Mark Cerny, the chief designer of the PlayStation 5 and PS5 Pro, disclosed to Digital Foundry that machine learning-powered frame creation technology is slated for “PlayStation platforms” at a later date. This innovation will enable the gaming console to employ AI to fabricate fresh frames between those it genuinely renders, potentially yielding a more fluid visual experience, albeit typically introducing a certain degree of latency. This, at any rate, describes its operation on personal computers, where critics often refer to them as “simulated frames.”
Cerny had earlier indicated that the PS6 is not expected to launch prior to 2027 at the very soonest, a timeframe equally applicable to this machine learning-assisted frame generation. “My current statement is that we anticipate no further launches within the present year. Furthermore, I eagerly await the opportunity for further discussion on this topic later,” he communicated to Digital Foundry.
However, should the PS6 face a postponement, Sony might seek to maximize the potential of its present PS5 Pro unit during the interim period.
This specific feature will not represent the initial adoption of frame generation on a console device. The PS5 presently provides AMD FSR3 frame generation across certain titles; however, FSR3 lacks machine learning capabilities. Its method involves interpolation among actual frames, as opposed to AI conjecturing their interstitial content.
Nvidia and AMD commonly caution that frame generation does not provide a remedy for sluggish framerates, as the technique necessitates an initially stable framerate for proper operation. I generally abstain from deploying it on portable gaming devices, where a given title might only yield 30 to 40 frames per second initially. Whereas on my desktop computer, which readily achieves 90 frames per second at elevated graphical configurations, I typically favor keeping it disengaged. Nonetheless, certain specific scenarios exist where I do find it agreeable.
{content}
Source: {feed_title}

