{"id":25645,"date":"2026-10-02T10:49:31","date_gmt":"2026-10-02T08:49:31","guid":{"rendered":"https:\/\/www.hwmind.it\/blog\/?p=25645"},"modified":"2026-10-02T10:49:47","modified_gmt":"2026-10-02T08:49:47","slug":"sony-porta-lia-sulla-ps5-standard-debutta-la-tecnologia-qssr","status":"publish","type":"post","link":"https:\/\/www.hwmind.it\/blog\/sony-porta-lia-sulla-ps5-standard-debutta-la-tecnologia-qssr\/","title":{"rendered":"Sony porta l\u2019IA sulla PS5 standard: debutta la tecnologia QSSR"},"content":{"rendered":"<p style=\"text-align: justify;\" data-path-to-node=\"0\">Sony ha calato un bell&#8217;asso per i possessori della PlayStation 5 Standard (non Pro). Si chiama <a href=\"https:\/\/blog.it.playstation.com\/2026\/10\/01\/lupscaling-con-ai-e-in-arrivo-su-ps5\/\" target=\"_blank\" rel=\"nofollow noopener\"><b data-path-to-node=\"0\" data-index-in-node=\"85\">Quick Spectral Super Resolution<\/b><\/a> (o <b data-path-to-node=\"0\" data-index-in-node=\"120\">QSSR<\/b>), ed \u00e8 in sostanza una libreria di upscaling basata sull&#8217;intelligenza artificiale pensata per dare una rinfrescata alla resa visiva dei giochi sulla prima PS5.<\/p>\n<p style=\"text-align: justify;\" data-path-to-node=\"1\">Non \u00e8 una cosa campata per aria: la tecnologia arriva direttamente dal <i data-path-to-node=\"1\" data-index-in-node=\"71\">Project Amethyst<\/i>, la collaborazione tra i tecnici Sony e quelli di AMD, e punta a portare sulla console base quello che il <a href=\"https:\/\/www.hwmind.it\/blog\/pssr-vs-fsr-cosa-ha-rivelato-mark-cerny-sul-nuovo-upscaler-della-ps5-pro\/\" target=\"_blank\" rel=\"noopener\"><strong>PSSR<\/strong><\/a> (PlayStation Spectral Super Resolution) fa gi\u00e0 sulla versione Pro.<\/p>\n<p style=\"text-align: justify;\" data-path-to-node=\"2\">Due titoli di punta hanno gi\u00e0 ricevuto la patch proprio oggi: <b data-path-to-node=\"2\" data-index-in-node=\"62\"><i data-path-to-node=\"2\" data-index-in-node=\"62\">Marvel\u2019s Wolverine<\/i><\/b> e <b data-path-to-node=\"2\" data-index-in-node=\"83\"><i data-path-to-node=\"2\" data-index-in-node=\"83\">Ghost of Y\u014dtei<\/i><\/b>.<\/p>\n<h3 style=\"text-align: justify;\" data-path-to-node=\"4\">Cosa cambia davvero rispetto alla PS5 Pro?<\/h3>\n<p style=\"text-align: justify;\" data-path-to-node=\"5\">La differenza sta tutta sotto il cofano. La PS5 Pro ha un chip dedicato al machine learning che spinge fino a circa 300 TOPS e supporta le istruzioni INT8. La PS5 standard quell&#8217;hardware specifico semplicemente non ce l&#8217;ha.<\/p>\n<p style=\"text-align: justify;\" data-path-to-node=\"6\">Per girare intorno al problema, i programmatori di Sony hanno snellito la rete neurale e riorganizzato il lavoro della GPU:<\/p>\n<ul style=\"text-align: justify;\" data-path-to-node=\"7\">\n<li>\n<p data-path-to-node=\"7,0,0\"><b data-path-to-node=\"7,0,0\" data-index-in-node=\"0\">Meno calcoli &#8220;pesanti&#8221;, pi\u00f9 ottimizzazione:<\/b> Invece di usare moduli dedicati all&#8217;IA, QSSR sfrutta la calcolabilit\u00e0 a 16 bit (<b data-path-to-node=\"7,0,0\" data-index-in-node=\"124\">FP16<\/b>), le istruzioni <i data-path-to-node=\"7,0,0\" data-index-in-node=\"145\">packed math<\/i> e vari trucchi di ottimizzazione diretta sul processore grafico della PS5.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"7,1,0\"><b data-path-to-node=\"7,1,0\" data-index-in-node=\"0\">Un lavoro semplice per chi sviluppa:<\/b> Sony ha spiegato a Digital Foundry che per gli sviluppatori si tratta quasi di un componente <i data-path-to-node=\"7,1,0\" data-index-in-node=\"130\">&#8220;plug and play&#8221;<\/i>. Se un gioco ha gi\u00e0 predisposto il supporto al PSSR per la Pro, adattarlo al QSSR richiede giusto un paio di giorni, necessari per tarare aspetti come lo streaming delle texture.<\/p>\n<\/li>\n<\/ul>\n<h3 style=\"text-align: justify;\" data-path-to-node=\"9\">Le metriche nei giochi: i test sul campo<\/h3>\n<p style=\"text-align: justify;\" data-path-to-node=\"10\">Digital Foundry ha fatto qualche prova pratica per capire quanto pesa questo algoritmo in termini di millisecondi e fotogrammi. I risultati cambiano parecchio da gioco a gioco e, soprattutto, in base alla risoluzione di partenza.<\/p>\n<h4 style=\"text-align: justify;\" data-path-to-node=\"11\">Marvel\u2019s Wolverine<\/h4>\n<p style=\"text-align: justify;\" data-path-to-node=\"12\">Sull&#8217;action di Insomniac, ricostruire un&#8217;immagine che parte da una base di <b data-path-to-node=\"12\" data-index-in-node=\"75\">864p per portarla a 1440p<\/b> richiede all&#8217;hardware tra <b data-path-to-node=\"12\" data-index-in-node=\"127\">1,5 e 1,8 ms<\/b> in pi\u00f9 ad ogni frame.<\/p>\n<ul style=\"text-align: justify;\" data-path-to-node=\"13\">\n<li>\n<p data-path-to-node=\"13,0,0\">Se il framerate \u00e8 sbloccato, questo scarto equivale a circa <b data-path-to-node=\"13,0,0\" data-index-in-node=\"60\">8-10 FPS in meno<\/b>.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"13,1,0\">Nella classica modalit\u00e0 a <b data-path-to-node=\"13,1,0\" data-index-in-node=\"26\">60 FPS<\/b>, il motore del gioco riesce a rientrare nei tempi riducendo di pochissimo la risoluzione nativa grazie alla scala dinamica.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"13,2,0\">Se invece si prova a fare lo scaling verso il <b data-path-to-node=\"13,2,0\" data-index-in-node=\"46\">4K (2160p)<\/b> in modalit\u00e0 Fedelt\u00e0, il costo sale a ben <b data-path-to-node=\"13,2,0\" data-index-in-node=\"98\">4,4 ms<\/b>. Proprio per questo Sony suggerisce di puntare al <b data-path-to-node=\"13,2,0\" data-index-in-node=\"155\">1440p<\/b> come risoluzione d&#8217;uscita ideale sulla PS5 base, evitando di forzare il 4K ovunque.<\/p>\n<\/li>\n<\/ul>\n<h4 style=\"text-align: justify;\" data-path-to-node=\"14\">Ghost of Y\u014dtei<\/h4>\n<p style=\"text-align: justify;\" data-path-to-node=\"15\">Sul gioco di Sucker Punch la storia \u00e8 diversa. Nella modalit\u00e0 prestazioni a framerate libero, il QSSR gira praticamente alla stessa velocit\u00e0 dell&#8217;implementazione <b data-path-to-node=\"15\" data-index-in-node=\"162\">FSR 3<\/b> di AMD usata in precedenza, restituendo per\u00f2 un quadro visivo decisamente pi\u00f9 stabile e pulito nei dettagli in movimento.<\/p>\n<p><iframe loading=\"lazy\" title=\"Ghost of Y\u014dtei - Quick Spectral Super Resolution (QSSR) | PS5 Games\" width=\"500\" height=\"281\" src=\"https:\/\/www.youtube.com\/embed\/wEn_pgqmZs0?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<h3 style=\"text-align: justify;\" data-path-to-node=\"17\">Cosa aspettarsi ora?<\/h3>\n<p style=\"text-align: justify;\" data-path-to-node=\"18\">Avendo aperto la libreria a tutti i team di sviluppo della piattaforma, \u00e8 facile che nelle prossime settimane diversi altri giochi (sia gi\u00e0 usciti che in arrivo) riceveranno un aggiornamento simile per integrare questa ricostruzione visiva.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Sony ha calato un bell&#8217;asso per i possessori della PlayStation 5 Standard (non Pro). Si chiama Quick Spectral Super Resolution (o QSSR), ed \u00e8 in sostanza una libreria di upscaling basata sull&#8217;intelligenza artificiale pensata per dare una rinfrescata alla resa visiva dei giochi sulla prima PS5. Non \u00e8 una cosa campata per aria: la tecnologia &hellip;<\/p>\n","protected":false},"author":1,"featured_media":22764,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[652,1397,209,844],"class_list":["post-25645","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news","tag-playstation-5","tag-qssr","tag-sony","tag-upscaling"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.7 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Sony porta l\u2019IA sulla PS5 standard: debutta la tecnologia QSSR<\/title>\n<meta name=\"description\" content=\"Sony lancia la tecnologia QSSR su PS5 standard. 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