A Question For Console Users!

Discussion in 'TSW General Discussion' started by Bryer, Sep 18, 2026 at 3:28 PM.

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Does the console version have the ability to enable FSR in settings?

This poll will close on Oct 9, 2026 at 3:28 PM.
  1. Yes

    9.5%
  2. No

    90.5%
  1. Bryer

    Bryer Well-Known Member

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    Hey console folks!

    Might seem like a silly question, but did DTG give you console users the option to enable FSR in the settings menu?

    For those that don't know what FSR is, it's basically AMD's frame generation technology. It's available on consoles with FSR 3 available on a game by game basis, so I'm wondering whether DTG enabled it in TSW7.

    If it's not been added to the console versions, I personally think that DTG have a case to answer on why they haven't implemented it as part of the performance promises to console users.
     
    Last edited: Sep 18, 2026 at 3:34 PM
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  2. Jon B

    Jon B Well-Known Member

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    Anything to improve the mess that is the console version would be greatly appreciated! But I’m not holding my breath.

    Maybe mess is a bit harsh. But it seems consoles were an afterthought for sure.
     
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  3. jtmdias#2874

    jtmdias#2874 Active Member

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    I'm afraid not. It's still the same as it was in TSW6
     
  4. Dustysideboard

    Dustysideboard Active Member

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    Not a fan of TSW 7 (free update) on Xbox Series X.

    Walking movements are odd and stuttering. Camera movement is jerky
    Usual scenery and bits popping in.
    Played GWR earlier and my word approach to Paddington the frame rate dropped, game stuttered, instrument panel sharpness dropped.

    Had to deal with DISTANCE all the way on track monitor

    Not enjoying it at all
     
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  5. lexie

    lexie Well-Known Member

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    Why make a poll for this, as you do not ask for an opinion but a fact?

    But no TSW does not have FSR support. Most likely Xbox will get FSR4 support next year, so that will be a good moment to add it to TSW on console. However, it seems PS5 (base) will not support FSR4, as it does not support the full RDNA2 feature set (big mistake from Sony). PS5 Pro, has PSSR, so I don't think Sony is gonna support FSR4 on PS5 Pro. Maybe DTG will add PSSR to TSW some day.
     
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  6. Bryer

    Bryer Well-Known Member

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    Careful how you reply to people. Certain moderators would deem your reply aggressive.

    FSR3 is available to both Xbox and PS5 at the moment. Wasn't talking about FSR4....
     
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  7. lexie

    lexie Well-Known Member

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    FSR3 does not add that much. FSR4 makes a huge difference and as FSR4 is already supported in TSW7 on PC, it's more easy to enable it for Xbox too when available.
     
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  8. Bryer

    Bryer Well-Known Member

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    I think anything that would currently help consoles should be used tbh.
     
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  9. lexie

    lexie Well-Known Member

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    Why invest in something what is already obsolete? FSR is also not magically gonna solve blurry textures. So better do it right when FSR4 arrives on Xbox, PSSR could already be added for PS5 Pro. Base PS5 would be left behind, but that's Sony's mistake.
     
  10. Dinger75

    Dinger75 Well-Known Member

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    I know FSR 4 is expecting to come to Xbox later but I think people are going to be expecting too much if they think it's going to be game changing.

    Reality is the Series S only has 16 TOPS while the Series X has 48 TOPS so expecting results close to what people are seeing currently is just not going to happen

    You would be lucky on the Series X to get to 1440p to then upscale to 4k and even then there will be a lot of ghosting.

    To compare PS5 Pro has 300 TOPS so should show just how lacking Xbox actually is in this regard

    Will it be better than FSR3. definitely but considering it comes with a framerate cost, not sure if it would be worth the trade off, especially on the Series S
     
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  11. Bryer

    Bryer Well-Known Member

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    Erm.....
    Xbox Series S - 4.0 TFLOPS (RDNA 2)
    Xbox Seris X - 12.15 TFLOPS (RDNA 2)
    Playstation 5 - 10.28 TFLOPS (RDNA 2)
    Playstation 5 Pro - 16.7 TFLOPS (RDNA 3/hybrid), in theory this can be doubled to 33.4 TFLOPS but this is a theoretical number.
     
  12. chrism#4685

    chrism#4685 Well-Known Member

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    Voted yes to skew the poll because the steamdeck does support FSR
     
  13. Dinger75

    Dinger75 Well-Known Member

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    TFLOPS and TOPS are two seperate things

    Sorry but going to do a bit of copy paste


    TFLOPS stands for Tera-Floating Point Operations Per Second. It measures how many decimal-point (fractional) math calculations a chip can do in one trillion increments per second. It is the standard metric for traditional graphics cards (GPUs) and scientific supercomputers.

    TOPS stands for Trillions of Operations Per Second. It measures simple whole-number (integer) math calculations per second. It is the modern benchmark used for AI accelerators and Neural Processing Units (NPUs) inside AI PCs
     
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  14. Bryer

    Bryer Well-Known Member

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    Yes but graphics and frame rates rely on the TFLOPS when it comes to RDNA 2, TOPS on any console apart from the PS5 Pro are irrelevant as they don't have a dedicated NPU.

    OK then, by your reasoning, which I'd like to add is all theoretical as the Xbox S/X and PS5 can't have real world TOPS figures as they have no dedicated NPU. Everything is done at shader level which nerfs performance considerably.

    Xbox Series S - 16 TOPS
    Xbox Series X - 49 TOPS
    Playstation 5 - 41 TOPS
     
    Last edited: Sep 18, 2026 at 9:31 PM
  15. Dinger75

    Dinger75 Well-Known Member

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    I think you are getting a bit confused here

    Xbox Series S & X have natively support for INT8 which is part of its machine learning, which is measured in TOPS

    When I say it can come at the cost of framerate it is because it takes a certain amount of extra processing time to analyze and reconstruct the image
     
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  16. Bryer

    Bryer Well-Known Member

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    No I'm not confused. TFLOPS are what are used to measure the graphical capability of a device. Which enable how many frames it can generate.

    Gemini answer to what should be used for measuring something's ability to generate frames performance: TFLOPS is the better measurement for overall graphics processing power, while TOPS measures how well a device handles AI and machine-learning workloads.

    While yes, a device with higher TOPS can do better upscaling. You cannot compare the PS5 Pro's 300 TOPS to the Xbox Series X/S and PS5 as the architecture is different and it has a dedicated NPU.

    https://www.digitalfoundry.net/articles/digitalfoundry-2016-what-the-hell-is-a-teraflop-anyway
     
    Last edited: Sep 18, 2026 at 9:54 PM
  17. Dinger75

    Dinger75 Well-Known Member

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    You are making my head hurt

    I was talking Lexie who was talking about FSR4 that is supposed to be coming to consoles later this year.

    Due to Int8 it will most certainly not be on PS5 as it simply does not have it. Xbox is a possibility. PS5 pro is supposed to be getting it as well but it's best to use it's sibbling PSSR 2

    No one was talking about TFLOPS here in this thread other than you with one very good reason

    IT IS IRRELEVANT!!

    Now as you seem to be one of those people that instead of saying 'I confused TOPS with TFLOPS' and just let it slide as no one really cared. Instead you decide to dig.

    So dig away my man. Give my regards to the Earth's core
     
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  18. Bryer

    Bryer Well-Known Member

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    Rightio dude. Maybe I am wrong. But every article I've read regarding what you need for better frame rate in the console market from places like DF is that TFLOPS are king until the next generation comes around, when NPU's will be embedded in the new AMD chips along with CPU/GPU/APU's and that then makes TOPS more relevant than TFLOPS.
     
    Last edited: Sep 18, 2026 at 10:10 PM
  19. thatvaultguy#1852

    thatvaultguy#1852 Member

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    I remember asking Matt in the chat on a stream last week, "so no PSSR ever coming for PS5 Pro users?" and he replied no NOT never, they are focusing on PSSR 2.0. So I'm guessing that just meant TSW8... fingers crossed.
     
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  20. lexie

    lexie Well-Known Member

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    TFLOPS and TOPS aside, for a game like TSW, FSR4 on console will mainly improve image quality. TAA is now doing a pretty bad job on AA, FSR4 can improve this so you won't see jagged and flickering edges anymore. Also think about better overall image stability and clarity, less ghosting and maybe improved reflections.

    I don't expect miracles in upscaling and frame generation, but I'm already happy with a better picture quality because of a better upscaler and better AA.
     
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  21. Dinger75

    Dinger75 Well-Known Member

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    Think you may be right as wouldn't surprise me if DTG use it as a selling point to try to pretend it really is a new game

    The fact it's really already in the game as pretty sure FSR4 and PSSR 2 are pretty much the same neural network and algorithm

    Really wouldn't be surprised though that DTG were already looking into this regardless of what they say now. Reason being that Sony seem to think TSW was going to be Pro support and I doubt it was just a mistake (some TSW DLC still has the tag)

    Personally want them just to implement the new SDK asap for no other reason as to be able to get away from the base PS5 and chuck the extra memory available for games against the texture pool just to get away from blurry textures until DTG gets it's act togrther
     
  22. lexie

    lexie Well-Known Member

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    PS5 Pro has also blurry textures and it's unlikely it will go away with PS5 pro support and the use of PSSR. PS5 pro has 1.2 GB extra memory available for games, so that's already not enough for TSW to be blurry free. Because of that, I highly doubt they will solve blurry textures, as they have to optimize the game and free more then 1.2 GB.
     
  23. Dinger75

    Dinger75 Well-Known Member

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    The texture pool on console sits at 1.8GB on TSW (Think Matt confirmed this recently).

    So I think if in the short term adding to it can help in reducing this issue of blurring until DTG start to backtrack on keeping trains and it's textures retained in memory to get round hitching on gen 8 mechanically drives
     

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