Last week's reveal of the second generation PSSR presents a mouthwatering proposition. If all goes to plan, the PlayStation 5 Pro moves one step closer to being the console we always hoped it would be, representing a proper upgrade over the standard model while hinting at some of the technologies we should expect to see from PlayStation 6. It has raised an interesting question from our community: are we getting a preview today of the console of tomorrow?
That might be a somewhat optimistic appraisal of the situation, but the promise of the new PSSR looks undeniable. Right now, Resident Evil Requiem represents the potential of the Pro at its zenith. Of course, it's the same game as that seen on the base model. Both run at 60 frames per second. However, thanks to the new PSSR - dubbed PSSR2 by the userbase, but not by Sony itself - we have image quality that wipes the floor with all other console versions of the game. On top of that, ray-traced global illumination and RT reflections are frankly game-changing.
We should expect to see developers update many of their existing games with the new PSSR, but at the same time, Sony is providing a front-end toggle that automatically swaps out the old version for the new version in the existing line-up of games. At a stroke, we should see a vast improvement across a majority of Pro titles. And for many, that might be enough to make an existing purchase justified - and to enlarge the installed base with new users that appreciate the upgrade on their 4K screens.
We'll be testing the difference between system-level and developer-sourced PSSR upgrades because there is a question that needs answering: if the system-level toggle works as well as the FSR3 to FSR4 control panel injection tweak seen on PC, why bother developers with having to upgrade their games? It's an interesting question!
But where does this leave PS5 Pro vs PlayStation 6 in what is almost certainly set to be an even longer cross-generation period than the last? Could a potentially cheaper Pro purchase today reduce the need for an expensive PS6 upgrade tomorrow?
Well, there may well be the argument that Sony will use PS5 Pro as a proving ground for whatever ML technologies emerge from the Project Amethyst collaboration - exactly as we see now, where AMD's FSR4 was effectively ported over to become the second generation PSSR. Frame generation would be a likely next port of call if Sony decides to go down this route. However, the more of AMD's ML technologies that ship on PS5 Pro, the less novelty PlayStation 6 may represent to users.
But beyond that, I do still think that notionally at least, Sony is still wedded to the concept of the console generation and lead system architect Mark Cerny has shared some hints on how he sees the future of technology. Ray tracing and ML are a core part of that vision and while PS5 Pro represents a step forward in that regard, the recent Project Amethyst update takes us further with some hints on the future of graphics hardware, presumably on technologies we'll find in AMD's RDNA 5 and indeed, PS6.
The discussion included talk of neural arrays to better optimise the GPU for RT workloads. We learned about universal compression that should radically improve memory bandwidth, tuned for vastly improved ML and RT performance. Radiance cores for "unified light transport" may hint at a future geared not just to ray tracing, but to path tracing too. And while it's not discussed in the Amethyst video, PS6 will address the CPU performance shortfall in the current generation PS5.
PS5 Pro works as a tangible upgrade to the standard PlayStation 5 then - especially if the new PSSR is as good in all games as it is in Resident Evil Requiem - but similar to the PS4 Pro, it is basically a machine of the same generation. It has the same CPU limitations, the same core feature set and the same software ecosystem and - crucially - the same development environment. Requiem shows us how transformative the Pro can be, but this is still an enhanced console, unlikely to compare favourably with whatever comes next.
I'd venture to suggest that the real question is how the next cross-gen period will play out more generally. Once new consoles are available, the concept of developers giving as much care and attention to the lower installed base of the last-gen Pro console remains to be seen. Last generation, both PS4 Pro and Xbox One X saw the quality of their enhancements diminished once the new hardware arrived. In servicing the last generation, the PS4 took point as it had a sizeable userbase worth addressing. PS4 Pro saw some resolution boosts and performance stability improvements, but it was in no way comparable to PS5. The notion of a "4K PS4" quickly dropped away. I'd expect history to repeat itself.
Perhaps I'm being overly pessimistic. Perhaps there will be a unified development environment for all relevant PlayStation consoles, similar to what Microsoft tried to achieve with its "GDK", which sought to unify Xbox One, Xbox Series and even PC development. But ultimately, I'd expect the next-gen Sony console to offer so many more possibilities to developers that it would become the new focus. In that scenario, PS5 and PS5 Pro fall into the same bucket. The Pro would still have value, however, simply by virtue of the new PSSR's ability to make so much more from limited pixel counts.
So, if we had to guess, what will the next generation console divide look like? We're moving into "reading the tea leaves" territory here, but I'd imagine we'll be looking at a more stark version of what is playing out in the PC space right now. The same games will run across both generations, but enhanced RT hardware along with robust ML will see the next-gen consoles deliver far superior ray traced visuals and much higher frame-rates, whether that's down to ML super resolution, frame generation or both working in concert. We may even see the RT effects on today's current-gen consoles deprecated in favour of just getting tomorrow's games running effectively.
I'd also hope to see the image quality issues of the current generation resolved by mature ML upscaling - and I think that's where PS5 Pro will offer us a taste of what comes next. We've seen how well the new PSSR works on a game with a baseline circa-1080p resolution - but just how low can it go and still look good? Games like Alan Wake 2, Metal Gear Solid Delta, Avatar Frontiers of Pandora and Assassin's Creed Shadows among many others should answer a lot of questions. We can't wait to get testing!





Comments 13
Initial impressions certainly seem positive! It's been pretty clear since launch that PSSR on the Pro was essentially in beta, so it's good to see progress being made.
I'm also intrigued by the prospect of newer versions of PSSR being injectable into games via the system level toggle. This could be transformative technology for games going forward, especially from a backwards compatibility perspective for future hardware.
I said on another site covering PSSR2 , that I feel sorry you fine fellas at digital foundry with so much work ahead of you .
I hope you are all able to find time to relax and play amazing new games amidst all the PSSR 2 testing!
Reading the tea leaves with even less wisdom than the guardian council of DF , I think how the cross gen between ps5 and ps6 plays out , will largely depend on how much path tracing the next PlayStation has . It seems that’s the real next gen tech while ML and frame gen are really just coping mechanisms for those on the supply side as game development gets longer and optimisation gets more tricky - it’s a supply slide development tool presented as a pro consumer feature . As such , if the ps6 doesn’t really have a next gen and very tangible feature like path tracing , I think the generation gap will almost be indistinguishable
The biggest influence on PSSR doesn’t have Sony, but Epic. As long as TSR creates better results than PSSR in UE5 games with Lumen, PSSR is of limited use for the majority of relevant games. Does AMD have enough engineers to support Epic, or is every hand needed for bringing Amethyst to market?
PSSR2 performance in UE5 titles [especially those that use Lumen] will be crucial for its adoption. I'm not expecting perfect results in already released UE5 PSSR1 titles.
We'll see this year if AMD Ray Regeneration denoiser will be good combo with PSSR2.
The dll files in PC games need to be replaced to inject newer versions into older games that weren't out at the time, so how is Sony able to have a universal toggle for PSSR? Is PSSR code built into the PS5 OS and the game logic is grabbing it from there?
As the target screen resolution should remain 4k (hopefully) basically a new gen will be sold on : high framerate, high IQ, high quality effects ( RT and material rendering).
I get the sense that's going to be a hard sell for non enthusiast gamers if the asking price is above 600usd (spoiler alert, it will be)
I'd like to challenge Rich's prediction that "history will repeat itself."
Consider the following possibilities, all of which seem quite likely:
1) The PS6 is delayed until 2028 or 2029
2) The PS6 costs over $700
3) The PS6 gets a handheld that can play all PS6 games
If the PS6 is delayed, this means more time for the PS5 Pro to shine, growing the install-base. With a larger install-base, developers have greater incentive to polish their PS5 Pro ports.
If the PS6 costs over $700, this means adoption will be much slower than PS5. In which case, for the first four years of the PS6 generation, the vast majority of players will be on PS5 systems. Again, this gives developers reason to focus on the PS5 ports.
Finally, if the PS6 gets a handheld, this places constraints on developers' embrace of the new development environments: they will already be optimizing their games for low wattage systems.
The part that you’re missing in your comparison is the fact that the PS4 Pro’s performance was set in stone. When the PS5 came out, the PS4 Pro was still utilizing the performance headroom it had when it was released.
With PSSR being the driving force of performance headroom on the PS5 Pro, we can’t really say how far Sony is willing to take the performance improvements.
In theory, if Sony continues to release substantial improvements to PSSR by the PS6 release, we’ll have an even more capable machine in front of us. I’d also guess that PSSR implementation will continue to expand as it’s Sony’s bread and butter moving forward. We’re living in a world where software is the driving force of performance headroom. The PS5 Pro is the first console to be part of this new method. It’s really untapped waters for how far software can take the PS5 Pro. More devs, not less, will be inclined to use PSSR in their games.
Our trusty old system wide PSSR toggle will breathe new life into our dusty old PS5 Pro. The question, as you are devolving into as well, is how much?
This is my take.
@_Refurbished_ I think my point in the article is "how much do you put into PS5 Pro before encroaching on the enhancements PS6 could be delivering?". I'm not sure how much more we will get, but frame-gen would be a good cut off point.
@Rich_Leadbetter If Sony is to release frame generation via PSSR 2.5 or PSSR 3 on the PS5 Pro, they will need to solve the latency issue that is already quite high on PS5 due to the controller input.
Speaking of PSSR, I'm still trying to decide whether to purchase on my PC and play at native 4k or just purchase on my PS5 Pro. I've been really drawn to console play here lately.
@RavenSnyder Interesting point there. It's interesting because console games are already inherently "laggier" than PC equivalents. Thing is, you offset a lot of latency just by NOT using v-sync. You also save a lot of latency by running a display in 120Hz mode.
So I wonder... would restricting frame-gen to 120Hz modes (preferably with VRR) offset enough latency not to need an "anti-lag" solution?
@Rich_Leadbetter Right. I’m sure Sony will still provide a large gap between the two consoles. While I agree that the PS5 Pro won’t encroach into PS6 territory, I also think it could surpass the PS4 Pro and Xbox One due to its reliance on software advancements.
If Sony allows the PS5 Pro to keep advancing over the next few years, there will be a smaller gap in performance between the PS5 Pro and PS6, compared to the PS4 Pro and PS5. Since software is positioned to be a big part of Sony’s performance plan (as Mark Cerny an AMD confirmed), it would certainly be possible that the PS5 Pro tails off as the previous generation beast we haven’t seen.
I've just bought today a Pro after almost 4 years with a regular PS5 becaue I think now is the time to jump into it.
I'd like to say a couple of things regarding what was said that PS4 Pro didn't receive that much attention after PS5 was released, first that when PS5 released it was already 4 years from PS4 Pro release. That is a significant period of time in a console lifetime.
Secondly, what PS5 brought to the table that made everyone forgot PS4 Pro was the SSD ( no loading screens probably the biggest game changer) and the controller wihich is just brutal everybody loved the DualSense.
If PS5 Pro can become even better with software updates and keep consistent with 4K and 60 fps ray tracing what will be the real change of PS6? Path Tracing? I'm sure it is amazing I just wonder how can the next gen make a significant improvement apart from it? Especially when they are even talking about portability features.
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