Sony announced Quick Spectral Super Resolution (QSSR), an AI-guided upscaler for standard PlayStation 5, on October 1, 2026. Sony named Marvel’s Wolverine and Ghost of Yōtei as the first games receiving patches with QSSR as an additional graphics option. Early game-specific tests report clearer detail alongside processing costs that change with the game mode and output resolution.
Sony announces QSSR for standard PS5
Upscaling reconstructs an image for display at a higher resolution than the game’s original render. Sony describes QSSR as a streamlined neural network with an implementation tuned for standard PS5 performance. It grew out of Project Amethyst, Sony’s AI-graphics collaboration with AMD, and is a distinct performance tier from PlayStation Spectral Super Resolution (PSSR), which Sony positions as the PS5 Pro solution.
Sony said Marvel’s Wolverine and Ghost of Yōtei were being patched on October 1 to add QSSR as an optional graphics mode. The feature is integrated into individual games, rather than applied automatically to every PS5 title.
How QSSR works on standard PS5
Standard PS5 lacks the dedicated machine-learning hardware and INT8 instructions used by PS5 Pro. Sony graphics R&D principal engineer Daniel Craig described QSSR as relying primarily on FP16 math and extensive packed-math instructions to run on the standard console.
Craig described QSSR as a drop-in replacement for games that already support PSSR, while noting that developers may need a few days to tune settings, including streaming choices that keep higher-quality mipmaps resident.
The first games show different QSSR modes
The official Marvel’s Wolverine comparison presents Fidelity and Performance modes with and without QSSR. Its side-by-side footage gives a visual example of the feature in those game modes.
Ghost of Yōtei’s comparison focuses on Raytracing Mode with and without QSSR, including zoomed views of game details.
QSSR’s processing cost varies by mode
In an uncapped Marvel’s Wolverine Performance-mode cutscene test with VRR, QSSR took about 1.5–1.8 ms per frame while upscaling 864p to 1440p. The test reported an 8–10 fps difference versus Insomniac’s upscaler. In a separate 60 Hz Performance-mode test, dynamic resolution scaling lowered the internal resolution to accommodate QSSR; output frame rate remained similar while image quality was higher.
| Marvel’s Wolverine mode | Test conditions and output target | QSSR processing cost |
| Performance | Uncapped with VRR; 864p to 1440p | About 1.5–1.8 ms per frame |
| Fidelity | Uncapped; targeting 2160p output | About 4.4 ms per frame |
In one uncapped Ghost of Yōtei Performance-mode test with VRR, QSSR ran at nearly the same speed as the game’s existing FSR 3 implementation. That result is specific to the tested game and mode.
Other games depend on developers
Sony said it would make the QSSR library broadly available to PlayStation developers. Each game still needs developer integration, so support depends on game updates rather than a console-wide setting. Sony’s first named titles were Marvel’s Wolverine and Ghost of Yōtei.