QSSR, Gears of War E-Day and Star Wars Racing
PlayStation 5 QSSR and image quality
The presenters discuss Sony’s QSSR upscaler for the base PlayStation 5, described as a refactored version of PSSR that does not rely on machine-learning acceleration. It requires game-level patches rather than a system toggle; Sony says adding support to a game that already uses PSSR should take developers a few days.
Wolverine and Ghost of Yote
- In Wolverine, QSSR noticeably reduces shimmering, grain and soft edges, resolving more detail than the game’s existing upscaler. The panel sees it as a substantial image-quality improvement, though it does not match the PS5 Pro’s higher-resolution rendering and PSSR.
- In Ghost of Yote, the gains are subtler: distant foliage and rock textures can look clearer, but some examples show more shimmer or ghosting. The panel also discusses performance tests, pixel counts and the difficulty of comparing QSSR with Switch 2’s DLSS.
- The presenters consider whether QSSR could make future PS5 and Xbox Series comparisons more distinct. They note that this depends on game support and discuss AMD’s work on FSR 4 for RDNA 2, while stressing that its use in console games is still uncertain.
“It’s basically like good image quality in the PS5 is now slightly better image quality in the PS5.” — Rich
Community FSR 4 port on BC250 hardware
The show covers a community effort to run an INT8-related FSR 4 implementation on the BC250, a board based on a PlayStation 5 APU, and tests on a Radeon RX 5700 XT. The Linux version can provide performance gains in some demanding games, though the upscaler carries a frame-time cost. The presenters describe the work as an ongoing community project and distinguish the developers’ porting and optimization work from AI-assisted development.
Gears of War E-Day on PC
John discusses the PC version’s HDR, dynamic DLSS and frame generation, detailed Nanite scenes, destructible environments and ultrawide support. He reports traversal stutter, which he also says occurs on consoles, and describes how the game plays on a high-end PC. Will adds details from the team’s coverage: the Coalition’s approach to avoiding a ray-tracing performance issue known as the “corridor of doom,” planned cloud-based shader delivery, and a Series S system that moves selected data to SSD storage to free up memory.
DF Time Machine: Switch OLED
The panel looks back at the Switch OLED, discussing its screen, contrast, motion clarity, build and portable play. They compare its display with the Switch 2’s LCD and talk about the possibility of a future OLED revision, while noting that a suitable panel may not currently exist.
DF Time Machine: Mantis Burn Racing and capture workflows
The presenters revisit Mantis Burn Racing on PS4 Pro, including its 4K-at-60fps footage before the console launched and the difficulty of capturing and storing that much video data at the time. They discuss capture equipment and the game’s presentation, then note that the show still lacks a way to capture PS5 Pro’s 8K output.
Star Wars Galactic Racer
John shares early impressions of Star Wars Galactic Racer, describing its track-based arcade racing, vehicle classes, boost, takedowns and chapter-based single-player structure. He also discusses the game’s technical approach to lighting, including a baked option intended to avoid noisy results on lower-powered hardware. The presenters note that it includes multiple event types, arcade modes and multiplayer.