PS5 AI Upscaler - Quick Spectral Super Resolution Announced - News
by William D'Angelo , posted 2 days ago / 3,880 ViewsSony Interactive Entertainment announced Quick Spectral Super Resolution (QSSR), a new tier of AI upscaler coming to PlayStation 5.
This is for the base PS5 that is similar to the PlayStation Spectral Super Resolution (PSSR) that is only available on the PS5 Pro.
"PSSR analyzes game images pixel by pixel and uses AI to upscale them with more detail and stability than conventional approaches; until now, its computational demands made bringing that experience to PS5 impossible," said PlayStation graphics research and development principal engineer Daniel Craig.
"Today, we’re excited to announce Quick Spectral Super Resolution (QSSR): a new performance tier of AI upscaling. Born from Project Amethyst, our AI graphics collaboration with AMD, this quick new evolution of PSSR is built on two key innovations: A streamlined neural network architecture. A hand-tuned implementation that maximizes performance on PS5.
"With these, we are bringing the benefits of AI-guided upscaling to PS5. While PSSR remains the gold standard on PS5 Pro, QSSR provides some notable improvements to both image detail and image stability on PS5.
"The first titles to use this innovative new library are Marvel’s Wolverine and Ghost of Yōtei. Both are being patched today to offer QSSR as an additional graphics option on PS5."
View gameplay videos for Marvel’s Wolverine and Ghost of Yōtei using QSSR below:
“Our team at Insomniac works hard to make sure each of our games is a showcase of PlayStation hardware, and we’re excited for Marvel’s Wolverine to be one of the first titles to bring this new QSSR technology to players,” said Insomniac Games head of technology Mike Fitzgerald.
"QSSR adds more pixel-level clarity and stability to our environments, bringing out extra detail amidst the busy streets of Madripoor, the dense alleyways of Shinjuku, and many other areas across Logan’s epic journey. It’s a perfect companion to the launch of Marvel’s Wolverine, and it brings a great taste of the [PlayStation 5] Pro experience to our players on PS5.
“Personally, I love seeing how the PlayStation tech teams continually improve the PS5 platform, and I’m excited for more games to make use of QSSR in the future!"
Sucker Punch Productions lead rendering engineer Jasmin Patry added, "At Sucker Punch, we’re excited to bring QSSR to Ghost of Yotei players so that they can experience the world we’ve created with even more clarity and detail.
"QSSR excels at resolving the fine details in our characters and environments and does so with a level of temporal stability that hasn’t been possible on the PS5 console until now.
“We’ve long wished that all PS5 players could experience the incredible image quality that PSSR brings to PS5 Pro, and QSSR is a positive step towards that goal!”
A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012 and taking over the hardware estimates in 2017. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel. You can follow the author on Bluesky.
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At least some good news.
Will test it on Ghost of Yotei soon.
In time for GTAVI.
Amazing.
So some quick background:
A few months ago, AMD announced that FSR 4 was coming to 7000 and 6000 series GPUs. PS5 and XSX and classified as 6000 series GPUs. This was thought to be a benefit to Xbox only due to it having support for Int 8 where as PS5 lacked it. Here, Sony's engineers were able to get their AI upscaling to work on FP16. There is also some undisclosed hardware secret sauce being used here. This is a wonderful surprise for base PS5 owners as they basically get FSR 4 lite before it is even available to 6000 series GPUs including the Xbox.
Good on them and if it is used in GTA 6 then it really will be the best place to play come November. Fortunately, Xbox users can look forward to this next year.
This really highlights why they were smart to create there own upscaler.
I hope this can be traded for extra performance as well rather than just extra resolution.
In some cases it seems to cost about as much as FSR 3 which is a good result because it resolves a better image at lower resolutions than FSR 3. And its important to remember that the whole point of any upscaler is to increase performance. To directly answer your question: this software isn't expected to save more performance compared to non ML upscalers- its expected to deliver vastly improved image quality at relatively the same cost. It can be combined with DRS which makes it head and shoulders better for high quality 60FPS upscaling.
To clarify: Personally I'm interested in sub-1080p native rendering resolutions upscaled to 1080p if that means I can get a higher framerate in 1080p. I hope the boost in performance compared to native 1080p rendering is large enough to make upping the framerate a viable option, and I hope developers also let us choose that option.
"Come, children," the Piped Piper says with a smile. "Come out and hear my beautiful song. Isn't it so lovely? Don't you just adore it? Yes, that's it, there you go. Keep marching, children. Just keep marching."







