convincingly 4K-like presentation, even with a challenging 2.5x upscale in both X and Y axes.
It's not a totally clean bill of health, however. There's a subtle image characteristic where certain high frequency regions such as distant trees or very fine texture detail can present a slight "pepper-like" look. This seems less like an obvious artefact and perhaps more of a "signature" to the algorithm - similar to the stylised lines found in the old CNN DLSS model, or the disocclusion fizzle of FSR2 and FSR3. It's not immediately noticeable though, nor does it distract - it's more of a tell than a flaw.
There are improvements with the 30fps quality mode, running roughly at 1270p with a less challenging 4K upscale, but it's more of a refinement than a game changer compared to the original PSSR - likely because base resolution is relatively high. So it's an incremental improvement here, with more subtle boosts to image stability, clarity and texture detail.
Ray tracing quality also remains much the same in the quality mode, with its compromises seemingly unrelated to upscaler quality. It's more likely an issue with the denoiser which delivers a stippled, noisy presentation - something the new PSSR cannot address. It's still just an upscaler, not a ray reconstruction or ray regeneration technique. It can only work with the noisy inputs it's given.
Alan Wake 2 in performance mode is an interesting test for the upgraded PSSR - and the key reason why we chose to focus on this game specifically. The base image being fed to the algorithm is a challenge - not least because of its 864p native resolution - but the good news is that the game looks a whole lot better than many of the FSR2-based performance modes seen on the base PlayStation 5. Similar to Silent Hill f, what was once a showcase for PSSR's limitations becomes an example of the massive improvements delivered by the newly upgraded version.
And if Alan Wake 2 can look this good upscaled from 864p, it bodes well for the future of PS5 Pro titles, where more of the hardware can be dedicated to quality of pixels as opposed to quantities of them. Higher frame-rates, more ambitious effects or more comprehensive RT features become possible without the end result looking poor on a living room TV and without unfavourable comparisons to the base PS5.





Comments 12
I had major trouble with the HDR in this game with gradiated like patterns in the sky. Turned off dynamic tone mapping and all of a sudden the brightness was super low with HGIG enabled. I've never been able to get HDR to work right, ESPECIALLY in windows, clearly I'm doing something wrong...
To be honest I had no major issues with this on PS5 Pro, it's not that I couldn't see some of the issues if I looked hard, they just didn't bother me much. Fantastic looking game, even better art direction.
Couldn't disagree more with Alex's statement that previously it was "not looking very good at all", but that's opinions! Either way glad to see that Enhanced PSSR is ticking a lot of boxes.
@Spodlude HDR is very very hard to get right for the end user. On Windows it's such a crapshoot I usually don't bother any more and stick to SDR on my Oled screen, which usually looks great.
On my ps5+LG OLED I used the settings from HDTV test videos and never changed it again, it automated and looks good.
@ChristopherPhD
Oliver & Alex shouldn’t be saying the coverage they are doing from PSSR is games with a patch and different from current retail code, when it is blatantly false as not a single game has been patched.
@Rich_Leadbetter can DF please contact the devs/publishers of the games aswell as Sony to clarify this. Because right now it looks like DF is saying incorrect information rushing to get content out the door. Just like yous have for DLSS 5.
@FUBARx89 I've done just that. The information we had was that the games have been patched. But you are quite right to say that there has been no title update.
@NandoCalrissian
You also need to calibrate HDR on Windows; there's a dedicated app in the store. The PS5 has it built-in, and the game usually adjusts accordingly (at least the default, if the game doesn't have specific settings), but if the implementation is flawed, you have no solution. On PC, you can rely on RenoDX and Luma, which also allow you to enable it where it's not available. There are also specific presets for the most popular graphics engines (UE-4, 5, and Unity), from which you can adjust the settings in detail.
Consoles start out better, but if the original work is poorly done, you have no alternative. On PC, there are many ways to improve, and you can enable it where it's not available in various ways, including RTX-HDR and Windows Auto HDR.
Any news on whether Crimson Desert received the PSSR2 patch upon release?
@Rich_Leadbetter Excellent - there's being a bizarre level of vagueness from Sony and Remedy about this. It'd weird to highlight specific games like Control and AW2 as supporting PSSR2 if they're only going to 'support' it via the system wide toggle because at that point they'd be no different to any other game with original PSSR support.
And while I'm sure this will have already occurred to basically everyone, it'd be fascinating to see how the performance mode of the original disc version of Silent Hill 2 looks now with the system PSSR2 toggle turned on....
I've had this game since launch and I still haven't played it. I really need to do something about that 😅
Also I heard about the apparent threats your team received following coverage of DLSS 5 and I just want to say I'm so sorry you had to be dealing with this. I really don't know what's wrong with people these days.
@Spodlude Windows HDR unfortunately tends to be pretty broken.
@MemuAccount it's true and it's the saving grace of pc gaming. I still would like that HDR UX would be a "it just works" experience on windows by default. I wonder if the effort put in project Helix software will help make windows experience better for gaming.
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