Mark Cerny, Lead System Architect at PlayStation on the last two console generations, has officially confirmed to Digital Foundry that Sony co-engineered the tech behind FSR Redstone Frame Generation as part of the Project Amethyst collaboration with AMD, and an "equivalent library" should appear on PlayStation platforms at some point. While the date remains vague, Cerny did say there are no more releases planned this year, hinting that frame generation won't be available on PlayStation consoles before 2027 at the earliest.
He also clarified that PlayStation Spectral Super Resolution 2.0, released earlier this week on PlayStation 5 Pro systems, uses the same co-developed algorithm that powers FSR Redstone's Upscaling feature.
Just to clarify a few things about the collaboration with AMD, the new PSSR uses the same core co-developed algorithm as FSR Redstone's Upscaling (to avoid confusion, I'll use the new names today rather than FSR4). FSR Frame Generation is also based on co-developed technology (or, as my good friend Jack Huynh puts it, 'co-engineered technology'). I’m very happy with how that work is progressing, and an equivalent frame generation library should be seen at some point on PlayStation platforms. All I can say is that we have no more releases planned for this year. And that I look forward to discussing this more in the future.
To be fair, there have already been a couple of games that implemented AMD FSR 3 Frame Generation on PlayStation 5: Immortals of Aveum by Ascendant Studios and The First Descendant by NEXON. Of course, this new, official version will be much more advanced, offering all the significant machine-learning-based improvements introduced with FSR Redstone, such as significantly reduced artifacts and ghosting.
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