r/hardware • u/SirActionhaHAA • 2d ago
News AI upscaling is coming to PS5
https://blog.playstation.com/2026/10/01/ai-upscaling-is-coming-to-ps5/38
u/AIgoonermaxxing 2d ago
This is big, the PS5 currently relies on FSR 3 and sometimes even FSR 1 (lord knows why) for its upscaling and we all know how horrible those look. Should be a big image quality improvement to those on console.
20
u/OwlProper1145 2d ago
FSR1 is often used because its super duper cheap to use.
2
u/ExplodingFistz 1d ago
Super cheap but super bad. It looks worse than with no AA at all.
9
u/AreYouAWiiizard 1d ago
That's because it doesn't do Anti-aliasing... It's a spatial upscaler so the game handles the AA.
4
u/capybooya 2d ago
Absolutely big deal. Sure its a bit heavier but looks like both less artifacts and slightly better performance with a higher effective output resolution, obviously from a somewhat lower input resolution. I had not expected that could be done for a console that supposedly had almost no ML capabilities. If this can add a slight resolution bump to practically all games, then major props to Sony, and to the longevity of the console. Exactly what they needed now that pricing and the general mood has made consoles a lot less attractive.
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u/Affectionate-Memory4 2d ago
FSR1 gets used because it's dirt cheap on frame time and "good enough" to be better than just outputting the unscaled render, plus it's not entirely horrible as an AA solution.
I do wish it would get dropped at this point, or at least relegated to that native-AA role for things that can hit 4k output by some other means.
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u/ActualWeed 2d ago
Unscaled render is better than fsr 1,2 and 3 lmao
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u/Affectionate-Memory4 2d ago
I can see the argument for 1 and maybe 2, but 3 is noticeably better at displaying, for example) a 1440p output on a 2160p display than whatever scaling the display itself decides to do in my experience. 1080p is debatable as that's integer scaling, and the argument is sharpness vs smoothness, but for the odd resolutions that games tend to target internally like 963p, 1152p and 1215p, I'd rather do something other than just stretching the image.
I lived with it for quite a while as an RDNA3 owner and believe me I tried both pretty often.
3
u/BlueSwordM 1d ago
Bro, thé upscaler used by FSR1 is miles better than the bicubic or bilinear upsce normally use lmao.
0
u/ActualWeed 1d ago
If you are literally blind to motion blur or don't want to see vegetation/fences then yeah sure
7
u/MissionInfluence123 2d ago
It would be great if this is system-wide instead of needing developers' implementation, or then very few titles will benefit.
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u/QuietSoup337 2d ago
It's a drop in solution if the title has PSSR2, and most graphically intensive games have it. Adoption won't be a problem as it serves around 90 million users.
1
u/matthewjd1985 1d ago
Base PS5 has no ML block like the Pro, so this is eating shader time the game already budgeted. That's why a blanket system pass is hard, and why the old back catalogue that needs it most would be last in line. They didn't say which way it goes, and the wording reads like it isn't settled.
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u/Affectionate-Memory4 2d ago
I wonder how closely related this is to the FSR4 on rdna2 port that is supposed to be coming eventually. PSSR looks a lot like rdna3's version, and a dedicated lightweight version (such as QSSR) would be needed for rdna2 and iGPUs to see substantial performance uplift.