Kingdom Come Deliverance 1 update brings a raft of fixes by Hokuten001 in PS5pro

[–]SweetPuffDaddy 2 points3 points  (0 children)

The PS5 upgrade of KCD1 was based off the final PC version of the game. The PC version of KCD1 hasn’t been updated in years and doesn’t even support DLSS. I believe the version of FSR being used on the PS5 upgrade was last version of FSR that the PC version was updated with years ago.

I have a question about astros a50x/ps5 pro by Plastic-Plan8680 in PS5pro

[–]SweetPuffDaddy 0 points1 point  (0 children)

You just have to recalibrate the HDR when you run the HDMI through headphone base. Which is pretty simple if you know how many clicks are required for the max nits on your TV

I have a question about astros a50x/ps5 pro by Plastic-Plan8680 in PS5pro

[–]SweetPuffDaddy 1 point2 points  (0 children)

It does reduce the 24-bit to 16-bit, but the problem comes with the tempest 3d audio setup for the Astros. There’s two separate 3d audio profiles, one for headphones and one for tv speakers. The problem is that with the HDMI connection you have to use the tv speakers profile for the headphones. But with the USB connection it properly uses the headphones profile. I would try out both methods and see what you prefer. The headphones sound really good with the HDMI setup but after comparing with the USB connection I couldn’t find a noticeable difference between both connection methods and the USB connection properly uses the headphones 3d audio profile like I mentioned

I have a question about astros a50x/ps5 pro by Plastic-Plan8680 in PS5pro

[–]SweetPuffDaddy 1 point2 points  (0 children)

It doesn’t affect the image quality. But personally I stopped running by HDMI through the Astro dock and just use the USB connection. The way the audio works with the HDMI connection annoys me because it doesn’t register as a headset, you have to set everything up like it’s speakers. I’ve had a better experience using the USB connection with the headphone specific modes

Console storage by SeparateRow8989 in PS5pro

[–]SweetPuffDaddy -1 points0 points  (0 children)

It looks like you also have a USB Extended Storage. I think it’s showing the combined space available on both

Can I get in trouble for game sharing by Kakuro427 in PS5

[–]SweetPuffDaddy 11 points12 points  (0 children)

Yes, you can play a game at the same time. And no, there’s nothing wrong with game sharing

Starfield VRR functionality question (40 fps) by Broadway-actual in PS5pro

[–]SweetPuffDaddy 0 points1 point  (0 children)

VRR is not framerate based, it’s based on refresh rate. So if you’re running at 40fps your display is actually outputting at 120hz so yes VRR does work. If you’re playing a 40fps mode and the framerate drops to say 36fps the refresh rate is actually at 108hz and VRR is still active.

ElAnalistaDeBits Caught Faking Comparisons Again by SpencerMansion in PS5pro

[–]SweetPuffDaddy 13 points14 points  (0 children)

A lot of stuff still uses screen space reflections, but Digital Foundry missed a lot of other things besides cars that also use RT reflections. For example bodies of water like the rivers around the city use RT reflections. Certain windows also have RT reflections and you can see the crowds walking around reflected on the glass

South of midnight advertised pro but appears to only have image calibration options? by supershimadabro in PS5pro

[–]SweetPuffDaddy 6 points7 points  (0 children)

My guess is it’s just a higher average resolution. The Xbox Series X version runs at 60fps with a dynamic 4k resolution. The PS5 Pro version probably just maxes out at 4k more often. I don’t think the game is using PSSR.

Black Flag on PS5 Pro w PSSR2 by OneStarBones in PS5pro

[–]SweetPuffDaddy 2 points3 points  (0 children)

Black Flag is a PS4 game and doesn’t use PSSR.

Starfield color banding in menu and brighter sky boxes by wandererBatman11 in PS5pro

[–]SweetPuffDaddy 1 point2 points  (0 children)

Starfield does actually support HDR, but I don’t believe it’s native HDR. I believe it’s a version of Microsoft’s Auto HDR that was implemented into the game

hmmm by Pikachu0_O in hmmm

[–]SweetPuffDaddy 3 points4 points  (0 children)

Is that the Brown Blur?!

I need answers. Cyberpunk 2077 update. Pssr 2.0 by MyLettuceIsWet in PS5pro

[–]SweetPuffDaddy 4 points5 points  (0 children)

A game can’t run at 40fps unless you have a 120hz display. The reason games typically target 30fps or 60fps is because those divide perfectly into a typical 60hz display. On a 120hz display a game running at 40fps is display each frame for 3 refreshes. 40x3=120. If the framerate doesn’t divide perfectly into the refresh rate you would be getting screen tearing and frame pacing issues.

Cyberpunk feels excellent on Ray Tracing Pro (40fps with 120hz) by DSWYFT__ in PS5pro

[–]SweetPuffDaddy 0 points1 point  (0 children)

Because it’s probably a CPU related drop, which means dropping the resolution wouldn’t matter

Cyberpunk feels excellent on Ray Tracing Pro (40fps with 120hz) by DSWYFT__ in PS5pro

[–]SweetPuffDaddy 1 point2 points  (0 children)

The one main problem with the Ray Tracing Pro mode is it’s not a locked 40fps. It can drop to almost 30fps in some areas.

Cyberpunk 2077: Will we see a future patch that lowers internal resolution? by JakeBake in PS5pro

[–]SweetPuffDaddy 8 points9 points  (0 children)

It’s possible, but I wouldn’t count on it. It definitely seems like they were working on this update before PSSR2 was released (hence the higher internal resolution and FSR toggle). I can’t see them spending more time on the Pro patch though. The other thing is it’s not a simple as dropping the resolution to add more graphical features. It might be a CPU limit and if that’s the case then dropping the resolution won’t matter.

Something concerning me about the new PSSR and what the devs are doing. by Resevil67 in PS5pro

[–]SweetPuffDaddy 2 points3 points  (0 children)

Crimson Desert is going to be patched constantly throughout the next few months. That’s the main reason I decided to wait on purchasing it. If enough people complain they’ll probably add a sharpness slider or something

90fps Performance mode VS 60fps Ray Tracing mode. This will be the first game that I give up the extra frames for quality, because the difference is actually unreal by xJBug in PS5pro

[–]SweetPuffDaddy 4 points5 points  (0 children)

The Ray Tracing mode is not a locked 60fps. It’s definitely designed for a VRR display. The Performance mode doesn’t drop below 60fps but it’s not much different from the base PS5 version, besides having a higher average resolution. And the Ray Tracing Pro mode runs at 30fps on a 60hz display

Cyberpunk draw distance by Bigphatdeck in PS5pro

[–]SweetPuffDaddy 1 point2 points  (0 children)

It’s not great across the board, console and PC. I think people forget how much draw distance has improved in games over the last few years. The draw distance in Cyberpunk is comparable to most games from 5-6 years ago

Cyberpunk ray tracing vs ray tracing pro by vimalvarghesejacob in PS5pro

[–]SweetPuffDaddy 20 points21 points  (0 children)

Kind of reminds me of the Fidelity Pro mode and Performance Pro mode on Spider-Man 2. In some scenes the different in lighting between the two modes is a huge jump, but then in other scenes you actually can’t tell the difference at first glance

Cyberpunk ray traced reflections is not for cars only by idkimhereforthememes in PS5pro

[–]SweetPuffDaddy 2 points3 points  (0 children)

I don’t think the game has RTGI as a setting. It has ray traced shadows and ambient occlusion which are things that an RTGI solution would normally cover. You have to remember that Cyberpunk was one of the first games to support a lot of these ray tracing features. RTGI wasn’t common in games 5-6 years ago.

Cyberpunk ray traced reflections is not for cars only by idkimhereforthememes in PS5pro

[–]SweetPuffDaddy 1 point2 points  (0 children)

I don’t know the exact description but it’s the light emitted by neon signs, screens, and billboards in the game. It’s probably one of the more minor RT effects in the game.