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Mark Cerny’s Q&A: Discussing VRR Enhancements, PSSR FG, Path Tracing, and AMD’s ML Project

Mark Cerny’s Q&A: Discussing VRR Enhancements, PSSR FG, Path Tracing, and AMD’s ML Project

At the recent event spotlighting the new console, a notable highlight was the announcement of a collaboration with AMD on an innovative machine learning initiative known as Codename Amethyst.

Following the official presentation, we had the unique opportunity to engage in a one-on-one discussion with Mark Cerny, the esteemed programmer and game designer renowned for his work on iconic franchises such as Crash Bandicoot, Spyro, and Jak & Daxter, as well as his leadership in the development of Knack and its sequel. This conversation took place just before the anticipated launch of the PlayStation 5 Pro, leading to speculation that some details may have been unintentionally revealed in this article.

In our discussion, we explored a range of forward-looking topics. We probed the potential for a frame generation feature within the PlayStation Spectral Super Resolution (PSSR), examined the possibility of updating the console’s variable refresh rate to offer Low Framerate Compensation, and investigated the feasibility of path tracing on the PS5 Pro. Continue reading for the full transcript of our interview with Cerny.

PlayStation Spectral Super Resolution

Insights on PlayStation Spectral Super Resolution (PSSR)

Interviewer: The primary focus of your presentation revolved around PlayStation Spectral Super Resolution (PSSR). Can you share when the development of this project commenced?

Mark Cerny: We initiated development on PSSR concurrently with the hardware itself. The neural network that we currently utilize was conceptualized in late 2021.

Co-evolution of Hardware and PSSR

Interviewer: How has the collaboration between the PS5 Pro’s hardware and PSSR evolved over the years?

Mark Cerny: The hardware development certainly took precedence. A thorough understanding of the hardware is essential to ascertain whether the neural network can be effectively deployed. In essence, 2020 involved initial hardware explorations, followed by detailed work in 2021, which is when we fully launched the PSSR project.

Future of PSSR

Interviewer: What do you foresee for PSSR post-console launch?

Mark Cerny: Our commitment to this area will persist. There are numerous avenues for enhancement, including but not limited to frame generation, frame extrapolation, ray tracing, and denoising. I’m eager to observe the development community’s response as we move forward.

Integration and Implementation

Interviewer: Are there intentions to integrate frame generation capabilities into PSSR?

Mark Cerny: Currently, our primary focus remains on Super Resolution. However, we acknowledge the multitude of compelling targets we could explore.

Training Requirements for PSSR

Interviewer: Does PSSR necessitate per-game training similar to NVIDIA’s Deep Learning Super Sampling?

Mark Cerny: It employs generalized training.

Implementation Comparisons

Interviewer: Can you elaborate on the time frame for implementing PSSR compared to NVIDIA DLSS or AMD FSR?

Mark Cerny: PSSR acts almost as a substitute for existing strategies. The challenge lies in adapting game engines to accommodate the new upscaling method, which may necessitate some adjustments in the game engine to incorporate PSSR seamlessly.

PlayStation 5 Pro

Expanding on PlayStation 5 Pro Hardware Enhancements

Interviewer: The PS5 Pro features a significantly larger SSD than its predecessor. Has there been an enhancement in the SSD’s speed?

Mark Cerny: The speed of the PS5 Pro’s SSD remains unchanged from the PlayStation 5.

Exploring RAM Considerations

Interviewer: Did the team ever contemplate boosting the RAM capacity during PS5 Pro’s development?

Mark Cerny: More RAM is indeed advantageous for implementing new features, particularly as PSSR and ray tracing demand additional memory. We assessed that approximately an extra gigabyte of RAM would adequately support these enhancements.

Memory Optimization Strategies

Mark Cerny: The PS5 Pro utilizes 16 gigabytes of high-speed GDDR6 memory and incorporates slower DDR5 RAM. This transition allows us to allocate faster RAM primarily for gaming needs.

Memory Limitations during Remote Play

Interviewer: While using Remote Play, some video capture features are disabled on PS5. Is this limitation also present on the PS5 Pro?

Mark Cerny: Yes, the limitations persist. There are many features that demand memory resources, and not all can operate concurrently due to memory restrictions. The goal is to prioritize memory use for gaming experiences.

Enhancements in Variable Refresh Rate

Interviewer: Will Sony include Low Framerate Compensation (LFC) to enhance VRR capabilities on PS5 and PS5 Pro?

Mark Cerny: We are actively discussing future developments concerning VRR, which may include LFC integration.

Ray Tracing Developments

Interviewer: With PS5 Pro’s advancements in ray tracing, will it support full path tracing as seen in high-end PC titles like Cyberpunk 2077, Alan Wake 2, and others?

Mark Cerny: There are diverse strategies for ray tracing or path tracing depending on the game engine. While it’s challenging to assert definitively if PS5 Pro can handle path tracing, it requires a highly optimized approach to succeed on our console.

Compatibility with Frame Generation

Interviewer: Have any challenges arisen when simultaneously utilizing AMD’s Fidelity FX Super Resolution Frame Generation with PSSR on PS5 Pro titles?

Mark Cerny: No, since PSSR is categorized as Super Resolution, it should integrate smoothly with any frame generation strategy a game utilizes.

Potential for Unlocking Frame Rates on PS5 Pro

Interviewer: Has Sony considered revisiting older PS4 titles that have locked frame rates to potentially unlock them on PS5 Pro?

Mark Cerny: I can’t comment on specific titles like Bloodborne. Generally, PS5 Pro’s Boost Mode enhances performance by providing the game with full GPU and faster memory resources; however, original limitations may remain intact.

Boosting PlayStation VR 2 Experiences

Interviewer: How significantly will the PS5 Pro improve PlayStation VR2 titles compared to the original console?

Mark Cerny: There are definite enhancements for PS VR2 on PS5 Pro. Different rendering approaches across VR titles impact how effectively PSSR is utilized, and we are witnessing good adoption across the PS VR2 library.

Developer Options for PSSR

Interviewer: Will PSSR be available as a toggle in system settings for players preferring the original game format?

Mark Cerny: Ultimately, it’s at the discretion of the developers. Several studios, such as Naughty Dog, have offered multiple modes on PS5 Pro, allowing players to select between different performance options.

Mark Cerny

Exploring the Amethyst Collaboration with AMD

Interviewer: The highlight of today’s presentation was the announcement regarding the Amethyst machine learning collaboration with AMD. What initial steps will this partnership undertake?

Mark Cerny: Discussions have already commenced. As we wrapped up the PS5 Pro project, we turned our attention to Amethyst. By late 2023, we began to build momentum on its various aspects. However, transitioning from concepts to tangible hardware can be an extensive process.

Developing Standard Libraries with AMD

Interviewer: You mentioned the exploration of democratization and joint libraries between SIE and AMD. How will this partnership unfold?

Mark Cerny: This collaboration focuses on creating high-performance AI architectures that can be leveraged across diverse platforms, including PC and cloud services, rather than being confined to PlayStation hardware.

Vision for the Future of Game Graphics

Interviewer: You spoke about discovering the ‘holy grail’ of graphics through fully fused neural networks. What does that involve?

Mark Cerny: Achieving high-quality libraries rooted in convolutional neural networks (CNNs) for gaming graphics is critical, alongside the requisite hardware capabilities.

Machine Learning Integration Across Game Engines

Interviewer: With the variety of game engines like Decima and Unreal, how does machine learning fit into all of this? Is there a unified architectural path for features like PSSR on different engines?

Mark Cerny: NVIDIA DLSS and AMD FSR have demonstrated effectiveness across many game engines, and with adequate support for developers, it’s feasible to establish broadly applicable libraries.

Additional Hardware Features Beyond Graphics

Interviewer: While much emphasis has been placed on visuals, will the PS5 Pro also offer enhancements to audio capabilities or other hardware features?

Mark Cerny: The primary improvements involve the key three areas, but there are minor enhancements. The audio clock has been elevated for additional convolution reverbs, and the CPU can run at a 10% higher frequency among other features.

Final Thoughts on PS5 Pro Launch Titles

Interviewer: As we conclude, could you spotlight any standout title that exemplifies what the PS5 Pro can achieve at launch?

Mark Cerny: Choosing a single title is difficult given the number of outstanding games available. However, I thoroughly enjoyed experiencing the eleven games showcased at our hands-on event.

Interviewer: Thank you for your time, Mark. It’s always a pleasure.

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