Q&A with PlayStation Lead System Architect Mark Cerny on FSR 4’s PS5 Pro “reimplementation”, working with AMD on a better hardware architecture for ML, and more 新竹收購手機

新竹收購手機 3.7 and DLSS 4.0. While we have more in-depth coverage to come, our take on the new technology is that it represents a huge leap over FSR 3.1, delivering quality wins over DLSS 3.7. While there are elements where the new transformer-based DLSS 4 model wins out, we were delighted to see that FSR 4 is surprisingly competitive against Nvidia’s latest.
However, it is going to take some time to see the new technology migrate across to PlayStation 5 Pro. “Our focus for 2025 is working with developers to integrate PSSR into their titles; in parallel, though, we have already started to implement the new neural network on PS5 Pro. Our target is to have something very similar to FSR 4’s upscaler available on PS5 Pro for 2026 titles as the next evolution of PSSR; it should take the same inputs and produce essentially the same outputs. Doing that implementation is rather ambitious and time consuming, which is why you haven’t already seen this new upscaler on PS5 Pro.”

AMD FSR 4 Upscaling Tested vs DLSS 3/4 – A Big Leap Forward – RDNA 4 Delivers!

Digital Foundry’s Alex Battaglia shares his first impressions of AMD’s new FSR 4 upscaling.Watch on YouTube
The raw hardware specifications of the new RX 9070 and RX 9070 XT are considerably higher than PS5 Pro – we are talking about higher mid-range hardware here in a market that encompasses anything from $200 to $2000 GPUs. Meanwhile, our tests did suggest that FSR 4 does have a significant computational cost, but even so, Cerny believes that PS5 Pro’s ML hardware is up to the task of running FSR 4 without significant re-architecting.
“That is what we are targeting, and we believe we can achieve it,” he says. “The peak performance number for PS5 Pro is 300 8-bit TOPS without sparsity, which compares very well to the recently released AMD GPUs. We don’t believe sparsity is useful for this particular upscaling algorithm.”
Sparsity is a feature of ML hardware not supported in Pro, but is supported in RDNA 4. It refers to a technique where a significant portion of the data or computations in a neural network are intentionally reduced or skipped to improve efficiency. Our understanding is that Nvidia used sparsity to increase DLSS performance in the RTX 30-series ‘Ampere’ generation.
“RDNA 4 and the hardware in PS5 Pro are completely separate designs, which is why I speak in terms of ‘reimplementation’ on PS5 Pro when I talk about the new upscaling network used in FSR 4. I’m definitely looking forward to a future with co-developed hardware features for machine learning that will dramatically increase the interoperability.”

Mark Cerny: FSR 4 ‘Re-Implemented’ For PS5 Pro – Next-Gen PSSR Coming 2026

The Digital Foundry team share their thoughts on the latest Amethyst disclosures in this clip from the latest edition of DF Direct Weekly.Watch on YouTube
Based on prior interviews, the Amethyst project is understood to be an extensive venture – one that looks set to extend beyond the lifespan of PS5 Pro, presumably into the next generation console era. It looks like we should expect more convergence in design, as opposed to the Pro’s custom ML solution, designed by 新竹收購手機sony itself.
“There are really two goals, one shorter term and one longer term,” explains Cerny. “The shorter-term goal is to co-develop neural network architectures and training strategies for game graphics. We’re stronger together than apart, so it makes a lot of sense to combine some of our resources when tackling these problems. And because we began this collaboration in earnest in late 2023 (when PSSR development was wrapping up), I’m happy to say that there have already been results.
“The longer-term goal is to work together to create a more ideal hardware architecture for machine learning, something capable of processing the neural networks needed for game graphics at high speed. PS5 Pro was a wonderful learning experience for us here at SIE, and of course AMD has an incredible amount of knowledge from its multi-generation RDNA roadmap. Again, it just makes sense to combine those expertises.
“Now to be clear, this technology has uses beyond PlayStation, and it’s about supporting broad work in machine learning across a variety of devices – the biggest win is when developers can freely move their code from device to device.”

Toyshop Realtime Path Tracing Neural Rendering Tech Demo

AMD’s Toyshop demo uses path tracing and a wealth of ML-based technologies and we can’t help but wonder how much of this is derived from the Amethyst initiative.Watch on YouTube
Traditionally, AMD’s GPUOpen has been the initiative by which the company has shared its innovations and it’ll be interesting to see how this approach transitions into the era of machine learning and the extent to which we’ll see FSR 4 and its successors migrate to other devices. AMD’s Jack Huynh has already talked about FSR 4 and frame generation being used to dramatically increase battery life on mobile devices, for example. But for 新竹收購手機sony, Project Amethyst is all about working with AMD on common goals, while at the same time acknowledging that each party may have different uses for and different variants of the technologies created.
“FSR 4 and this next evolution of PSSR are a paradigm for our future, going forward we expect to have our own implementations of each of the algorithms developed through the collaboration,” says Cerny. “And there may be slight tweaks to them in our world, as technical targets for console game development and PC game development tend to be slightly different. For example – as I said in the PS5 Pro technical video in December – 60 frames per second gaming is very important in the console world, but the PC world doesn’t quite think about frame-rate the same way.”
And it looks like PS5 Pro’s key enhancements – ML and ray tracing – may also be a focus for Amethyst. With the RDNA 4 reveal, AMD showcased a toyshop demo using a range of techniques – path tracing backed by neural rendering technologies, including a denoising feature that seems to represent AMD’s take on Nvidia’s ray reconstruction. At the basic level, think of this as an upscaler for RT. Is this a part of Amethyst?
“All I can say is stay tuned! There’s a lot of opportunity with our Amethyst collaboration, and we know that ray tracing is a huge part of the graphics future.”

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Richard Leadbetter: Rich has been a games journalist since the days of 16-bit and specialises in technical analysis. He’s commonly known around Eurogamer as the Blacksmith of the Future.

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記者蘇晟彥/綜合報導

雙11購物節即將到來,各大手機品牌紛紛祭出降價優惠,展開激烈的價格戰。根據傑昇通信最新公布的10月降價手機排行,本月進榜單機降幅在3%~18%不等,整體總降幅範圍則在3%~24%之間;值得關注的是,開賣一月有餘的iPhone 16系列霸榜七席,且出現破千元的降價。其中,realme 13 Pro+更以超過三千的降價幅度奪下本月降價王,而累積總降價金額破萬元最為驚人的是三星Galaxy Z Fold6(12GB/256GB)。

▼三星Galaxy Z Fold6近期價差極大。(圖/ETtoday資料照)

新竹收購手機

全台最大通訊連鎖門市─傑昇通信表示,realme 13 Pro+能在十月降價榜上奪冠,除了通路提前開跑的雙11暖身促銷外,其硬體規格也是一大亮點。尤其是續航部分搭載5,200mAh大電池,後置5,000萬畫素主鏡頭和使用新竹收購手機sony LYT-701感光元件,並結合AI HyperRAW演算法,在0.6倍至6倍之間捕捉清晰的照片,最遠變焦可達120倍,算是剛上市中階機型中最划算的一款;由於realme 13 Pro+官方定價16,990元,降幅高達18%,相當於直接省下3,100元,完全不用等雙11就可無痛入手。

專注在摺疊手機市場的三星,商務摺疊Galaxy Z Fold6(12GB/256GB)是十月降價榜上累積總降價金額高達11,898元的單機,足足掉了兩成;其次則是小摺疊機Galaxy Z Flip6(12GB/512GB)也累積24%的總降幅。傑昇通信指出,隨著摺疊手機市場競爭日益激烈,設計規格改進和生產成本逐漸降低,加上Google、小米、vivo等品牌進場推新機,年末促銷及同儕效應排擠下,使得三星不得不降價維持市佔率,預估接下來在雙11折扣、感恩祭等優惠利多,三星摺疊機的價格有望更低。

蘋果新機自九月上市後,再掀果粉搶購熱潮,品牌銷量不僅倍數成長,更帶旺整體手機市場,隨著供應鏈逐漸穩定,旗艦機缺貨開始緩解,價格也一路下探;傑昇通信觀察,十月降價榜以iPhone 16系列霸榜七席最多,且以Pro以上旗艦機型降幅更引人注目,顯見雙十連假促銷,月底前各電商及實體通路也提早替雙11檔期暖身,才會有感降價。

此外,蘋果iPhone 16系列不僅開賣當月就進熱銷榜,價格也出現明顯變動。十月降幅最為顯著的iPhone是iPhone 16 Plus(512GB)與iPhone 16 Pro Max(1TB),兩款機型單月就下調2,310元,降幅約5%,這對於想要入手大容量iPhone

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