The video compares the PS5 Pro’s PSSR2 upscaling with PC’s FSR4 and DLSS 4.5 in Resident Evil Requiem, finding that while PSSR2 delivers a sharp 4K image at 60 fps and avoids certain ghosting artifacts, it shows more aliasing and softer details compared to the generally smoother and sharper PC upscalers. Despite shared issues like ray tracing noise and aliased depth of field effects, the comparison highlights nuanced strengths and weaknesses of each technology within the game’s challenging visual style.
The video provides an in-depth comparison of the image quality between the PS5 Pro’s PSSR2 upscaling technology and PC-based upscalers AMD’s FSR4 and Nvidia’s DLSS 4.5 in the game Resident Evil Requiem. The presenter expresses satisfaction with the PS5 Pro’s performance, noting that it delivers a sharp, good-looking 4K image at 60 fps, which is a fulfillment of the console’s promise that many other titles have failed to meet. Despite some initial concerns about ray tracing noise, it was clarified that this issue stems from Capcom’s denoiser implementation rather than the upscaling technology itself.
When comparing the three upscalers, the video highlights that while all share the same ray tracing noise problem, DLSS 4.5 and FSR4 generally maintain better anti-aliasing during motion than PSSR2. For instance, moving objects like Grace’s chair armrest and her boss’s glasses rims show more aliasing and a visible 1080p resolution in PSSR2, whereas the PC upscalers keep these edges smoother and more stable. However, this aliasing issue is mostly noticeable when zoomed in and slowed down, and less apparent during normal gameplay.
On the other hand, PSSR2 excels in some areas where FSR4 struggles, such as avoiding ghosting artifacts seen when objects move quickly. An example given is a clipboard moving in the intro scene, where FSR4 shows ghosting but PSSR2 and DLSS 4.5 do not. The video also points out differences in sharpness and detail retention, with DLSS 4.5 typically being the sharpest, followed by PSSR2, and FSR4 appearing noticeably softer, especially in background details like text on a bulletin board.
Further gameplay comparisons show that PSSR2 tends to produce softer images in city scenes, with incomplete line rendering on objects like fences and power lines, unlike the more complete and crisper lines seen with DLSS 4.5 and FSR4. Additionally, the game’s depth of field effects are consistently aliased and noisy across all upscalers, which detracts from overall image quality when this effect is active. These universal issues limit the ability to fully appreciate differences between the upscalers in certain visual contexts.
In conclusion, the video suggests that while PSSR2 holds its own and delivers a very good image on the PS5 Pro, it still falls slightly behind the latest PC upscalers in terms of anti-aliasing and line completion. The differences are nuanced and often subtle, with each technology having its strengths and weaknesses. The presenter also notes that the game’s dark and low-contrast visual style makes it a less ideal candidate for image quality comparisons, but nonetheless finds the comparison insightful and indicative of the progress made in upscaling technology across platforms.