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METAL GEAR SOLID: MASTER COLLECTION Vol.2 Please refer to the tables linked below for details regarding the specifications for each platform, including required storage space, resolution settings, internal resolution, maximum internal upscaling, and high-resolution support. Website - #MGSVol2 #MetalGearSolid

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Wuthering Waves PS5 Performance Test • Test Setup PS5 Slim (brand new, clean, no dust) Room temperature: 22°C with AC • Map Issue Yes, it's real. The new map is locked to around 2 FPS when opened from the menu, making it extremely laggy. • Stuttering Problems The game has severe stuttering. In some areas, it even freezes for 4–5 seconds, making the experience frustrating. • My Observation From my testing, the game appears to be running at a very high internal resolution on PS5 instead of relying on aggressive upscaling. For example, DLSS Quality at 1440p renders the game internally at approximately 1707×960 before upscaling it to 2560×1440. On PS5, however, it looks like the game is rendering at or near 2560×1440 internally and then upscaling to 4K. If that's true, it's an extremely demanding target for a base PS5. • Is This Fixable? Yes. If the game is indeed using such a high internal resolution, lowering it and using better reconstruction or dynamic resolution scaling could significantly improve performance. Running at such a high internal resolution on a base PS5 doesn't make much sense, and the game has suffered from performance issues for nearly 12 months. • Final Thoughts Kuro Games needs to address this. At this point, we can't keep blaming players, their hardware, or the engine. If the high internal resolution is the cause, it should be adjusted. If it isn't, then something else in the game's optimization is seriously wrong. #WutheringWaves #Gacha

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2026 = The end of upscaling? One of generative AI's biggest drawbacks was the resolution, and I'm not talking about the output resolution as 1080p would be enough for most of the projects. I'm talking about the "internal" resolution of how these models work, that makes small faces distorted in your generations, the ones that will make a wide-shot impossible because the small details will morph and of course with some models text rendering is not possible. Upscaling with AI was always a strange case, local upscalers sometimes lacked the quality compared to the closed source competitors, but those can be pretty pricey and the results are sometimes way too "creative". So I was very, very interested when Kling AI announced native, not upscaled 4K generation but wanted to have a good method test it. Again, I never missed the 4K output resolution with genAI, but I missed the nuanced detail rendering of the engines and the lack of that made it impossible to create for example very wide shots with tiny details. So I fired up some image models to generate stills inspired by Morocco and see how Kling behaves, now in 4K. Some notable moments: 00:22 - Skin and eye texture, the movements, the little coins in the headdress 01:18 - The reflection in the water 01:39 - The reflection in the eye, and the scarf textures 02:10 - Check all the details on the rails 02:20 - Water particles and leaves 02:29 - The rendering of the rusty parts of the rail 02:50 - How the waves change the reflection in the foreground 02:55 - The cloud movement in the background

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