Q&A with PlayStation Lead System Architect Mark Cerny on FSR 4’s PS5 Pro “reimplementation”, working with AMD on a better hardware architecture for ML, and more 彰化鏡頭收購

彰化鏡頭收購 DLSS 4.0. While we have more in-depth coverage to come, our take on the new technology is that it represents a huge leap over FSR 3.1, delivering quality wins over DLSS 3.7. While there are elements where the new transformer-based DLSS 4 model wins out, we were delighted to see that FSR 4 is surprisingly competitive against Nvidia’s latest.
However, it is going to take some time to see the new technology migrate across to PlayStation 5 Pro. “Our focus for 2025 is working with developers to integrate PSSR into their titles; in parallel, though, we have already started to implement the new neural network on PS5 Pro. 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.”

AMD FSR 4 Upscaling Tested vs DLSS 3/4 – A Big Leap Forward – RDNA 4 Delivers!

Digital Foundry’s Alex Battaglia shares his first impressions of AMD’s new FSR 4 upscaling.Watch on YouTube
The raw hardware specifications of the new RX 9070 and RX 9070 XT are considerably higher than PS5 Pro – we are talking about higher mid-range hardware here in a market that encompasses anything from $200 to $2000 GPUs. Meanwhile, our tests did suggest that FSR 4 does have a significant computational cost, but even so, Cerny believes that PS5 Pro’s ML hardware is up to the task of running FSR 4 without significant re-architecting.
“That is what we are targeting, and we believe we can achieve it,” he says. “The peak performance number for PS5 Pro is 300 8-bit TOPS without sparsity, which compares very well to the recently released AMD GPUs. We don’t believe sparsity is useful for this particular upscaling algorithm.”
Sparsity is a feature of ML hardware not supported in Pro, but is supported in RDNA 4. It refers to a technique where a significant portion of the data or computations in a neural network are intentionally reduced or skipped to improve efficiency. Our understanding is that Nvidia used sparsity to increase DLSS performance in the RTX 30-series ‘Ampere’ generation.
“RDNA 4 and the hardware in PS5 Pro are completely separate designs, which is why I speak in terms of ‘reimplementation’ on PS5 Pro when I talk about the new upscaling network used in FSR 4. I’m definitely looking forward to a future with co-developed hardware features for machine learning that will dramatically increase the interoperability.”

Mark Cerny: FSR 4 ‘Re-Implemented’ For PS5 Pro – Next-Gen PSSR Coming 2026

The Digital Foundry team share their thoughts on the latest Amethyst disclosures in this clip from the latest edition of DF Direct Weekly.Watch on YouTube
Based on prior interviews, the Amethyst project is understood to be an extensive venture – one that looks set to extend beyond the lifespan of PS5 Pro, presumably into the next generation console era. It looks like we should expect more convergence in design, as opposed to the Pro’s custom ML solution, designed by 彰化鏡頭收購sony itself.
“There are really two goals, one shorter term and one longer term,” explains Cerny. “The shorter-term goal is to co-develop neural network architectures and training strategies for game graphics. We’re stronger together than apart, so it makes a lot of sense to combine some of our resources when tackling these problems. And because we began this collaboration in earnest in late 2023 (when PSSR development was wrapping up), I’m happy to say that there have already been results.
“The longer-term goal is to work together to create a more ideal hardware architecture for machine learning, something capable of processing the neural networks needed for game graphics at high speed. PS5 Pro was a wonderful learning experience for us here at SIE, and of course AMD has an incredible amount of knowledge from its multi-generation RDNA roadmap. Again, it just makes sense to combine those expertises.
“Now to be clear, this technology has uses beyond PlayStation, and it’s about supporting broad work in machine learning across a variety of devices – the biggest win is when developers can freely move their code from device to device.”

Toyshop Realtime Path Tracing Neural Rendering Tech Demo

AMD’s Toyshop demo uses path tracing and a wealth of ML-based technologies and we can’t help but wonder how much of this is derived from the Amethyst initiative.Watch on YouTube
Traditionally, AMD’s GPUOpen has been the initiative by which the company has shared its innovations and it’ll be interesting to see how this approach transitions into the era of machine learning and the extent to which we’ll see FSR 4 and its successors migrate to other devices. AMD’s Jack Huynh has already talked about FSR 4 and frame generation being used to dramatically increase battery life on mobile devices, for example. But for 彰化鏡頭收購sony, Project Amethyst is all about working with AMD on common goals, while at the same time acknowledging that each party may have different uses for and different variants of the technologies created.
“FSR 4 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,” says Cerny. “And 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.”
And it looks like PS5 Pro’s key enhancements – ML and ray tracing – may also be a focus for Amethyst. With the RDNA 4 reveal, AMD showcased a toyshop demo using a range of techniques – path tracing backed by neural rendering technologies, including a denoising feature that seems to represent AMD’s take on Nvidia’s ray reconstruction. At the basic level, think of this as an upscaler for RT. Is this a part of Amethyst?
“All I can say is stay tuned! There’s a lot of opportunity with our Amethyst collaboration, and we know that ray tracing is a huge part of the graphics future.”

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Richard Leadbetter: Rich has been a games journalist since the days of 16-bit and specialises in technical analysis. He’s commonly known around Eurogamer as the Blacksmith of the Future.

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彰化鏡頭收購多方跡象顯示,彰化鏡頭收購sony Xperia 1 VII即將發布。(圖/翻攝網路,圖為新機通過NCC文件)

彰化鏡頭收購sony新一代旗艦Xperia 1 VII近日已通過台灣NCC、美國FCC等認證,暗示離正式發布時間不遠。然而,根據日媒sumahodigest最新報導,Xperia 1 VII預計下週5月15日正式亮相,並於當日率先在日本發售,其他市場的上市推動最快要等到7月。

不過,sumahodigest的消息來源來自中國微博,準確性尚待觀察。根據過往經驗,台灣通常是彰化鏡頭收購sony新旗艦的首發市場之一,例如去年Xperia 1 VI發布後,台灣便隨即展開預購。因此Xperia 1 VII在台灣的上市訊息,仍待彰化鏡頭收購sony官方進一步公布。

● 重要更新:彰化鏡頭收購sony正式宣布5月13日發布Xperia 1 VII,確認上述為錯誤爆料。

關於Xperia 1 VII的部分規格,目前已有一些洩露。Xperia 1 VII的機身尺寸為162 x 74.5 x 8.5mm,比前代略微加寬加厚,外界普遍推測這項變化與相機系統的升級有關。傳聞指出,Xperia 1 VII將搭載三顆堆疊式Exmor T for Mobile感光元件,並可能為長焦鏡頭換上更大尺寸的感光元件,強化拍攝表現。

在核心規格方面,配置高通Snapdragon 8 Elite處理器、12GB記憶體和Android 15系統;是否另有16GB記憶體版本,尚不明朗。電池額定容量為4,850mAh(標示預估5,000mAh),與前代持平。

讓索粉格外期待的是,經典紫色款有望回歸。此外,螢幕預計維持19.5:9顯示比例,雖一度傳出,Xperia 1 VII將重返4K螢幕,但可能性不高。值得關注的還有,新機或許導入Walkman音效技術,強打音樂新體驗。

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