Digital Foundry Q&A: PSSR, Xbox Future and Console Tech
PSSR 2.0 and Console Future
This episode of the DF Direct Q&A dives deep into the technical landscape of modern gaming hardware. The panel explores the potential of the new PSSR (PlayStation Spectral Super Resolution) and its impact on existing titles.
Impact on Gaming Performance
• The panel discusses which games could benefit most from an upscaling boost, highlighting titles like Silent Hill F, Dragon's Dogma 2, and Star Wars Jedi Survivor.
• There is an analysis regarding whether PSSR can outperform guerrilla's Pico implementation, concluding that a generalized solution like PSSR is a harder engineering challenge than a custom engine-specific compositor.
• The team tests the theory of a "system-level override" on the PS5 Pro, noting that it could potentially transform the library by fixing poor upscaling implementations in older games.
FSR 4 and Industry Branding
"I think FSR 4 and PSSR are probably much more general solutions than Pico."
• The discussion moves to AMD's FSR 4 technology. The panel expresses frustration regarding the lack of an official "Int 8" version release for market use, questioning the branding confusion and the lack of communication from AMD.
The Future of Xbox
Next-Gen Philosophy
• The team speculates on the "Nexbox" and the idea of running a full-fledged Windows 11 environment. They suggest that a hybrid approach—offering a consumer-friendly console UI alongside a PC-like desktop environment—could be a major competitive advantage.
• The possibility of a hardware shift, such as using NVIDIA architecture instead of AMD, is debated. The panelists conclude that while it’s a fun "what-if," the current struggle for Xbox is driven more by ecosystem and strategy than raw hardware limitations.
Switch 2 and Scalability
• Regarding the Switch 2, the team highlights that DLSS acts as a "secret weapon," allowing developers to achieve impressive visuals despite the hardware's limitations. They note that developers are becoming increasingly clever at optimizing geometry and texture density to work within these constraints.