All games with PS5 Pro enhancements

by pokogame
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Introduction


It is a leader for all PS5 Pro Games increased against standard PS5. After the introductory posts, the first list is the game with the official Supportive: They have been programmed, especially to take advantage of the new hardware, patch on or after release. The second list includes VR Games with help or promotion (see next paragraph). The title titles on both the Flat and the VR display will appear in both lists, each with only relevant methods.

The third list, using a different color scheme, is for non -VR sports, which is extended by the PS5 Pro Game Boost. This feature-which always continues for pro-does not need to patch or program a game. Enhanced There can be no new functionality on the pro in sports, such as writers, various advanced techniques, etc.

No one is safe from error, so all the information is subject to changing. If you are aware of any problem, please tell me.

All my own results will be posted here. Other sources of analysis are mainly available through YouTube. There is a good source site gameside for high quality game footage (without analysis). If this content is interested in you, you can consider their subscriptions/patterns.

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The game is listed according to the alphabet. When browsing manually, keep in mind that preliminary articles are ignored: The last part of us Under “L”, “T”. Nos, i use a full official name: Metal gear solid delta snake eaterNot Eater. I usually ignore the names of the publisher or licenses who are technically part of the name: UFC 5 Not EA Sports UFC 5And Spider Man 2 Not The spider of miracle 2. (I exempts when I can be confused in different sports otherwise: Miracle competitors Instead of just Opponent.

If you use your browser’s “Search” function (such as Ctrl-F), all of them can be safely ignored. It will bring you to the appropriate game block, whether you use part or all titles. Please keep in mind that if you have opened a “spoiler” to show update log in the second post, the search will probably stop there first.

hOh to use this guide​


The following is a less detailed description of the description but by clicking on this link, or by thread marks.

If the game supports a high dynamic range color grading, the “HDR” logo will appear at the right end of the title bar. Please note that these indicators may be more at risk of error than other data.

Below the title bar, PS5 programs methods have been listed earlier, with standard PS5 methods below. Both machines are divided by one Blue Line; Only Pro can access methods above this line. For each machine, the methods are listed with the most loyal, down, down with low loyalty but high performance. Therefore, for example 30Fps format, then a 60fps format, then 120fps. Sometimes there may be several different rows in one mode, if there are significant changes due to the optional graphical toggle. For example, turning on writings. (Small differences will usually be only foot notes.) If a game is benefited for specific play methods (multi -player, etc.), they will also be listed with graphics methods.

The number of pro and standard methods is on the right, the pro has filled circles for open circles and standard PS5. The number of matching comparisons indicates levels, such as two high performance options. In some ways the other machine cannot be selected, in which case there will be no pair of number. Some games allow PS5 Pro to select standard methods, even though they are inferior to Pro mode. This is shown by standard methods that contain both open and filled numbers.

All the numbers will be filled with the game boost entries. The reason for this is that Pro literally uses precise methods like standard PS5, usually running better. Explanation, these entries also run between the blue -based line.

From left to right, each mood row contains three classes, which have effects, resolutions and frames.

Impact


Special additional effects for PS5 Pro are first listed. The effects on both machines are only listed on the PS5 Pro if they are different (or have no matching mode). The effects are listed in alphabet. Here are some common abbreviations:

A.A.A. – from. Anti Eliasing. Affects the softening of the edges between contradictory areas.
Af – from. Anestropic filtering. Influences the explanation of the textures seen at angles.
ao – from. Terrace. Even in the well -bright areas, the simulation of dark risk.
D – from. Pull the distance. When you come closer, the distance from the camera “pops in”, or the details increase.
ddgi – from. Dynamic spread global light. Democracy reflect the light between the items. This is a writer -based method, but not a complete RTGI change.
Duo – from. The depth of the field. Fake camera fading for these areas that are not focused.
Gi – from. Global light. Democracy reflect the light between the items.
Lo d – from. Detail level. The amount of details shown on remote items.
rt – from. raytracing. More realistic ways to imitate light behavior. Save space can be used as a former for other effects.

RTao – from. Ray Traysed A..
RTGI – from. Ritested GI.
rtl – from. Ray traced lighting.
RTR – from. Ray Traysed Reflection.
rts – from. Ray Traceded shadow.
RTT – from. Ray Traceded Parbasi.

SSR – from. A reflection of screen space. More accurate than basic tech, but can’t reflect the screen -off screen.
SSS – from. Sub -levels scattered. The light surfaces, usually in the skin.
tf – from. Texture filtering. Directly affects the explanation of the texture.
vsm – from. Virtual Shadow Maps. How to allow the use of very high resolution shadows.

Resolution


The resolutions are listed by their height in the pixels: such as 4K 3840×2160 Riders will be called “2160”. Then there is a letter that identifies the technique used to present the resolution. There are potential types (assuming 4K render target):

2160c – from. Checkboard. Each frame offers its pixel grid half a new one, and half of the previous frame is recovered. It is also called CBR.
2160G – from. Geometry. Only the models of the models are presented in a fine way. Textures, shaders, etc. are on a low resolution.
2160M – from. Machine learning. The low -residers are advanced on the basis of resemblance to similar patterns. It is also known as “Ai”. There are different ways, but usually on the PS5 Pro is the PSSR, Sony’s internal version.
2160P – from. Progressive. This is indigenous render size.
2160t – from. Worldly. Based on recent frames data, the low -re -render is advanced. There are different ways, such as FSR2, temporary injection, TSR, etc.

In busy scenes, the Some to maintain the framerit, can deliberately leave the target of their resolution in some ways. It will be tagged with the former “witch”, and after the target resolution, the bracket will have another resolution. This is the second most common result during the game. It will usually have a “~” sign that shows that this common result is often different. If there is no tield, the common resolution is relatively stable, or locked. For example, a mode listed as “2160T, (40 1440p)” means that the game usually offers about 2560×1440, then uses up to advanced to 3840×2160.

The methods can target the render under the output resolution. This requires a standard advanced step as a final move. This means that the games that already use non -local rendering techniques will be advanced twice. For example, on the 4K display, “1800m, 2 1620p)”, the machine will be presented at 2880×1620 for the first time in 3200×1800 using the learning tech in the mode, then apply a simple second to 3840×2160 (maybe billiner) before being shipped to the display.

Only for VR Games, keep in mind that 2040p, not 2160p, it is a resolution of the display. In addition, the resolution can be tagged with the former “FOV”. This means that, to improve performance, only the area in which the player is currently seeing will be detailed. The items in their peripheral vision-will have a fixed solution by tracking their eyes. These techniques can be easily manifest to the material, but is usually hidden for the player.

Framery


The frames are listed in the frame per second (FPS). Farmetry data can be complicated, varies due to many factors and is often not directly copied. In the meantime, median, and in the matrix, each has a helpful information on performance, but I do not have the scope to fit this wealth of this figure. In view of space restrictions, I use only some brief specifications to identify the general performance profile. Here is my name (while assuming the target of 60fps):

Locked 60fps – Mainly perfect. Frames can be occasionally dropped, but so low and in addition that it is important for graphs only.
60fps – No reminders of no mentioned. Frames are drops, but they are scattered and modest.
60fpsRare drops
60fpsSome drops
60fpsDrops
60fpsMany drops – from. Smooth game, barrier. The game usually runs well, but there are increasing incidence of temporary performance dips.

~60fps – Contradictory. The framerit is close to the target but never solid, it is different.
50- 50-60fps – wobbly. Freemrats never stay close to the target. To this extent, the wider, the framerit is equally stable.
50- 50-60fpsDrops – from. Wonbly and incredible. Freemrates never stay close to the target, and there are examples where it goes below normal limits.

More tags may apply to any of these profiles. There are three:

Decision – from. Refreshing the bad movement. Frames are provided regularly, but the variable quantity is migrated. Looks like stuttery.
Packing – from. Bad framesing. The frames are deliberately delivered. Although over time, the average is good.
Tearing – from. Incomplete frame. Frames are provided regularly, but some of them do not disappear. It looks like broken lines cross the screen.

Note that some framerit methods (such as 40Fps, or more than 60 FPS goals) need to be used with a 120Hz refresh rate. Some games automatically engage in ways where there are other electoral options (or can be broken in one mode). In some situations, variable refresh rate (Vr r) Could also be available. It offers the frames as soon as they are ready to wait for a tough caddy. This clearly causes more relaxation during the competition of the variable frames.

Only for VR Games, the framered can be tagged with the former of “rap”. This means that the entered FPS is retained by interpulating frames that are adjusted on the basis of the movement of players. True rendering is given in brackets after the framework reproduced rate.

Comparison


Impacts for pro methods, resolution and frames are compared to matching methods compared to color codes on standard PS5. (If there is no matching form, the pro mode is collectively coded better.) White does not necessarily make any changes. Migranta is worse, as good as blue in terms of personal preference, and the green is definitely better. Sometimes the same text can be listed, but the color of the block is, however. This means that both methods have the same common target, but the pro meets the target slightly more often (green) or slightly less (red).

Only Pro Resolution of Game Boost titles, Pro Resolution can be given gray color. This means that it is dynamic and it is expected that the average will be higher than the standard PS5, but it has not yet been confirmed. Other colors still mean the same things to promote the game: worse, debatable and better.

All games with PS5 Pro enhancements

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