Given that Insomniac Games only just released Marvel's Spider-Man 2 one year ago with fantastic graphics and options for frame rate enthusiasts, the chances the studio would be able to tap into an entirely new level of visual quality on PS5 Pro were slim. Therefore, it has taken a different route as it looks to officially support Sony's enhanced console: through improved ray tracing effects. The feature is already available on base PS5, but the developer has worked all-new effects into the web-slinging experience when running on PS5 Pro. The end result is something you'd really need to seek out.
When running on a PS5 Pro, the PS5 game unlocks access to two more graphical modes: Fidelity Pro and Performance Pro. The former targets 30 frames-per-second and includes three new ray tracing methods: RT Ambient Occlusion, RT Reflections and Interiors, and RT Key Light Shadows. You can toggle intensity settings to dictate how effective the three features are, which in turn has an impact on the frame rate, especially so if your TV can run games at up to 120fps. They impact the quality of reflections in windows and buildings as well as the overall lighting of a scene, particularly shadows from the sun's rays.
The second PS5 Pro-specific option is Performance Pro, which retains the image quality of the Fidelity Mode from the base PS5 experience and increases the frame rate to 60fps. The standard suite of ray tracing features is available, but you won't be able to toggle on the bonus options introduced by Fidelity Pro. This is probably the best option to notice any real change over the base PS5 in as it combines resolution with a good frame rate to make for a very smooth and striking experience throughout.
Fidelity Pro does indeed introduce new ray tracing features, but they're the sort of effects you'd really, really need to go out of your way to even spot, and then potentially appreciate. In the examples below, you'll notice how reflections in the Fidelity Pro mode are slightly clearer and more colourful, an effect most significant when you're climbing up the sides of buildings. The rivers running through New York also gain an extra bit of shine in Fidelity Pro... but that's about it.
Please see our PS5 Pro comparison screenshots between Fidelity Pro (left) and Performance Pro (right):
In Fidelity Pro, some street scenes feature increased pedestrian and vehicle density, and the mode is also supposed to improve finer hair details. Again, our PS5 Pro comparison screenshots can be found below (Fidelity Pro on the left and Performance Pro on the right):
While the improvements found in the Fidelity Pro mode offer some benefit, they're so situational and of little impact to the general gameplay experience that the Performance Pro setting seems like the way to go almost all of the time. Unless you're doing a significant amount of wall-crawling and truly want to appreciate the reflective sights around you, the advancements in the ray tracing sphere come at too much of a cost to the frame rate for them to be worth it. Unless you're tweaking the individual settings, the smoother option of 60fps is the right way to go.
Please see more PS5 Pro screenshots below taken in the Fidelity Pro mode:
How have you found Marvel's Spider-Man 2 on PS5 Pro so far? Post your experiences in the comments below.
Comments 80
I expected PushSquare to focus on the in-game puddles tbf...
Main difference: Peter‘s shirt is more open in the Performance Pro mode.
Ray traced reflection, ambient occlusion and shadows sound cool though, gonna wait for the DF review for a more in depth look at this.
No way I'll be caught playing on PS5 Poor ever again
@fabio1 hmm. Your comment history really says a lot.
I remain steadfast in my desire to let everyone know I’m passing on the PS5 Pro. Bring on the PS6!
Also: Is that a bit of sunlight I see reflected in someone’s eyeball? Never mind, I’m buying one.
People still complaining over the price. When an iPhone 16 Pro Max is £1600 and they'll gladly pay it and use it for a year until the next one is released. 😂😂😂
Tried out the new Performance mode the other day (I didnt bother with the new Fidelity mode as I dont like sub 60fps). As with quite a few patched upgrades - a nice improvement all round.
The game kept crashing on my Pro every time I tried to swap between Fidelity and Performance an hour into a new playthrough on NG+.
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@Nexozi Please guess: How often does the average user unlock their iPhone per day? It’s 80 times. This reflects the very high importance of smartphones these days for most people, more important than a watch, and only beaten by glasses and other medical devices. A video game console meanwhile…
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How much GPU and CPU is needed to get native 4k/60fps with all raytracing effects on a ps5 pro or ps6?
@Max_the_German I use my phone a lot. Cost me 100 quid three years ago. I don't see the need to spend 1600 on one as it wouldn't make much of a difference to me.
People see the value of things differently.
Performance Pro is the way to go and it looks and performs perfectly.
@fabio1 It literally does all the RT Fidelity mode does on base PS5 but now at 4K/60fps. Those new RT features are just for those who want more even more RT features.
@Max_the_German Had the same smartphone since 2020 and it works perfectly. Their point stands most people are happy to spend the same amount the Pro costs or more on a smartphone they don't need every year or two but will moan at a games console costing 700.
@TrashcanMan I suspect the answer to your question is about 2k worth of PC. Less for better than pro performance of course. Even a 4090 can struggle producing 4k 60hz with full ray and path tracing etc.
I do know my 750 quid worth of components PC with a 3060ti can't match my Pro.
Tbh, no amount of words, photos or YouTube videos can give justice to how good this game looks running on PS5 pro and an OLED screen.
Thanks Liam. Seems like the Performance Pro is the way to go. TBH looking at the comparisons I only've been able to notice just one difference
Ray tracing is the biggest con going. For the improvements over existing techniques it just isn't worth the grunt it takes to pull off.
Give me one single example where those resources couldn't be better spent elsewhere.
@Max_the_German Mobiles are important, but so is a console (for me anyway). I probably play about 3 hours at least a day. Between the PS5 (Pro) and Series X. Also in general a console is kept for longer than a phone....
Cant polish a turd, even with ray tracing.
Hang on, I thought the whole point of PS5 Pro was to eliminate the whole "this or that" choice, and have a balanced, optimised overall performance that incorporate the best of both worlds? And now they're introducing three more sub-choices as well as the main two?
Here's a funny PS5 Pro story for you all:
Customer came to pick up his console earlier today and was upset there wasn't any blu ray drives, so what did he do? Why, he bought a PS5 slim disc version as well! Just so he can take the drive off the slim.... £1200+ with CoD BO6
Here's my take about ray tracing as I am sure a lot of people scratch their heads on why anyone even bothers with it when it has such a performance cost:
Developers are really good at "faking" realistic lighting that RT sometimes doesn't look any better than rasterized lighting. RT isn't necessarily about looking better, it's about having realistic behavior of light.
Again, it's something the gaming industry has had years of practice to "fake" because it was never available.
Why bother, then?
Development efficiency. With real-time RT, artists can just plant a light and the GPU handles the rest. It's like the "Plug and Play" of lighting. If you are 100% real-time RT, there is no hand-crafting of shadows, reflections, etc., it all "just works".
The Pro is a perfect example - developers are having an incredibly quick turn around on adding in new RT options. It is essentially like flipping a switch (I am sure there is some tweaking required, but certainly not like having to hand-craft an entire new lighting model).
As scenes and geometry get more complex, it's getting harder and harder to "fake" that lighting! Any missed shadows or light bounces can make an image look flat or out-of-place. Real-time RT solves that problem because it calculates everything for the artists.
The problem is that it feels like only Nvidia is actively trying to progress the technology and it's taking forever to reduce the overhead in order for real-time RT to become an industry standard. And since there is such a small amount of competition in that arena, it's also quite expensive.
I equate it to when real-time 3D rendering first game around. Granted real-time 3D had an actual impact on the types of games being created, whereas real-time RT is cosmetic. But, at a time, 3D rendering looked awful compared to sprites and ran even worse than 2D games. There were plenty of companies trying to progress 3D rendering costs and improve framerates.
We need that for real-time RT if we ever want to get all the benefits at such a seemingly small cost. I am sure lighting artists would be grateful!
@DennisReynolds @Nexosi I fully agree. I use an iPhone Pro and don’t want to miss it, but I keep mine for typically 4 or 5 years because of the minor progress from generation to generation.
The main difference between a smartphone and a console: People can brag with their phones, and if they get a new one, they can easily put it away in some drawer („as a replacement if the new one breaks“). If somebody brags with their PS5 Pro, they make a joke out of themselves. And a PS5 doesn’t fit in a standard drawer.
Ps5 pro would be great if the ps5 had a price drop and the pro took its place, like ps4pro.
As it is, the improvements are so granular that doesn't justify the steep price.
And what is the logic of saying it improves your library when you have to spend even more for a disk drive?
@Nexozi this! If you are in this sort of things, Pro consoles are much more justifiable than High-end phone models.
@Andee
You can't be this obtuse unless it's deliberate.
The original choice between fidelity and performance is what they are talking about and you know it. The performance pro mode does exactly what they said it would do. It is the performance mode for PS5 with the graphics of fidelity mode. The new modes were just opportunities they saw to do even more and still hit 30fps (some people don't care about the framerate sacrifice).
Please find something legitimate to complain about.
So to get native 4k/60fps with all full RT- that exists for now running butterysmooth, whatever is right or wrong are we in the ps7-arena then for consoles?
2030/31.....?
There's been a lot of coverage of Spider-Man 2 on the Pro, but I haven't seen any analysis of the first game's Pro upgrade. I'm really interested in seeing what the Pro treatment did for that older title.
@TrashcanMan
Thats sort of the point with Sony developing their own AI upscaler comparable to DLSS.
Its possible that we do not get to native 4k 60 regularly, particularly with RT, for a very long time (obviously though, there is a big difference in devs ability, as insomniac seem to easily double the technical output of others).
PSSR has been developed so that the image quality seen by the gamer is raised as high as possible whilst native pixel counts are lower in order to facilitate 60fps or higher, and decent visual settings / effects.
Who knows where they will go with PS6 (which might realistically only be an update on PS5 Pro), but given the Pros price and if people want a £600 PS6, Sony will likely be focusing on PSSR and hopefully an upgraded CPU, along with other modest upgrades.
@Nexozi
You do know, that a smart phone, can do A LOT more, and is of more use, than a video game console?
And I doubt most people pay the full amount, as they add it to their monthly plan, instead.
Though I'm personally fine with my $300 phone, just as I'm fine with my OG PS5.
@SJBUK You can spend under a grand on PC components that would beat a PS5 Pro. That would be an RTX 4070, Ryzen 5 7600, mobo, 32gb of RAM etc.
Yes it's still a bit more than a PS5 Pro, but not even close to £2k, and you get a powerful, versatile, future proof system.
PC gaming is not for everyone, and tbh I'm more of a console gamer myself, but it's an absolute myth you need to spend £2k to build a good PC, when you build a legit gaming PC for less than half that.
@Rich33
I’m running on fidelity mode with everything turned on.
But have 120hz VRR turned on.
Obviously I can’t measure frame rate but as DF say I seem very near to 60fps and probably at around 50fps.
It looks so good and smooth.
The best of both modes.
@Raffles I thought I'd test this claim with pc part picker. Your build with seriously cheaping out on important parts like mobo, power supply and cpu cooler still hits £1000 and that's without an OS, a controller, a mouse and keyboard and it assumes you are going to play on your tv, not a monitor.
That's not an insignificant difference in my view.
@Rich33 why would you want native 4k when AI upscaling has shown to provide a higher quality picture for less overhead?
@Medic_alert Yes it's a decent chunk more, but still half the price that was bandied around, and you do get a machine that's more powerful and future proof.
@Medic_alert Yes it's funny, upscaling is still a dirty word for some people, even though elite image reconstruction like DLSS has proved to be so good it can actually beat native 4k. Looks surprisingly stable in motion too, as that's one of the biggest flaws of TAA, and TAAU.
On that note, PISSER is much better than I expected. Not quite as good in motion as DLSS, in some of the static shots I actually preferred the image to DLSS.
DLSS has proved to one of the best things about modern gaming. Native resolution is a waste of resources, when you can render at half resolution, and achieve the same or better level of detail/clarity, better spending GPU resources for the quality of each pixel rather than 8 million pixels for the sake of it.
@Steel76 You do you.
@Medic_alert
I dont - i much prefer them aiming for a reasonable res and using an upscaler like PSSR or DLSS, and using the power saved to acheve a significantly higher framerate than 60fps, like they have done in SM2 Performance Pro mode.
I was trying to answer a question which was about whether we will get to native 4k 60 gaming.
My point, although it sounds like my wording wasnt fantastic, was that PSSR / DLSS etc were developed to get the image quality as high as possible with lower native pixel counts. ie negating the need for native 4k.
@OldGamer999 same. It runs so smooth I didn't go back to performance pro
@Raffles I paid £699 and got something I can just plug in and play. All brand new components, no build required. I can't buy an equivalent PC for anywhere near the same price or build one for less than about a £1000.
I could have upgraded my current PC to a similar spec for about £400 if I went to the trouble of pulling it apart and reselling my old GFX card and CPU. But I really can't be bothered anymore, been doing that for more than 20 years and now, when I have time, I just want to play.
I'm also not saying you need to spend £2000 to get an equivalent PC but you could easily spend that, or more, in the pursuit of ultimate 4K ray-tracing nirvana!
@OldGamer999
My issues with framerate really are bad (headaches / feeling sick), and it would have to be 60fps with minor drops, im afraid.
But I do find this interesting, as I believe the base PS5 fidelity mode didnt get this high, and I was sure (based only on a quick test) that the Performance Pro mode, when uncapped of course, was hitting consistently higher framerates than when I played it on base console performance mode last (in addition to the visual upgrades of course).
Hogwarts Legacy seemed to be the same thing - but maybe not to the same degree in the fidelity mode (which I did take a very quick look at).
As well as the visual upgrades, the fps of the Upgraded Performance mode when uncapped, also seemed higher than before. Nb im talking about the regular performance mode, which (unlike what was inferred in yesterdays article) can be uncapped, not the high framerate mode.
I even went to outside Henriettas Hideaway which I have previously found to be unusually low fps compared to every other area in the game, and it didnt tank anywhere near as hard.
Good stuff.
@SJBUK Sure, I know all that, and even though I have a PC with an RTX 3070 (similar power to a PS5 Pro as it happens), 9/10 I'll play a game on the PS5 or SeriesX. I like the speed, convenience, front ends, just the whole console experience. The only exception being if a game is capped at 30 on console, then I'll play on PC.
I'm just saying for anyone who might be interested, you don't have to spend anywhere near £2k to go the PC route. I just did a test build on Amazon including case and power supply for just over £1000, for an 4070 Super and Ryzen 7600. Yes it's £300 more, but both CPU and GPU are about 50% faster than a PS5 Pro. So you get 50% more performance for 43% more money, decent value
I’m going to replay the entire trilogy (including Miles Morales) back-to-back-to-back sometime next year. Bet it’s gonna look phenomenal on the PS5 Pro!
@Raffles I take your point and as someone who used to try and keep up on the PC front I get the appeal. The only thing I now play regularly on the PC (with a 3060ti) is NMS as I prefer KB and mouse, though with the cross-save ability on the way I might try to get to grips with it on PS5. Hmm, though I would have to kick someone off the PS5 first! IMO it looks and plays much better on the base PS5 than my PC, both in flat and in VR. Even better now on the pro. Sometime the console optimisations trump basic specs.
Absolutely agree you don't need to spend £2000, that was just in reference to having the ability to turn all RT settings up to max.
As I said, as someone who has built and maintained PC's since they were a thing (anyone remember the Pentium 50?!) I get the appeal. I just can't be arsed with it anymore.
@SJBUK pentium 50?
My first PC was a 486 sx 25 with 4mb ram!
I'm old....
Perfect excuse to finally go after that new game plus trophy!
So it actually runs fidelity pro mode with all the extra ray tracing in the 50s, if used in vrr mode for 120hz displays. Thats crazy
@Medic_alert Gaming without a floating point unit, almost unthinkable today. Did Doom support FPUs, or was (is) it just using integers?
@Max_the_German you know, I have no idea. I may have at one point but that arcane knowledge has been lost to the past much like all the commands that I used to use to play in dos!
I only played the shareware version of DooM and that was on my mates 386. This was also the era of Championship Manager, monkey island and many other point and click adventures!
@Medic_alert I just googled it, Doom indeed didn’t use FP calculations at all, totally fascinating. My first PC was a Pentium 166 with an nVidia Riva 128 plus a Voodoo 1. Incredibly fast for its time, but totally outdated after two years. Today’s kids have no idea how extreme progress in computing was back then.
@Max_the_German my first dedicated GPU was also a Voodoo card. Can't remember if it was a 2 or 3.
PC gaming was so much more trouble then.
@Medic_alert command and conquer was a big game on pc I remember
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@Medic_alert
"@SJBUK pentium 50?
My first PC was a 486 sx 25 with 4mb ram!"
Was into Amigas before the PC, a whopping 512k in the A1000. 4mb was unthinkable Used PCs at work, though, from the original XT though to 486s. Sun Sparcstations for heavy lifting.
Old man rambling, will stop before going on about Zx81s and wobbly RAM packs...
@SJBUK I don't disagree. Even though I have a PC plugged into my living room TV with Playnite etc, I do find the slickness and convenience of consoles unbeatable.
Optimisation is an interesting one. When console hardware was radically different to PCs, console specific optimisation could and would trump similar spec PCs. We're talking in the PS2 and 360/PS3 eras.
These days though it's quite different. As hardware has become more standardised, and the PS5 is essentially a PC with a Ryzen 3700, Radeon RX 6700, and its own API - console specific optimisations are less of a thing and the performance between PC and console is often closely matched.
In some of DF's comparisons, I was actually surprised the RX6700 outperformed the PS5 in more cases than not, I thought it would be the opposite on account of a more lightweight OS and a custom optimised custom graphics API.
In some cases it still happens though. My 3070, despite being closer in power to a PS5 Pro, can't match the base PS5 in Ratchet and Clank. At 1440p with raytracing, similar to PerformanceRT mode on the PS5, it can only manage about 40fps. The PS5 runs at a solid 60.
Another big advantage for console over PC gaming is actually the shader compilation stuttering that has really hampered PC gaming ever since DX12.
It's another reason to generally choose the console version.
@SJBUK can you tell me your pc specs ?
The thread on resetera seems to say the opposite to go for the fidelity pro with unlocked frame rate as long as you have a tv with vrr and can do 120 hz which luckily I do
getting real tired of the same 5 loud PC gamers on this site constantly debating the PS5 pro in every article when consensus in general is it is a good console that is for those who can afford it just like a high-end graphics card for PC.
@SJBUK oh you will start me off on Amstrads and Spectrums and 5 1/4' floppy discs...
A different world
@Mikey856 yeah that was a big favourite of mine.
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Still really only one major improvement in the form of FF Rebirth And zero new software to support this launch.
Kind of laughable that Sony launched this overpriced refresh with its major Marketing gimmick being that it might make old unoptomized games run better, or already gorgeous old first party games get dedicated patches that you have to squint to see the difference. so replay those already great running fp games very slightly better. Yet the other third party games that really needed boosts, the pro is undelivering on due to the nonexistent cpu upgrade.
There is really no reason to justify this hardware, even as an enthusiast, aside from fomo. Hopefully those reasons come in the future. However the CPU limitation doesn't bode well for that occurring on a mind blowing scale even for big games to come.
@Nexozi Both sets of people can be foolish at the same time...
@nomither6 "can you tell me your pc specs ?"
i5-12400F, 3060Ti 4Gb, PRO Z690-A MB, 32GB DDR4
It's generally fine for 1440p, though right on the edge of usable for VR.
I probably could get a 3070ti but it's just not worth it to me I play most games in the living room on a 4K 65 inch OLED
@Medic_alert "oh you will start me off on Amstrads and Spectrums and 5 1/4' floppy discs.."
I went the Commodore route after the ZX81, though had a borrowed Speccy for a little while. Didn't have a disc drive until the Amiga, was all tape and patience!
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@Raffles "As hardware has become more standardised, and the PS5 is essentially a PC with a Ryzen 3700"
Yeah, I was a bit disappointed when that started with the PS4, in some ways a PC in a box. It was an understandable move from a software development perspective but I loved the custom nature of 1 to 3.
The fact the CPU and GPU are on the same die, though, does make a difference. That along with memory and IO optimisations, custom OS and optimised driver stack make a straight comparison to a Windows PC a bit more tricky than some may think.
@Lofty1985 (and others). Genuine question, why are you so upset about the PS5 Pro articles? It's a new bit of hardware and a lot of people are interested to see what, if any, difference it makes to our gaming experience. So of course we'll see a whole bunch of related articles for a while. If you're not interested in it, why read it? If you don't see the point of the pro, fine, feel free to say so. But surely once is enough.
I've no interest in the Portal or Dualsense Edge but didn't feel the need to comment on the many articles that appeared when they came out. For me they don't have a purpose but quite obviously to some, they do. Doesn't mean they're shills, somehow incompetent, have more money than sense or that the articles about them are 'blatant advertising'.
It's like the PSVR2 all over again, gets really tiresome.
@SJBUK I had the Amstrad CPC 464 with the built in tape deck. Not as well loved as the speccy but I felt it was a better machine for games.
All those 5 1/4' discs were at school or on a friend's bbc electron.
Sometimes I wonder how I ever kept going with the hobby. The tapes were a nightmare!
@Medic_alert "Sometimes I wonder how I ever kept going with the hobby. The tapes were a nightmare!"
It was all new and exciting at the time, though the advent of speed loaders were a godsend. Hard to believe today that we put up with 10 to 20 minutes to load a game, which often failed and needed a rewind and retry. Still, tape games cost as little as 99p (Mastertronic?) where a console cartridge would cost 5 or ten times as much.
I think these experiences perhaps give us ancients a perspective on some things that some younger folks don't have.
@SJBUK you are probably right. Although it all sounds a bit 'you don't know you are born' the experience definitely required a lot of patience and what we have now was totally unimaginable back then.
I used to dream of handhelds that could play full games and consoles that could pluck the best games from the arcade and replicate them perfectly.
@SJBUK because we don’t need an article for every PlayStation game that all say essentially the exact same thing. That the £700 console makes the games better.
@Lofty1985 "we don’t need an article for every PlayStation game that all say essentially the exact same thing"
I get your point but a) how would we know what's improved otherwise and b) maybe just don't read them if you're not interested?
It'll calm down within a week or two and as new games arrive we'll just see mention of any pro benefits in the main reviews.
@CWill97 Was gonna replay the trilogy on my PS5 but just got a Pro so happy days
Sorry if this isn't the thread for this question - but seeing this article is spurring my desire to pick up a PS5 pro since I sold my PS5 about a year ago when I got a Steam Deck.
My only hesitation (besides the price) is whether or not my TV is good enough for it. It's a 2016 LG OLED. So it's quite old, but at the time I remember it was CNETs TV of the year I think. Anyways, obviously a 4K TV, but am I needing other things like HDMI 2.1 ports? Will the refresh rates be poor compared to today's tvs? Just not sure how much things have evolved since then!
Sorry and thanks if anyone has any input
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