The launch of the PlayStation 5 Pro and the introduction of AI-powered PlayStation Spectral Super Resolution (PSSR) seemed poised to standardize image scaling across games developed by Sony-owned studios. However, Guerrilla Games, the team behind the Horizon series, has taken a different path, opting to develop its own advanced upscaling technology rather than rely on Sony’s system-level solution. This decision has effectively challenged Sony’s approach and demonstrated the capabilities of their in-house engine.
The proprietary technology, dubbed Pico (Progressive Image Compositor), is deeply integrated with the powerful Decima Engine. Recent updates to Horizon Forbidden West and Horizon Zero Dawn Remastered on the PS5 Pro showcased Pico’s potential, and early analysis suggests it delivers impressive results. The development of Pico highlights a willingness within PlayStation Studios to push boundaries and explore alternative solutions, even when a system-wide technology is available.
Pico Rivals NVIDIA DLSS and Surpasses FSR 3
Detailed analysis from Digital Foundry revealed that Guerrilla Games’ Pico system matches the performance of NVIDIA’s Deep Learning Super Sampling (DLSS) on PC in several key areas, including image stability during motion and the quality of reflections on water. Notably, Pico also significantly outperforms AMD’s FidelityFX Super Resolution 3 (FSR 3). Having such a powerful tool at their disposal meant developers didn’t need to utilize the still-evolving PSSR, which has faced criticism.
The choice to develop Pico wasn’t simply about achieving superior image quality. It’s a testament to the flexibility and power of the Decima Engine, allowing Guerrilla Games to tailor a solution specifically to their needs. Constructing an upscaler that competes with industry leaders like NVIDIA is a significant engineering achievement, and it sets a high bar for visual fidelity in future PlayStation Studios titles.
Beyond PlayStation: Decima Engine and Death Stranding 2
Perhaps the most intriguing aspect of Pico’s development is that the technology isn’t expected to remain exclusive to PlayStation consoles. The Decima Engine also powers Death Stranding 2: On the Beach, developed by Kojima Productions. This suggests that Kojima Productions could also benefit from Pico’s capabilities, potentially enhancing the visual experience in their upcoming title.
This cross-studio application demonstrates the collaborative potential within the Decima Engine ecosystem. It allows developers to share advancements and leverage each other’s innovations, ultimately benefiting players across different platforms and game franchises.
PSSR’s Early Challenges and the Rise of Alternative Solutions
The initial rollout of PSSR on the PS5 Pro hasn’t been without its issues. Reports surfaced in late 2025 regarding implementation of PSSR in Death Stranding 2, with some players experiencing shimmering and noise issues, particularly in foliage. Users noted the lack of an option to disable the feature, leading to frustration. These early challenges likely contributed to Guerrilla Games’ decision to pursue an independent solution with Pico.
The situation highlights the complexities of implementing AI-powered upscaling technologies. While PSSR aims to improve image quality and performance, it’s not a one-size-fits-all solution. Different games and engines may require tailored approaches to achieve optimal results, as demonstrated by Guerrilla Games’ success with Pico.
The upgraded version of PSSR is rolling out globally to PS5 Pro players in the coming weeks, and Resident Evil Requiem is the first title to use the more advanced version. According to Mark Cerny, Lead Architect, PS5 and PS5 Pro, the new version takes a different approach to both the neural network and the overall algorithm. Capcom’s Masaru Ijuin noted that the upgraded PSSR helped maintain both frame rate and image quality in Resident Evil Requiem, allowing for detailed rendering of elements like hair and beard strands.
Guerrilla Games’ investment in Pico is a clear signal of their commitment to pushing the boundaries of visual fidelity. It’s a bold move that not only delivers impressive results in their own games but also sets a new standard for upscaling technology within the PlayStation ecosystem and beyond. The success of Pico underscores the importance of engine flexibility and the potential for in-house innovation to surpass even the most promising system-level solutions.
Looking ahead, the integration of Pico into Death Stranding 2 will be a key test of its broader applicability. The performance and visual quality achieved in Kojima Productions’ title will likely influence how other Decima Engine developers approach upscaling in their future projects. The continued development and refinement of both PSSR and Pico will undoubtedly shape the future of image scaling on the PlayStation 5 Pro and potentially other platforms.
What are your thoughts on Guerrilla Games’ decision to create its own upscaling technology? Share your opinions and experiences in the comments below.
