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The PS5 and Xbox 2 thread - it's happening

sullynathan

Arcane
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Dec 22, 2015
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Not Europe
Gamers just want to play multiplayer open world big budget games, Graphics are secondary.

I would guess the SSDs lowering load times and helping with pop-in will blow console gamer minds way more than whatever ray tracing they scrap together with 2020 tech.
Doubtful. All the top most played games on consoles are already 60 fps multiplayer games without extreme loading times.
 

DalekFlay

Arcane
Patron
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Oct 5, 2010
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14,118
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New Vegas
In 1080p with RTX off? You bet.

The industry is quickly pushing forward on rendering at 1080p and then using reconstruction to get a "4k" image, so I'm not sure low res will save you forever. I'm also sure you know older architectures often stop getting performance optimizations in drivers. We're already seeing new releases that run much worse on the 1000 series than the 2000 series. We'll see though, you're not wrong that the focus on fancy lighting and particle effects often mean turning them all off allows for huge boosts in performance. I remember being bummed I couldn't run Outer Worlds above 60fps on my 144hz monitor, but then I turned it down to medium and suddenly it ran at 120fps.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,284
Something smells here. IF they really did use blender assets etc then how the hell they were able to fit terabytes of data into VRAM.

Secondly they claim that every source gives proper dynamic light with GI but when yellow ball of light at the end flows out of device it doesn't give any light to surroundings.

Also that framerate...

Either way if tech works it means a lot to game making. No need to care for LOD system would be huge for speed of making games. It would also change a lot predicting game speed as it would be dynamic according to hardware rather than some set point you target.


Also people need to remember their previous "next gen" UE4 demo where they had to scale back SVOGI after all.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,284
Unity Engine HQ must be shitting bricks right now. Although I doubt actual games will look that good once fully populated and scripted.

Doubt it. UE4 also presented itself with amazing trailer and then went nowhere for few years and dropped its main feature. Meanwhile Unity stole their leader chair reserving UE only for big budget games and not that many to boot unlike UE3 and then they released U5 which made their engine look as good if not better than UE4.

Either way Unity doesn't even target same type of devs.
 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,712
The LOD rabbit hole goes much deeper than this, they sound like they have a solution to overdraw yet it cannot be a true solution because that's also transparency problem not just tri-s.
(A forest can break this )
 

some funny shit

Scholar
Joined
Apr 14, 2018
Messages
388
Location
nowhere
Nanite enabled the artist to built a scene with geometric complexity that wouldn't have been possible before.

There are tens of billions of triangles in that scene and we simply couldn't have them all in memory at once. So what we end up needed to do is streaming in triangles as the camera is moving troughout the enviroment.

And the I/O capabilities of PS5 are one of the key hardware features that enabled us to achieve that level of realism.


So its streaming of geometry from SSD
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,284
So its streaming of geometry from SSD

More like they are doing PR for Sony so consoletards have something to talk about.

New consoles will have at best 5-7GB/s and with decompression that gives you maybe 10-15GB/s in best scenario which is drop in a bucket when VRAM and assets require 400-500-600GB/s.

It is reasonable that they load dynamically stuff into VRAM especially since it is tech demo and they know exactly what is going to happen but it completely idiotic to assume that they can stream directly from hard-rive assets and RAW assets at that like they saying. RAW assets would be literally TERAbytes of data so good luck trying to shove that through 10-15GB/s neck.

Moreover they already are lying. In trailer it says "captured on Playstation 5" but in interview they said it was DEVkit not something you will be able to buy in store. Console devkits usually have double or triple amount of RAM/VRAM and they have better hardware. Moreover since PS4 devkits are just PCs with standard graphics cards but with custom drivers. For an example PS4 devkit just before release had HD7990 rather than downclocked 7850+ what was in PS4 at release.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,284
Imho the only amazing thing about their demo was proper GI that looked as realistic goal other than that i smell bullshit. Finally after nearly 15 years of promising and various ways of going about it usually with terrible performance seems like it will become a standard much like PBR with PS4/Xbox era.

With rise of GI you don't need anymore crappy AO.
 

Morgoth

Ph.D. in World Saving
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Clogging the Multiverse with a Crowbar
https://wccftech.com/unreal-engine-...uper-could-run-it-at-pretty-good-performance/

Unreal Engine 5 Demo Is Rendering at 1440P Most of the Time on PS5; RTX 2070 Super Could Run It at ‘Pretty Good Performance’
By Alessio Palumbo
1 hour ago
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The Unreal Engine 5 demo footage released this afternoon by Epic Games is going to be hoarding all the attention for quite some time. Not only is it a demonstration of truly impressive next-gen visuals and the first footage we've seen to be confirmed as running on Sony's PlayStation 5, but it also showcased some genuinely impressive new technologies.

Luckily, Epic didn't just drop the demo and ran off into hiding or something. Some of the key engineers, including founder Tim Sweeney, appeared in an interview with Eurogamer's Digital Foundry to discuss what was showcased in great detail.

Corona Effect: How COVID-19 May Impact Gaming in 2020 and Beyond

Let's begin with the question that will be on most of our readers' minds: what was the rendering solution of the Unreal Engine 5 demo on PS5? According to Vice President of Engineering Nick Penwarden, it was 1440P 'most of the time'.

Interestingly, it does work very well with our dynamic resolution technique as well. So, when GPU load gets high we can lower the screen resolution a bit, and then we can adapt to that. In the Unreal Engine 5 demo we actually did use dynamic resolution, although it ends up rendering at about 1440p most of the time.

What about PC?
Where does that leave the PC platform, especially after Tim Sweeney's claims of PS5's storage architecture being 'so far ahead of anything on PCs'?

Well, PC Gamer received word from Epic's Chief Technical Officer that even an RTX 2070 Super could run the Unreal Engine 5 demo at 'pretty good performance'. Technically, NVIDIA's graphics card even sports an inferior nominal TFLOPS value compared to the PS5 (9 vs 10.28), so that's great news.

Tim Sweeney expanded on that in the following statement to Digital Foundry, pointing to PC SSDs being able to deliver 'awesome' performance, too (while HDDs are probably going the way of the dodo rather quickly).

A number of different components are required to render this level of detail, right? One is the GPU performance and GPU architecture to draw an incredible amount of geometry that you're talking about - a very large number of teraflops being required for this. The other is the ability to load and stream it efficiently. One of the big efforts that's been done and is ongoing in Unreal Engine 5 now is optimising for next generation storage to make loading faster by multiples of current performance. Not just a little bit faster but a lot faster, so that you can bring in this geometry and display it, despite it not all fitting and memory, you know, taking advantage of next generation SSD architectures and everything else... Sony is pioneering here with the PlayStation 5 architecture. It's got a God-tier storage system which is pretty far ahead of PCs. On a high-end PC with an SSD and especially with NVMe, you get awesome performance too.

In fact, Sweeney confirmed the key features will be available across all next-generation platforms. These are micro polygon geometry powered by the Nanite technology and real-time GI powered by Lumen.
 

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