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EntertainmentGamingPlayStationSonyTech

PS5 Pro owners are getting a free image quality upgrade with PSSR

Resident Evil Requiem is the first real‑world taste of Sony’s new PSSR tech, built with AMD and tuned just for PS5 Pro.

By
Shubham Sawarkar
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ByShubham Sawarkar
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I’m a tech enthusiast who loves exploring gadgets, trends, and innovations. With certifications in CISCO Routing & Switching and Windows Server Administration, I bring a sharp...
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Mar 1, 2026, 3:15 AM EST
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A close‑up shot of a vertical white PS5 Pro console against a black background, highlighting the side panel, rear ventilation grilles, and back I/O ports.
Image: Sony Interactive Entertainment (SIE)
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Sony is about to flip a pretty important switch on PS5 Pro, and it has nothing to do with more teraflops or a new console redesign. It’s doing it with software – specifically, an upgraded version of its PSSR upscaler – and if you care about how your games actually look and run on a 4K TV, this matters a lot more than it sounds at first glance.

PlayStation Spectral Super Resolution – PSSR – is Sony’s in‑house AI upscaling tech designed specifically around PS5 Pro’s hardware. In simple terms, games can render at a lower internal resolution to save performance, then PSSR reconstructs what you see on screen into something that looks close to native 4K, ideally without the usual shimmering, ghosting, or smudgy fine detail you’ve probably spotted in some “performance mode” titles. To date, more than 50 PS5 Pro games have used the original PSSR implementation, from big first‑party titles like Marvel’s Spider‑Man 2 and Ratchet & Clank: Rift Apart through to third‑party heavyweights like Avatar: Frontiers of Pandora, Alan Wake 2 and Gran Turismo 7.

The new chapter starts with Resident Evil Requiem. Capcom’s latest horror sequel is the first game confirmed to ship with the upgraded PSSR, effectively a “PSSR 2.0” even if Sony isn’t branding it that way publicly. Mark Cerny, lead architect on PS5 and PS5 Pro, says this version doesn’t just tweak the old model – it uses a different neural network and a reworked overall algorithm, and it’s the result of Sony’s now‑formalized Project Amethyst partnership with AMD. On the PC side, that same work shows up as AMD’s FSR 4 (part of AMD’s latest FidelityFX Super Resolution evolution), so what PC players are already seeing in supported games is now being tuned and fed back into the console ecosystem with several extra months of refinement just for PS5 Pro.

Capcom is understandably enthusiastic about what this gives them in Requiem. The studio highlights how the protagonist’s hair and beard are now rendered as individual polygons that respond dynamically to body motion and wind, with light passing through overlapping strands in a convincing way – precisely the kind of high‑frequency detail that usually falls apart under aggressive upscaling. According to Masaru Ijuin from Capcom’s foundational technology team, the upgraded PSSR can handle those fine textures and subtle material differences much more cleanly, which in theory means fewer crawling edges on foliage, cleaner sub‑surface scattering on skin and hair, and generally less of that “video compression” look around moving objects.

Zoom out a bit and the move fits into a broader industry trend. We’ve entered an era where brute‑forcing native 4K at high frame rates on console just isn’t realistic for most AAA games, at least not without harsh cuts to effects, geometry density, or simulation complexity. Upscalers like DLSS, FSR and now PSSR are the compromise: render fewer pixels, reconstruct the rest, and spend the saved GPU power on ray‑traced lighting, denser worlds or higher, more stable frame rates. Sony’s angle is to integrate this deeply into the platform, with hardware‑aware models trained specifically around PS5 Pro’s architecture instead of a generic PC stack that has to support a wide variety of GPUs and drivers.

What makes this particular PSSR upgrade more interesting than a typical “image quality improved” line in patch notes is the way Sony plans to roll it out. Sometime in March, PS5 Pro will receive a system software update that adds a new “Enhance PSSR Image Quality” toggle in the console’s settings. Flip that on, and any PS5 Pro game that already supports PSSR can take advantage of the improved algorithm without needing a bespoke patch, at least in theory. Cerny also mentions that multiple existing titles will get explicit updates to tune for the new PSSR, though Sony hasn’t publicly listed which ones yet – expect the usual suspects like big Sony first‑party games and marquee third‑party partners to be near the front of the line.

A PlayStation 5 Screen and Video settings menu showing the “Enhance PSSR Image Quality” toggle highlighted, with other options like VRR, 120 Hz Output and ALLM listed below on a dark interface.
Image: Sony Interactive Entertainment (SIE)

Under the hood, the upgraded PSSR is derived from the same core tech as AMD’s FSR 4, which leans heavily on temporal data – information from previous frames – plus motion vectors and depth buffers to reconstruct a sharper image over time rather than guessing each frame in isolation. The target is to reduce ghosting trails behind moving objects, clean up inconsistent detail on fine geometry like wires, fences and hair, and improve stability when the camera moves quickly. That’s been one of the main criticisms of some early PSSR implementations: while they did a good job pushing resolution up, image stability in motion could lag behind the best PC‑side solutions, especially in busy scenes. The new model is effectively Sony’s answer to that feedback.​

It also represents a two‑way street between console and PC. When Sony and AMD announced Project Amethyst in 2024, the pitch was that Sony’s experience optimizing for a fixed console platform could help AMD push FSR forward, while AMD’s cutting‑edge PC research would come back to improve PlayStation. That loop is now visible: PC players get FSR 4 (and its successors) in games built for a wide range of hardware; PS5 Pro owners get a version that’s had an extra half‑year of tuning around a single, known GPU and memory configuration, with tight integration into the system software and SDK. For developers, that should mean cleaner documentation, consistent performance targets and less trial‑and‑error to hit sharp 4K output at 60 fps or more.

On the user side, the questions are a bit more straightforward: will I actually see a difference, and does this make a PS5 Pro more worth it than it was at launch? If you’re playing on a decent 4K TV and you’ve noticed shimmer on distant trees, noisy specular highlights on wet streets, or soft edges around your character in certain “quality” or “performance RT” modes, the new PSSR model is specifically trying to address those pain points. Games like Avatar: Frontiers of Pandora, Marvel’s Spider‑Man 2, Jedi Survivor, Gran Turismo 7 and upcoming heavy hitters like GTA 6 and Monster Hunter Wilds are already flagged as PS5 Pro enhanced with PSSR support, so any uplift in reconstruction quality potentially affects some of the platform’s biggest time‑sink games. For a lot of people who bought the PS5 Pro to make their back catalogue look better, the March update might be the first moment where the console really starts to feel like a meaningful step up rather than just a spec bump and a new badge on game cases.

It’s not all uncritical hype, of course. There’s a vocal chunk of the community that’s uneasy with how quickly the industry has embraced reconstruction and upscaling, arguing that we’re moving away from the pursuit of “true” native resolution and towards a world where virtually everything you see is an approximation dressed up as a premium experience. Some point to early PSSR deployments where visual stability took a hit, or to games that leaned so hard on reconstruction and ray tracing that motion clarity suffered compared to razor‑sharp 60 fps modes on the base PS5. Sony’s answer – and the broader industry’s answer – is that the trade‑off is worth it, especially as TVs get bigger, expectations for ray‑traced lighting rise, and the cost of rendering pure native 4K with all the bells and whistles becomes unrealistic within a console’s power and thermal envelope.​

Where this gets particularly intriguing is VR. PSVR2 owners have been asking – loudly – where PSSR support is on the headset side, given how demanding it is to push two high‑resolution images at high frame rates. So far, No Man’s Sky is one of the only PSVR2 titles publicly confirmed to use PSSR on PS5 Pro, and many early adopters who upgraded their console primarily for VR feel like they haven’t seen the generational leap they were implicitly sold. Upgraded PSSR is, in theory, tailor‑made for exactly this problem: let VR games render at a saner internal resolution and reconstruct up to the headset’s panel resolution while preserving detail and stability, freeing up horsepower for better textures, denser geometry or more expensive effects. Sony hasn’t promised anything concrete for PSVR2 in this PSSR announcement, but the demand is clearly there in the community, and it’s hard to imagine Project Amethyst not eventually touching Sony’s VR ecosystem if the console rollout goes well.

For now, though, the focus is squarely on PS5 Pro owners with flat‑screen setups. Over the next few weeks, as Requiem becomes the de facto showcase title and the firmware update drops, the conversation will move from blog posts and spec sheets to side‑by‑side screenshots, Digital Foundry breakdowns and anecdotal reports from players replaying Spider‑Man 2, God of War Ragnarök or Gran Turismo 7 with the “Enhance PSSR Image Quality” toggle enabled. If Sony and AMD have delivered what they’re promising – sharper reconstruction, fewer artifacts, and more headroom for high frame rates – this could end up being one of those quietly pivotal updates that reshape how mid‑generation consoles are judged.​

Instead of another debate about whether we need a PS6 sooner rather than later, Sony is trying to squeeze more out of the box that’s already under your TV, using smarter software rather than more silicon. In 2026’s console landscape, that might be the most PlayStation move possible: let Mark Cerny and a handful of engineers rewrite the rules of what the hardware can do, then let developers and players decide how far to push it.


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