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Will PlayStation 6 run Path Tracing games at 60fps?

Will PS6 have Path Tracing at 60fps?


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Not only that, but that troll takes bad captures and blows them up with images twice the size. The end result is that they both look like utter garbage.

BSimPHu.jpeg


You can literally count the individual strands of grass with DLSS Q at 1440p and RR in this feed. The other video is just a smudgy mess, but this poster is dishonest as hell and was pulling the same shit with garbage screenshots in the other Cyberpunk thread. He always does this.

Besides that, DF did report on RR blurring texture details and even eliminating some effects like rain altogether, but this was supposedly patched (at least the rain bit).


Are you telling me that the video I linked had been manipulated, and I'm using it to mislead people?

How about you spend little bit of time searching RT comparison videos with RR ON and OFF?

There're plenty out there.


RR1



what do you call this then?

a smudge mess?

or yet another manipulated video picked up by a troll :messenger_beaming:




 
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There seems to be a common expectation that AMD's next generation GPU tech will have caught up with Nvidia 50xx series in terms of RT and PT. Which would be a gigantic leap forward for AMD given the current differential. Is this just guesswork, or hopium, or has there been some confirmation?
They created this expectation themselves.



As for actual results, I'd say FSR 4.1 and new PSSR show there's potential for truly great stuff on AMD end.
 
ps5 cant even do native 1440p@60fps in most games, imagine PS6 doing PT@60fps.

be prepare for some 360p upscaled to 4k
 
You just feel uncomfortable when it exposes weakness of Nvidia tech :messenger_tears_of_joy:

It was proven by DF at launch that FSR RR doesn't include FSR upscaling and end results is pixelated as fuck. This was true with COD game as well (and Daniel Owen confirmed it).

Games got several updates since launch and I don't have AMD hardware to do the proper comparison, but there was no mention by anyone that AMD RR suddenly started working differently.

Wkw7M2j3Wv776vch.jpg
eRTfXFeefmb7nge8.jpg
 
You just feel uncomfortable when it exposes weakness of Nvidia tech :messenger_tears_of_joy:
Not really. RR having blur in some detail isn't anything new, I even pointed it out in the Cyberpunk thread. So has DF a number of times as well.

The overall image is superior, especially when it comes to noise or image stability. In every single game I have played RR>Native.

Don't worry about it, I'm sure you'll get to enjoy it in a few years, maybe you'll even post screenshots about how transformative it is, just like how you were gushing about the Cyberpunk Pro update.
 
It was proven by DF at launch that FSR RR doesn't include FSR upscaling and end results is pixelated as fuck. This was true with COD game as well (and Daniel Owen confirmed it).

Games got several updates since launch and I don't have AMD hardware to do the proper comparison, but there was no mention by anyone that AMD RR suddenly started working differently.

Wkw7M2j3Wv776vch.jpg
eRTfXFeefmb7nge8.jpg


The first video I linked was from the latest patched versions,




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However, the 2nd video is from a month ago, so it seems that the blurriness of RR has not been fixed yet :messenger_winking:
 
Not really. RR having blur in some detail isn't anything new, I even pointed it out in the Cyberpunk thread. So has DF a number of times as well.

The overall image is superior, especially when it comes to noise or image stability. In every single game I have played RR>Native.

Don't worry about it, I'm sure you'll get to enjoy it in a few years, maybe you'll even post screenshots about how transformative it is, just like how you were gushing about the Cyberpunk Pro update.

I'd much rather take clean and sharp images over the slight lighting improvement, so no thank you :messenger_winking:
 
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Depends on the game. I think dynamic MFG will play a big role next gen, so it might be a matter of keeping input latency down. Visually it should look good.
 
I'd much rather take clean and sharp image over slight lighting improvement, so no thank you :messenger_winking:
No you wont. You only say you do because your platform of choice doesn't give you the option. The RR image is plenty sharp. It's also sharper than native in any indoor scene where boiling can utterly ruin the underlying image. You're not getting a sharp image if you're staring at boiling or flickering artifacts.

As I said, you will be gushing all over it in a few years once your console of choice finally has it. The exact same thing happened with ray tracing and ML based upscaling and the exact same thing will happen with this and path tracing. Just simple facts.
 
No you wont. You only say you do because your platform of choice doesn't give you the option. The RR image is plenty sharp. It's also sharper than native in any indoor scene where boiling can utterly ruin the underlying image. You're not getting a sharp image if you're staring at boiling or flickering artifacts.

As I said, you will be gushing all over it in a few years once your console of choice finally has it. The exact same thing happened with ray tracing and ML based upscaling and the exact same thing will happen with this and path tracing. Just simple facts.

I really do prefer baked lighting with clean IQ over RT with shit ton of artifacts.

That's why I turned RT off when I was playing Dragon's Dogma 2 on PS5 PRO.
 
The first video I linked was from the latest patched versions,




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However, the 2nd video is from a month ago, so it seems that the blurriness of RR has not been fixed yet :messenger_winking:

I can only make comparison of base 4.5, 4.0 and 4.0+RR - 1080p base. Big ass zoom:

WvcFH4NfR1TyigMW.jpg

KkEjVyTXIU9hHSeo.jpg

iw5W5sKUXOXHRpOF.jpg


RR is actually sharper than base DLSS4.0.

Orginal images

A9XhbNM4sYOFXwoY.jpeg
1ySmFbPa0M6hxxNV.jpeg
j4v61LSk0oLKtqct.jpeg
 
I can only make comparison of base 4.5, 4.0 and 4.0+RR - 1080p base. Big ass zoom:

WvcFH4NfR1TyigMW.jpg

KkEjVyTXIU9hHSeo.jpg

iw5W5sKUXOXHRpOF.jpg


RR is actually sharper than base DLSS4.0.

Orginal images

A9XhbNM4sYOFXwoY.jpeg
1ySmFbPa0M6hxxNV.jpeg
j4v61LSk0oLKtqct.jpeg


You captures are just from static scenes probably with little to no wind, try the opening part of the game it will really put the RR to a test.
 
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That bush was constantly moving (you can even see disoclussion on "4.0" screen).
In other words, your pristine screenshots don't fit my agenda, but believe my indirect, heavily compressed youtube vids stretched 2x that even at 1440p DLSSQ no RR look like this:

ihiIb2r.jpeg


This kid is a buffoon.
 
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4.5

GkKf7OVdEwGjQkRK.png


4.0

OUvwfFBNImU0Iqi2.jpg


4.0RR

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Dude, vegetation might suffer a tiny bit and I've read RR still causes issues with their Silhouette Parallax Occlusion Mapping, but RR 4.0 look sooo much better here.
Just look at the building on the left, it's night and day for both lighting realism and IQ.

Crimson-Desert.png
 
Dude, vegetation might suffer a tiny bit and I've read RR still causes issues with their Silhouette Parallax Occlusion Mapping, but RR 4.0 look sooo much better here.
Just look at the building on the left, it's night and day for both lighting realism and IQ.

Crimson-Desert.png

And RR actually fixes most of that issues with their POM tech vs. base DLSS just showing it looking like low resolution (it scales with internal res).

Crimson Desert has the worst implementation of DLSS/FSR4/Xess in modern games because so many effects are based on internal resolution - only fix for this is DLAA or turning off their POM technology. RR actually produces quite nice results here even with lower internal resolution.
 
And many devs follow through with what they say too.
Not that many, not really. First-party will keep pushing for performance mode and 60fps, but I wouldn't bet on third-party to keep up in the same manner.
Hell, this happened this very gen in the beginning.
 
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Just tried F1 25 on my 9070XT with PT enabled and on practice track with no other cars it fluctuates between 30-45fps at FSR4 4K 'Perf'(1080p base)/High Settings. The beginning pit area drop around 20fps. RR is seemingly not available for AMD in this game.
 
Reminds me of old threads with people asking if the current gen consoles would run everything at 4K/60.
 
Simply put... absolutely.

Even if a lot of games are actually doing the equivalent of 4K DLSS perf (that's a 1080p native rez then PSSR'ing to 4k), running at 40-50fps and then using FG to get it up to 90 -100fps.
 
Even with all this potential technology, in the end we'll still have static open-world games. Oh dear.
Actually, this is another reason you should be praying for PT.

The reason we have a lot of static anything is mostly because of baked lighting.

Put simply and for context... You have a room with a table and chairs, its super easy to attach a physics model to all those objects and move them around. Like stupid easy. But this is where the problem comes in, in this room, you also have some lights, and using light maps, you have rendered perfect shadows and AO for all the objects in that room. The downside of that, is that now it means that you cannot move any of those objects... cause if you do, the shadows will not update. Now its one thing tracking shadows for one or two objects... eg th emain character... but it's a legit nightmare tracking it for every object in a scene and possible outcome based on how the player interacts with said objects.

With things like PT and RT... all this goes away because lighting becomes a math problem, not an art problem. So RT and PT or basically non-baked lighting, stand to actually do more for dynamic worlds than what we currently have.
 
Are these captures in 4K? What's the native resolution?

4k output, 1080p base. I normally play with Balanced (~1220p) resolution.

RR2



Because your none RR shots look extremely pixelated. They look almost as if they were upscaled with the nearest neighbor.

That's how DLSS looks in this game. It's broken.

RR actually looks correct. I have to check XeSS and FSR3 now...

Edit: aliasing is the same for all kinds of upscalers. Implementation is not working correctly, only native res and RR have good image quality on PC.
 
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Not that many, not really. First-party will keep pushing for performance mode and 60fps, but I wouldn't bet on third-party to keep up in the same manner.
Hell, this happened this very gen in the beginning.

In the beginning, you are 100% correct. But by year 4, I expect 3rd parties to have PT running on some PS6 games at 60 fps. Even if it means the game runs below 1080p natively, before PSSR3 kicks in.
 
Yes I think it will. I mean, if we're including frame-gen then I'm certain it will.

There's plenty more optimizations to be made to Path Tracing algorithms, and RDNA5's architecture is much better suited for PT than PS5 Pro's RDNA2/4.

That said, people need to keep in mind that this was a simple prototype and not indicative of any type of performance in a gameplay scenario. It was just a bare track without any other cars or anything else happening. It was a daytime scene, which means that it's lighter than it would be with lots of individual lights to calculate, such as there would be during night time races which means they're able to reuse a lot of data in their path tracer. And proper denoising is one of the most costly aspects of a quality path tracing implementation, and current denoisers on consoles, even the PS5 Pro, have quite a hard time with it.

So yes, they managed to get a prototype up and running at ~30fps, but it was a fairly simplistic scene, and a fairly light form of path tracing.. which is quite different in ways from what other games are doing on PC. PS5 Pro is a great console with which companies can use to test prototypes, gauge performance scaling, and add support to their engines before the PS6/XBH come out, which will be far better suited for the task in the future.
 
Of course it will.

Just like the majority of console games run 4k 120 fps.
 
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A PS6 unable to natively double the framerate of PS5 Pro software at the same native 1080p res, even with all its new integrated RT/PT hardware and optimized neural pipeline, would be a rather disappointing scenario imo.

PT is significantly more expensive than RT. Not only because it has to calculate a lot more rays and bounces, but also because it also has to calculate a lot of monte-carlo patterns, adjusted for importance.
The PS6 will have some form of ResTir, it has to to, so it can decide on ray casting importance. But the Restir optimizations you posted are Nvidia specific. I doubt Sony/AMD will have anything as good as that anytime soon.
 
I really couldn't care less for this lights/reflex/super zoom whoring modern gaming has become.

I hope that for once they use what tech can be run on Ps6 without compromises in graphics and perfomance, but they wont, its all about pushing the latest schtick even if fucks up your game with artifacts and crap performance. It always feels like they are pushing next gen tech on weak current gen systems (weak for that specific tech).
 
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