PlayStation 5 Pro: Easier Visual Tuning For Developers? [VIDEO]

Sony is keen to make the half-generation console more developer-friendly, and with the developer-friendly environment that worked for the first PlayStation, the company hasn’t forgotten to look at the other side of its hardware three decades later.

 

In the latest episode of Moore’s Law is Dead Broken Silicon, a veteran developer talks about the PlayStation 5 Pro. He’s worked on several parts of The Elder Scrolls, for example, and claims that the half-generation upgrade can’t be much more powerful than the base PlayStation 5 because developers have to plan for future hardware, and that takes time. The budgets for games already in development have already been set, and it would be very difficult for them to scale them up from the specifications they had planned.

And that idea leads directly to PlayStation 6. Sony has certainly listened to developers, and some opening titles for the console may already be in development (especially at PlayStation Studios, the first-party studios). But Sony lost its way with the PlayStation 3: the Cell processor, while very powerful, was not developer-friendly hardware, and the company has since found its way back to that path. The PlayStation 5 Pro was designed to make it easy and affordable for developers to implement better graphics. The PlayStation Spectral Super Resolution upscaler was designed with that in mind. With AMD FSR, it’s much easier to use because it’s designed for specific, fixed hardware and you have full control over the API.

Last week we heard about Trinity Enhanced, which could show up on the game box or PlayStation Store as PlayStation 5 Pro Enhanced. Such games could feature higher resolution, better frame rates, and PlayStation 5 Pro-specific ray tracing (RT) graphics. However, it’s unlikely that these games will be able to achieve 60fps frame rates with better RT.

The yet-to-be-announced PlayStation 5 Pro is expected to be released later this year.

Source: WCCFTech

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