Last week, AMD announced that FSR4 technology, its first upscaling algorithm powered by AI, was developed in collaboration with Sony. The project Amethyst is a collaborative effort between AMD and Sony to co-develop technologies for graphics on desktop, mobile and console platforms. Sony’s PlayStation 5 Pro console, launched last year, is based on AMD’s RDNA architecture, specifically a “hybrid” type that involves RDNA2 for the main compute element, RDNA4 for ray tracing, and custom RDNA architecture for machine learning.
The latter component hasn’t been explored much on the PS5 Pro yet. It seems that it will be used for FSR4 or something similar on these consoles, as confirmed by Mike Cerny, the lead architect behind PlayStation systems.
Specifically, Cerny confirmed in a Q&A with EuroGamer, that PS5 Pro consoles will have PSSR (PlayStation Super Resolution) based on FSR4, but it won’t be the same upscaler to every single bit. Rather, it will be modified for specific use.
“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.”
— Mike Cerny, Sony PlayStation Lead Architect to EuroGamer
Cerny mentioned that FSR4 will need to be tweaked for specific console use, such as specific frame rates, which aren’t always a concern on PCs. Furthermore, he noted that the 8-bit TOPS performance should be similar between PS5 Pro and RDNA4 desktop cards (Radeon RX 9070 series). He noted that sparsity isn’t that important for this specific algorithm, a technology which isn’t supported on PlayStation 5 Pro systems.
FSR4 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. 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.
an interview , Cerny doesn’t only speak about the upscaling algorithm but also other neural networks, which would be used for game graphics. Currently, the focus is not to bring FSR4-like PSSR support to PS5 Pro but to expand PSSR support in general across more titles. Then, Sony can focus on optimizing and implementing the updated PSSR now backed by machine learning.
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