The BALANCED mode is great! you get RT + PSSR upscale + 40fps which is much better than 30. Since this game is not high octane action game, this is perfect
Just indoor areas still suffer from rubbish aliasing but I was rejoicing at proper mirror reflections in bathrooms. That awful smear is now gone lol. Also did you see the scene where Alan wake is in that music video like sequence. There is great Raytraced reflections even on the stage floor of the people and instruments. For a console this looks amazing.
It is fun just to switch from balanced mode to performance just to see the stark difference. Even areas with SSR reflections look much more detailed. The murky smeary rubbish SSR mirror and water reflections of performance mode always make me laugh too as that is all base PS5 and Xbox have to look forward to. It is impossible to go back once you have raytracing.
Yeah what is odd is Remedy didn’t mention they had cleaned up PSSR in many ways in this patch. It’s not mentioned here there is a toggle to turn it off now too if you don’t like it.
@@DEVILTAZ35 PSSR is cleaner than before. The power lines in Bright Falls don't shimmer anymore. Not sure why Remedy added fsr which is inferior to pssr.
Btw you're picking up on improvements that Digital Foundry didn't mention. Vegetation density, shadows and anistropic filtrering. I guess DF is not perfect
PSSR roughly has a performance cost of 2 milliseconds at 60 fps. For the PS5 version as it doesn’t have Mesh shaders they used a technique using the primitive shaders which causes performance issues compared to mesh shaders on the Xbox. This is mostly apparent in the dense forest areas. The reason the Pro also drops in these same areas using PSSR is although Pro does have mesh shaders this is only a patch and mesh shaders are still not used so it is still using that same code path as base PS5 hence the very same drops in the same spots. FSR has less cost per frame and with the overhead on Pro it is generally enough to keep it close enough to 60 fps.
Hey congrats you guys are getting recognition from Digital Foundry on the great work you are doing. The 40 fps mode with ray tracing is a welcome addition but it is a shame they couldn’t add ray traced shadows too. Perhaps when devs are more used to PS5 Pro we will see even better results. The only real issues are some light leaks in some indoor areas and also ray trace pop in at times. The biggest issue with the game still remains though and that is very poor antialiasing in large indoor locations. Other than that it’s a great looking game and mirror reflections are now on Alan awake 2 on console instead of smeary mess yay.
When you first get out of the car turn around and you can see Saga in the car side window reflected back too. I wasted tons of time looking at different reflections. There are still areas that have SSR fallback such as in the underground playing as Alan not all of the reflections are ray traced but it is of a much higher quality than before even in balanced mode. The ray tracing is also now much cleaner too.
Why is anisotropic filtering always the first to be lowered in perforamnce modes? It has no impact no performance, at least I never saw any impact on multiple PC's in the last 20 years.
The water with the boats is such a massive difference in reflection quality with raytracing that is impossible to come back from but on Xbox and on base PS5 the game has very poor quality SSR reflections. We saw better last Gen. the fact even a toilet mirror just has a smeary mess using SSR with not even a planar reflection fallback like the Hitman series used last Gen baffles me.
Certain areas the ray tracing is just so good it’s impossible to go back. It’s not the sort of game that 40fps to 60 fps even matters as the combat is slow. The 30 fps feels slow but the 40 is snappy enough. The difference in visuals is huge between 40 and 60. Next Gen hopefully we finally have minimum 60 thpugh
The BALANCED mode is great! you get RT + PSSR upscale + 40fps which is much better than 30. Since this game is not high octane action game, this is perfect
I was truly flabbergasted with digital foundry analysis - or better put, Oliver’s analysis. The vegetation is just SO MUCH BETTER with PSSR.
Just indoor areas still suffer from rubbish aliasing but I was rejoicing at proper mirror reflections in bathrooms. That awful smear is now gone lol. Also did you see the scene where Alan wake is in that music video like sequence. There is great Raytraced reflections even on the stage floor of the people and instruments.
For a console this looks amazing.
It is fun just to switch from balanced mode to performance just to see the stark difference. Even areas with SSR reflections look much more detailed. The murky smeary rubbish SSR mirror and water reflections of performance mode always make me laugh too as that is all base PS5 and Xbox have to look forward to.
It is impossible to go back once you have raytracing.
being happy with 40 fps in 2024/25 ffs
@@Norightnowrong1 They always downplay consoles especially now pssr because it competes with dlss and they can't have that.
PSSR is so clean, and have a much stable with anti-aliasing than FSR in 2:33 (look at the fence)
Yeah what is odd is Remedy didn’t mention they had cleaned up PSSR in many ways in this patch. It’s not mentioned here there is a toggle to turn it off now too if you don’t like it.
@@DEVILTAZ35 PSSR is cleaner than before. The power lines in Bright Falls don't shimmer anymore. Not sure why Remedy added fsr which is inferior to pssr.
Excelente comparação amigo. O modo equilibrado ficou show de bola, ray tracing + 40 FPS.
Valeu 😀
Btw you're picking up on improvements that Digital Foundry didn't mention. Vegetation density, shadows and anistropic filtrering. I guess DF is not perfect
I like the fact that there is now a 40fps mode.
Do you do your own pixel counting?
Yes, sometimes I compare it with other channels to see if it's right based on the experience they have
PSSR roughly has a performance cost of 2 milliseconds at 60 fps.
For the PS5 version as it doesn’t have Mesh shaders they used a technique using the primitive shaders which causes performance issues compared to mesh shaders on the Xbox.
This is mostly apparent in the dense forest areas.
The reason the Pro also drops in these same areas using PSSR is although Pro does have mesh shaders this is only a patch and mesh shaders are still not used so it is still using that same code path as base PS5 hence the very same drops in the same spots.
FSR has less cost per frame and with the overhead on Pro it is generally enough to keep it close enough to 60 fps.
very nice comparassion - PS5 PRO Balanced Mode is the way to go in this game
Hey congrats you guys are getting recognition from Digital Foundry on the great work you are doing.
The 40 fps mode with ray tracing is a welcome addition but it is a shame they couldn’t add ray traced shadows too.
Perhaps when devs are more used to PS5 Pro we will see even better results.
The only real issues are some light leaks in some indoor areas and also ray trace pop in at times.
The biggest issue with the game still remains though and that is very poor antialiasing in large indoor locations.
Other than that it’s a great looking game and mirror reflections are now on Alan awake 2 on console instead of smeary mess yay.
music is very relaxing❤❤❤
When you first get out of the car turn around and you can see Saga in the car side window reflected back too. I wasted tons of time looking at different reflections. There are still areas that have SSR fallback such as in the underground playing as Alan not all of the reflections are ray traced but it is of a much higher quality than before even in balanced mode.
The ray tracing is also now much cleaner too.
Why is anisotropic filtering always the first to be lowered in perforamnce modes? It has no impact no performance, at least I never saw any impact on multiple PC's in the last 20 years.
The reason i think its the gpu bandwidth limitation on console..
@marxed Ok, I can understand that, tnx :)
@marxed How?? Pro has 576 GB/s of memory bandwidth
@@1gta4gta is always shared btw i was entending base models ps5 pro doesnt have that issue because the memory is higher
because it means less expensive draw calls for floats from the cpu
I don’t think you mention anywhere that there is a toggle to switch off PSSR now too.
I didn't have time to include it in the video, I also couldn't add the comparison related to pop-in
Great video, although the music doesn't fit
Music is great
@iCHRIS-x It doesn't fit for this video
Alan wake 2 recebeu ps5 pro enhanced?
Sim
The water with the boats is such a massive difference in reflection quality with raytracing that is impossible to come back from but on Xbox and on base PS5 the game has very poor quality SSR reflections. We saw better last Gen. the fact even a toilet mirror just has a smeary mess using SSR with not even a planar reflection fallback like the Hitman series used last Gen baffles me.
여전히 RT와 혼용하게 되면 거슬리는 반짝거림 (Shimmering)이 있네요. 아직 DLSS 따라잡기는 한참 멀은듯
I love you videos
Pixel Analise pin him
Thank you😀
@ many games
@@PixelAnalise you are welcome
I have the pro and i prefered performance mode at 60
Certain areas the ray tracing is just so good it’s impossible to go back. It’s not the sort of game that 40fps to 60 fps even matters as the combat is slow.
The 30 fps feels slow but the 40 is snappy enough. The difference in visuals is huge between 40 and 60.
Next Gen hopefully we finally have minimum 60 thpugh
OMG! PS5 PRO Stealing rocks from the ground on 9:28 - when PS5 base has more textures in both modes. How that possible? 🤔
I think all of those modes look good, not too much difference for me..
O PS5 Pro modo PSSR qualidade da uma diferença boa em, achei bem melhor 👍🏻
I can tell xbots players gonna be mad
Only if they optimise Indy much better Lol.
Pixel Analise marvel Spider-Man 2 yeah PS5 Excuvies
Yes, th-cam.com/video/UffVcrvIedA/w-d-xo.html
@@PixelAnalise pc Xbox series x PS4 many Excuvies
@@mightymorphingpois it on Xbox? Switch? It’s a console family exclusive. PC isn’t a console.
I assume I’ve understood your comment.
@ yes sir