Also basiert PSSR auf eine Technologie, die erst nächstes Jahr erscheint? PSSR hebt sich laut den Tests doch deutlich von FSR ab. Vor allem gibt es das typische „fizzling“ nicht. Hier laut Digital Foundry bzw. Eurogamer:
„This is my major complaint with FSR 3.1's quality - it fails to effectively anti-alias newly revealed detail, 'fizzling' in motion. Thankfully, like DLSS and XeSS, PSSR does not suffer from this issue - and it's as plain as day to see. Ratchet and Clank runs at relatively high resolutions on PS5 Pro, so this gap in quality may widen when dealing with much lower quality input pixel ranges - something we'll test in due course.
FSR also has problems with particles, whether it's the particles when Ratchet collects his first gun, or the fluttering confetti in the background during the opening stage. Particles have a wispy, ghost-like look when processed with FSR, to the point where the confetti can fade in and out of existence. PSSR does a comparatively superior job and actually seems to present with more confetti. That's not actually the case: it's just that PSSR particles are more temporally consistent, remaining on-screen in stark contrast to FSR 3.1. Hologrammatic signs also look better with PSSR. FSR 3.1 lacks anti-aliasing coverage here and while PSSR is not perfect, the presentation is less jagged on edges.„