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Forums - Sony Discussion - Is the PS5 PRO an utterly useless device at launch? Reviews are out now.

 

PS5 PRO

Worth the money 24 34.78%
 
Waste of money 45 65.22%
 
Total:69
LegitHyperbole said:
SvennoJ said:

I works in Spiderman 2 though. The default RT options that is. It managed a locked 30fps on base PS5 and now a locked 60fps on PS5 Pro. Just if you go for fidelity mode on Pro it throws in more hardly noticeable RT improvements which without a VRR display create terrible fps dips while swinging around.

That has also become a problem, relying on VRR. It's great for higher frame rates over 60 fps to maintain perceived stability, but it's a bad crutch for games that can't reach 60 fps. Big swings under 60 fps remain very distracting and don't help image reconstruction techniques.


Horizon looks amazing yet there running around water you notice it's still limited by screen space reflections, at the edges the reflections are missing or look weird. You only see it while running along water, not all that distracting. Certainly not like huge frame drops or upscaling artifacts.

I'm sure RT can put more 'realism' in scenes like this

Flood it with shadows and ray traced lighting. Yet for now it's not worth the performance cost. RT is great when you can switch to it and not have to do all the lighting work, shadow and reflection maps. But now it's just an extra, no time saver, more work. And thus not the priority for optimization.

RT might make this look better too, or worse

Running at a locked 60 FPS makes it look more impressive than adding RT reflections at 30 fps, imo.

It looks great without RT, not missing it.


Just like VR, RT is still in its experimental stage. Too early to switch to, can add depth but mostly adds performance woes.

Too much cost for too little benefit. In Spiderman 2 you're playing the game at such speed you aren't going to no5ice reflections and overall it just looks like the contrast has been adjusted. In Cyberpunk and The Witcher 3 you'd swear you just adjusted gamma or contrast it's that pitiful. I do see some really cool stuff on PC but even 4090's struggle to bring about the really cool stuff. We are struggling for 60fps even on the PRO 60fps is still an issue with some patches, Raytracing should be completely ignored until the hardware can hit 4k 60 and then, try supplementing with RT but it shouldn't be a tool to ignore creating great graphics. It should be a complete afterthought. 

The real mind-f*** is pathtracing.
Theres these really old games they added it too, which then look much much better, but has a 4090 doing like 15-20 fps.
While older and weaker cards are like into the 1-2 fps range.

As soon as you unlock more power, developers will find a way to waste it :P



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SvennoJ said:
LegitHyperbole said:

I'm a fan of the choices, I particularly like Stellar blades solution where they off a balanced mode between the two and it works for me perfectly. I agree though, RT needs to be ignored until we have hardware that can actually handle it or do something significant with it. It's pitiful of bas ps5 and while better on pro it's still too much of a cost. Lazy devs think they can get away with this instead of working on the games graphics. 

I works in Spiderman 2 though. The default RT options that is. It managed a locked 30fps on base PS5 and now a locked 60fps on PS5 Pro. Just if you go for fidelity mode on Pro it throws in more hardly noticeable RT improvements which without a VRR display create terrible fps dips while swinging around.

That has also become a problem, relying on VRR. It's great for higher frame rates over 60 fps to maintain perceived stability, but it's a bad crutch for games that can't reach 60 fps. Big swings under 60 fps remain very distracting and don't help image reconstruction techniques.


Horizon looks amazing yet there running around water you notice it's still limited by screen space reflections, at the edges the reflections are missing or look weird. You only see it while running along water, not all that distracting. Certainly not like huge frame drops or upscaling artifacts.

I'm sure RT can put more 'realism' in scenes like this

Flood it with shadows and ray traced lighting. Yet for now it's not worth the performance cost. RT is great when you can switch to it and not have to do all the lighting work, shadow and reflection maps. But now it's just an extra, no time saver, more work. And thus not the priority for optimization.

RT might make this look better too, or worse

Running at a locked 60 FPS makes it look more impressive than adding RT reflections at 30 fps, imo.

It looks great without RT, not missing it.


Just like VR, RT is still in its experimental stage. Too early to switch to, can add depth but mostly adds performance woes.

Yes pretty images of a static environment that doesn't react to players' actions at all and VR has been in the experimental phase for 40 years. Sorry, but $300 tablet with a game with an environment that is dynamic and actually interactive with many moving parts is more impressive than $700 and a static one.



Bite my shiny metal cockpit!

Leynos said:
SvennoJ said:

I works in Spiderman 2 though. The default RT options that is. It managed a locked 30fps on base PS5 and now a locked 60fps on PS5 Pro. Just if you go for fidelity mode on Pro it throws in more hardly noticeable RT improvements which without a VRR display create terrible fps dips while swinging around.

That has also become a problem, relying on VRR. It's great for higher frame rates over 60 fps to maintain perceived stability, but it's a bad crutch for games that can't reach 60 fps. Big swings under 60 fps remain very distracting and don't help image reconstruction techniques.


Horizon looks amazing yet there running around water you notice it's still limited by screen space reflections, at the edges the reflections are missing or look weird. You only see it while running along water, not all that distracting. Certainly not like huge frame drops or upscaling artifacts.

I'm sure RT can put more 'realism' in scenes like this

Flood it with shadows and ray traced lighting. Yet for now it's not worth the performance cost. RT is great when you can switch to it and not have to do all the lighting work, shadow and reflection maps. But now it's just an extra, no time saver, more work. And thus not the priority for optimization.

RT might make this look better too, or worse

Running at a locked 60 FPS makes it look more impressive than adding RT reflections at 30 fps, imo.

It looks great without RT, not missing it.


Just like VR, RT is still in its experimental stage. Too early to switch to, can add depth but mostly adds performance woes.

Yes pretty images of a static environment that doesn't react to players' actions at all and VR has been in the experimental phase for 40 years. Sorry, but $300 tablet with a game with an environment that is dynamic and actually interactive with many moving parts is more impressive than $700 and a static one.

Well in defense Horizon Burning shore is stunning in motion too and has many moving parts, weather effects, particle effects and emergent gameplay on top too with enemies that are modular. This is not the game to make that point but I understand the point. 



JRPGfan said:
LegitHyperbole said:

Too much cost for too little benefit. In Spiderman 2 you're playing the game at such speed you aren't going to no5ice reflections and overall it just looks like the contrast has been adjusted. In Cyberpunk and The Witcher 3 you'd swear you just adjusted gamma or contrast it's that pitiful. I do see some really cool stuff on PC but even 4090's struggle to bring about the really cool stuff. We are struggling for 60fps even on the PRO 60fps is still an issue with some patches, Raytracing should be completely ignored until the hardware can hit 4k 60 and then, try supplementing with RT but it shouldn't be a tool to ignore creating great graphics. It should be a complete afterthought. 

The real mind-f*** is pathtracing.
Theres these really old games they added it too, which then look much much better, but has a 4090 doing like 15-20 fps.
While older and weaker cards are like into the 1-2 fps range.

As soon as you unlock more power, developers will find a way to waste it :P

Yep, old games can take it more so than newer games cause they're not trying to do both graphical evolution and this tech at the same time. Like Minecraft can do Raytracing so well cause it's so basic. This power should never have been unlocked on console, like you said, the biggest waste we've ever seen and one that has buggered the 'next gen" feel of 9th gen. 



Leynos said:
SvennoJ said:

I works in Spiderman 2 though. The default RT options that is. It managed a locked 30fps on base PS5 and now a locked 60fps on PS5 Pro. Just if you go for fidelity mode on Pro it throws in more hardly noticeable RT improvements which without a VRR display create terrible fps dips while swinging around.

That has also become a problem, relying on VRR. It's great for higher frame rates over 60 fps to maintain perceived stability, but it's a bad crutch for games that can't reach 60 fps. Big swings under 60 fps remain very distracting and don't help image reconstruction techniques.


Horizon looks amazing yet there running around water you notice it's still limited by screen space reflections, at the edges the reflections are missing or look weird. You only see it while running along water, not all that distracting. Certainly not like huge frame drops or upscaling artifacts.

I'm sure RT can put more 'realism' in scenes like this

Flood it with shadows and ray traced lighting. Yet for now it's not worth the performance cost. RT is great when you can switch to it and not have to do all the lighting work, shadow and reflection maps. But now it's just an extra, no time saver, more work. And thus not the priority for optimization.

RT might make this look better too, or worse

Running at a locked 60 FPS makes it look more impressive than adding RT reflections at 30 fps, imo.

It looks great without RT, not missing it.


Just like VR, RT is still in its experimental stage. Too early to switch to, can add depth but mostly adds performance woes.

Yes pretty images of a static environment that doesn't react to players' actions at all and VR has been in the experimental phase for 40 years. Sorry, but $300 tablet with a game with an environment that is dynamic and actually interactive with many moving parts is more impressive than $700 and a static one.

Lol.

A machine can take down trees, you can use geysers water jets to propel up in air with the glider, there is a world underwater, you can dive and even use a flying mount to dive from the sky to underwater and back at your will.

Those machines are insanely well designed and have multiple parts that interact with many kinds of projectiles and element in different ways, you can even tear down armor and parts individually and even some of their weapons to use against themselves. And there are many of those machines, on land, water and sky, that can be fought simultaneously.

You can't interact with the dirty or roll a rock down a cliff, is that it?

It's baffling to say Horizon is less impressive than a game on the Switch, absurd to say the least.

Horizon is a technical marvel.



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BraLoD said:

Leynos said:

Yes pretty images of a static environment that doesn't react to players' actions at all and VR has been in the experimental phase for 40 years. Sorry, but $300 tablet with a game with an environment that is dynamic and actually interactive with many moving parts is more impressive than $700 and a static one.

Lol.

A machine can take down trees, you can use geysers water jets to propel up in air with the glider, there is a world underwater, you can dive and even use a flying mount to dive from the sky to underwater and back at your will.

Those machines are insanely well designed and have multiple parts that interact with many kinds of projectiles and element in different ways, you can even tear down armor and parts individually and even some of their weapons to use against themselves. And there are many of those machines, on land, water and sky, that can be fought simultaneously.

You can't interact with the dirty or roll a rock down a cliff, is that it?

It's baffling to say Horizon is less impressive than a game on the Switch, absurd to say the least.

Horizon is a technical marvel.

ToTK is the most mechanically impressive game in this generation. Doing things devs thought not even possible on PS5 let alone Switch. There is a reason even a little thing like the stairs-walking animation in Judgment blow devs minds over Horizon. Horizon is a spectacle. ToTK is functionality like no other.



Bite my shiny metal cockpit!

LegitHyperbole said:

Too much cost for too little benefit. In Spiderman 2 you're playing the game at such speed you aren't going to no5ice reflections and overall it just looks like the contrast has been adjusted. In Cyberpunk and The Witcher 3 you'd swear you just adjusted gamma or contrast it's that pitiful. I do see some really cool stuff on PC but even 4090's struggle to bring about the really cool stuff. We are struggling for 60fps even on the PRO 60fps is still an issue with some patches, Raytracing should be completely ignored until the hardware can hit 4k 60 and then, try supplementing with RT but it shouldn't be a tool to ignore creating great graphics. It should be a complete afterthought. 

You certainly notice the reflections while playing in Spiderman 2



It would look very different without them. But they can be faked of course. The fidelity pro mode adds very little for slightly sharper reflections and improved ambient occlusion which I didn't notice at all. I sure did notice the drop to 30fps, and not being able to hold 30 fps while turning.

This was the best example I could find between the 2 modes


Is that worth halving the frame rate and worse in some spots...

And yes, often it just looks like someone played with the gamma and contrast slider :/



I can't tell any difference.



Bite my shiny metal cockpit!

Leynos said:

ToTK is the most mechanically impressive game in this generation. Doing things devs thought not even possible on PS5 let alone Switch. There is a reason even a little thing like the stairs-walking animation in Judgment blow devs minds over Horizon. Horizon is a spectacle. ToTK is functionality like no other.

The water physics and waves alone are a technical marvel in Horizon FW.

TotK is very impressive for the things it lets you do but it has the memory of a gold fish. Walk 30 meters away and all you did is gone again. It took me a long time to create a long train up the mountain, since every time something got away, immediate reset :/ Can't leave anything behind to fetch another piece, got to drag everything with you lol. Plus stuff despawns after a while even if you stick with it. Especially balloons don't last, I had to boost them with fans and rockets to get back out of the depths before the balloon would despawn.


Frame rate didn't hold up either here, but I made it to the top with all mine carts around the mountain!
(Needed lots of batteries since out of range from the fans at the front of the train)

Then the base building was oddly extremely restrictive compared to the rest of the game.


The physics were game breaking, but Nintendo wanted a sand box and that's what it is. As a Zelda game it fell pretty flat, as a Zelda themed sand box, amazing! However for me it grew old quite quickly due to the limitations, despawns, resets, stay in range, nothing is permanent. So in the end I used the horse like in BotW and for air stuff 4 fans with a control stick.
Even dropping in a killing machine got boring quite fast, already played that in FF12 lol. (Watching the game play itself)


And of course physics stopped working when the game wanted you to use the prescribed solution

Nope, need windbag dude.


Sorry for your luck, go back and fetch water dude.


Anyway red stone in Minecraft is technically more impressive, full persistence, no limits ;)



Leynos said:

I can't tell any difference.

The reflections on the right are slightly higher resolution with a bit more contrast, that's it. In motion from a normal sitting distance, I only notice the frame rate drop.

This is Spiderman 2 in Fidelity Pro mode, choppy