The video tests path tracing performance on a base PS5 running Linux across three games—Quake 2 RTX, Portal RTX, and Cyberpunk 2077 RT Overdrive—showing that while simpler titles like Quake 2 RTX can achieve playable frame rates with compromises, more demanding games struggle with low resolutions and poor image quality. It concludes that although path tracing is currently limited on the base PS5, future hardware improvements and software optimizations could make it a more viable feature on next-generation consoles.
This video explores the feasibility of running path tracing, a demanding real-time ray tracing technique, on the base PlayStation 5 using Linux installed on an exploitable console. The presenter tests three games representing different stages of path tracing technology on PC: Quake 2 RTX, Portal RTX, and Cyberpunk 2077 RT Overdrive. Starting with Quake 2 RTX, an older game known for its scalable path tracing, the PS5 manages native 4K path tracing at around 11 frames per second. By lowering resolution and using dynamic resolution scaling, the frame rate improves significantly to a stable 60 FPS, demonstrating that even a console not designed for path tracing can deliver a playable experience on simpler titles.
Quake 2 RTX’s performance on the PS5 is compared to results on handheld RDNA2 and RDNA3 hardware like the Steam Deck and Xbox devices. The game scales well to lower-power platforms, and the experiment highlights that path tracing is not a uniform technology but varies in complexity and implementation. The discussion suggests that indie developers might explore path tracing on consoles with simpler assets, potentially creating visually appealing yet performant games. The experiment also reveals that the Linux ray tracing drivers on PS5 are still evolving, and native development tools could yield better performance in the future.
Moving on to Portal RTX, the first Nvidia RTX Remix game, the results are less promising. Running at 1080p upscaled from 540p, the PS5 struggles to maintain 30 FPS, and image quality suffers due to poor denoising and lack of advanced upscaling techniques. While playable, the experience is not visually impressive, underscoring the need for better denoising and upscaling to make path tracing viable on current consoles. The discussion notes that a PS5 Pro with improved ray tracing hardware and upscaling could handle such games better, but on the base PS5, it’s more of a technical experiment than a practical gaming option.
The most demanding test is Cyberpunk 2077 RT Overdrive, a high-end AAA path tracing title. On the base PS5, the game runs at very low internal resolutions with significant performance trade-offs, achieving around 22-27 FPS depending on resolution and settings. Using mods to reduce ray bounces and AMD’s FSR 3.1 frame generation can boost performance to around 35 FPS, but image quality and frame smoothness remain poor. The video suggests that while the PS5 Pro might handle a toned-down version of this mode more effectively, the base PS5’s hardware limitations make it impractical for a good path tracing experience in such complex games.
Overall, the experiment demonstrates that while path tracing on the base PS5 is technically possible, it requires substantial compromises in resolution and visual quality, limiting its practicality. Quake 2 RTX stands out as a viable candidate for path tracing on consoles due to its scalability and simpler assets, whereas more modern and demanding titles like Portal RTX and Cyberpunk 2077 highlight current hardware and software limitations. The video concludes with optimism about future improvements in console hardware, software optimizations, and upscaling technologies potentially making path tracing more accessible and common in next-generation consoles.