INTRODUCTION
This is a guide to all PS5 Pro games enhanced over standard PS5. After this introduction, the first list is games with official support: they've been programmed specifically to take advantage of the new hardware, at release or afterward by patching. The second list contains VR games with support. (Titles playable on both flat and VR displays will appear in both lists, each with relevant modes only.)
The third list, using a different color scheme, is for games which are enhanced via the PS5 Pro Game Boost. This feature--which is always automatically on for the Pro--doesn't require a game to be patched or specially programmed. Boosted games can't have new functionality on Pro, like raytracing, different upscaling techniques, etc. But Pro generally enhances framerate and/or image quality, if targets were not being met on standard PS5.
As PS5 Pro is very new, complete and precise data isn't known for many games. Info may be subject to rapid revision. Also, please be patient as the number of games grows. Partial and anecdotal data for games is available in the thread.
All my own conclusions will be posted here. Other sources of analysis are primarily available via YouTube. (You might consider their subscriptions/Patreon if this content interests you.) A good source for high-quality game footage (without analysis) is the site Gamersyde.
Digital Foundry
El Analista de Bits
Gamersyde
Games are listed in alphabetical order by title. When browsing manually, keep in mind that initial articles are ignored: The Last of Us Part I is under "L", not "T". Also, I use the full official names: Metal Gear Solid Delta Snake Eater, not Snake Eater. I usually ignore publisher or licensor names that are technically part of the name: UFC 5 not EA Sports UFC 5, and Spider-Man 2 not Marvel's Spider-Man 2. (I make exceptions when otherwise there might be confusion with different games: Marvel Rivals rather than just Rivals.)
All of that can be safely ignored if you simply use your browser's "search in page" function (e.g. Ctrl-F). That will bring you to the appropriate game block whether you use part or all of the title. Please keep in mind that, if you've opened the "spoiler" to show the update log in the second post, search will probably stop there first.
HOW TO USE THIS GUIDE
A less-detailed but illustrated version of the explanation below is available after the game lists, by clicking this link, or from Threadmarks.
If the game supports High Dynamic Range color grading, an "HDR" logo will appear at the right end of the title bar. Please note that this indicator may be more prone to error than other data.
Below the title bar, PS5 Pro graphics modes are listed first, with standard PS5 modes below. The two machines are divided by a blue line; only Pro can access modes above this line. For each machine, modes are listed with highest fidelity on top, down through progressively lower fidelity but higher performance. So for example a 30fps mode, then a 60fps mode, then a 120fps mode. Sometimes one mode may have several different rows, if there's major variation due to optional graphical toggle; for example, turning on raytracing. (Smaller differences will usually just be footnotes.) If a game has Pro benefits for specific play modes (multiplayer, etc.), those will also be listed with the graphics modes.
Pro and standard modes are numbered on the far right, with open circles for Pro and filled circles for standard PS5. Matching numbers indicate comparable tiers, such as the two highest-performance options. Some modes may not have a corresponding selection on the other machine, in which case the number will have no pair. Some games allow PS5 Pro to select the standard modes, even if they're inferior to the Pro mode(s). This is shown by standard modes having both open and filled numbers.
For Game Boost entries, all the numbers will be filled. That's because the Pro is literally using the exact same modes as standard PS5, just usually running better. For clarity, in these entries the blue separator line runs between the numbers too.
From left to right, each mode row has three segments detailing effects, resolution, and framerate.
EFFECTS
Added effects exclusive to PS5 Pro are listed first. Effects that are present on both machines are only listed on PS5 Pro if they're different versus the matching standard mode (or there's no matching mode). Effects are listed in alphabetical order. Here are some common abbreviations:
AA - Anti-aliasing. Affects the softness of edges between contrasting areas.
AF - Anisotropic filtering. Affects the clarity of textures seen at oblique angles.
AO - Ambient occlusion. Simulation of darkened recesses even in well-lit areas.
DD - Draw distance. The distance from the camera that objects "pop in", or increase in detail, as you approach.
DDGI - Dynamic diffuse global illumination. Simulation of diffuse light reflection between objects. This is a raytracing-based method, but not as transformative as full RTGI.
DOF - Depth of field. Simulated camera blur for areas that aren't in focus.
GI - Global illumination. Simulation of diffuse light reflection between objects.
LOD - Level of detail. The amount of detail shown on faraway objects.
RT - Raytracing. Methods to more realistically simulate the behavior of light. To save space, may be used as a prefix for other effects.
RTAO - Raytraced AO.
RTGI - Raytraced GI.
RTL - Raytraced lighting.
RTR - Raytraced reflections.
RTS - Raytraced shadows.
RTT - Raytraced translucencies.
SSR - Screenspace reflections. More accurate than basic tech, but can't reflect objects offscreen.
SSS - Subsurface scattering. Simulates light into translucent surfaces, usually skin.
TF - Texture filtering. Affects the clarity of textures seen directly.
RESOLUTION
Resolutions are listed by their height in pixels: e.g. a fully 4K 3840x2160 render will be referred to as "2160". This is followed by a letter indicating the technique used to render that resolution. The possible types are (assuming 4K render target):
2160c - Checkerboard. Each frame renders half its pixel grid anew, and half reprojected from the previous frame. Also called CBR.
2160g - Geometry. Only the meshes of the models are rendered this finely. Textures, shaders, etc. are at lower resolution.
2160m - Machine learning. A lower-res render is upscaled based on analogy with similar patterns from prior training. Also called "AI". There are differing methods, but usually on PS5 Pro it's PSSR, Sony's in-house version.
2160p - Progressive. This is the native render size.
2160t - Temporal. A lower-res render is upscaled based on data from recent frames. There are differing methods, such as FSR2, Temporal Injection, TSR, etc.
Some modes may purposefully drop below their resolution target dynamically, in order to maintain framerate in busy scenes. This will be tagged with the prefix "dyn", and the target resolution will be followed by another resolution in brackets. That second number is the most typical result across the run of the game. It will usually have a "~" mark indicating that this typical result varies frequently; if there's no tilde, typical resolution is relatively stable, or locked. For example, a mode listed as "2160t, [~1440p]" means the game usually renders at about 2560x1440, then uses a temporal accumulation technique to upscale to 3840x2160.
Modes can have a render target below the output resolution. This necessitates a standard upscale as a final step. That means games which already use non-native rendering techniques will be upscaled twice. For example, on a 4K display a mode listed as "1800m, [~1620p]" will first render at 2880x1620, upscale to 3200x1800 using machine learning tech, then apply a simpler second upscale to 3840x2160 (probably bilinear), before being sent to the display.
For VR games only, keep in mind that 2040p, not 2160p, is that display's native resolution. In addition, the resolution may be tagged with the prefix "fov". This means that, in order to improve performance, only the area the player is currently looking at will be this detailed. Objects in their peripheral vision--determined by tracking their eyes--will have lower resolution. This technique can be readily apparent on captured content, but is generally invisible to the player.
FRAMERATE
Framerates are listed in frames per second (fps). Framerate data can be complicated, varying due to many factors and often not directly replicable. Mean, median, and mode metrics may each contain helpful info on runtime performance, but there's not room for me to fit this wealth of data. Given space restrictions, I use just a few brief descriptions, to indicate general performance profile. Here's my nomenclature (assuming 60fps target):
locked 60fps - Essentially perfect. Frames may be dropped occasionally, but so few and so far apart that it only matters for graphs.
60fps - No notable misses. Frame drops happen, but they're scattered and minor.
60fps, rare drops
60fps, some drops
60fps, drops
60fps, many drops - Smooth play, interrupted. The game usually runs well, but there's increasing occurrences of transient performance dips.
~60fps - Inconsistent. Framerate is close to target but never really solid, varying almost continuously.
50-60fps - Wobbly. Framerate never stays close to target. The wider this range is, the less stable the framerate.
50-60fps, drops - Wobbly and unreliable. Framerate never stays close to target, plus there are instances where it falls below even the usual range.
Any of these profiles may also have further tags applied to them. There are three:
judder - Bad motion update. Frames are delivered regularly, but variable amounts of motion displacement are rendered. Looks stuttery.
pacing - Bad framepacing. Frames are delivered irregularly. Even though over time framerate averages out well, moment to moment it looks stuttery.
tearing - Incomplete frames. Frames are delivered regularly, but some of them aren't finished. Looks like broken lines crossing the screen.
Note that some framerate modes (e.g. 40fps, or over 60fps targets) require using a display with a refresh rate of 120Hz. Some games automatically engage these modes, where others are selectable options (or can be toggled within a single mode). In some situations, Variable Refresh Rate (VRR) may also be available. This renders frames as soon as they're ready, rather than waiting for a rigid cadence. That leads to perceptually higher smoothness during bouts of variable framerate.
For VR games only, the framerate may be tagged with the prefix "rep". This means that the listed fps is maintained by interpolating frames that have been adjusted based on player movement. The true rendering framerate is given in brackets after the reprojected rate.
COMPARISONS
Effects, resolution, and framerate for Pro modes are color coded versus matching modes on standard PS5. (If no matching mode exists, the Pro mode is coded collectively better.) White indicates essentially no change. Magenta is worse, blue is arguably better or worse depending on personal preference, and green is definitely better. Sometimes the exact same text might be listed, but the block colored in anyway. This means both modes have the same general target, but Pro meets the target slightly more often (green) or slightly less (red).
For Game Boost titles only, Pro resolution may be tinted gray. This means it's dynamic and expected to average higher on Pro than standard PS5, but that hasn't been confirmed yet. The other colors still mean the same things for Game Boost: worse, arguable, and better.
No one is immune to error, so all information is subject to change. If you're aware of any issues, please let me know.
The primary limitation on this thread's update speed is how much time I have to devote to it. Soon after initial setup, I'll produce a guide on how anyone with a PS5 Pro can provide material for game analysis. ResetEra users who are able to help this way will be listed here.
Number of listed games with Game Boost benefits: 49, plus 1 VR Number of unlisted games with Pro enhancement promised: 43, plus 4 VR (lists in third post)
Number of listed games with enhancements: 61
Number of listed games with VR enhancements: 4 (3 duplicate)
Total number of listed enhanced games: 62
Grand total of listed games (enhanced/boosted): 112