Dolomite
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Mesh shaders are NOT the same as primitive shadersIt's not the same. Mesh shaders = primitive shaders. GE culls hidden geometry before it even reaches the shaders.
Mesh shaders are NOT the same as primitive shadersIt's not the same. Mesh shaders = primitive shaders. GE culls hidden geometry before it even reaches the shaders.
The 2-3 seconds? They don't need one. 1 sec to fade to black, 1 sec to remain black, 3rd sec for the screen to reappear.And that sort of time can be masked with a title screen popping up so it appears instantaneous.
4news's Roberto Serrano. According to his sources, the new game is Xbox Series X exclusive with gorgeous visuals and online features. Here is the breakdown of the new info:
- Action-adventure
- Immersive fun game experience
- Photorealistic and interactive environments
- High detailed animations
- FX and outstanding visual effects
- Online features
- Unreal Engine 5
- No release date yet
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New Xbox Series X exclusive is an action-adventure with photorealistic graphics
Xbox's newly formed studio The Initiative are set to reveal their first project at the upcoming Xbox event in July according to latest reports. Apparently, the game is an action-adventure with stunning visuals, built on Unreal Engine 5.www.altchar.com
I am sorry but this won't be the case. Go to any ssd review site. They will show different specs based on file size and how sequential the data is. I believe (but maybe wrong) the reason why non sequential is a problem is you maybe unable to read off all the ssd chips at once.we talking parallelism(GPU) vs bandwidth(SSD) which is totally different things parallelism depends on programmers while bandwidth depends on file sizes.
if game have large enough game assets to fill it's bandwidth it would reach it's SSD maximum bandwidth, while there's no chance to occupy every transistor in CU's in given GPU cycle that's why it's called theoretical maximum.
so no SSD isn't theoretical speeds(assuming there's no overheads).
I thought most here are saying hellblade 2 was not real gameplay? If it is great. It is the best game footage I have seen this gen.The baseline is already out there.
Medium, Scorn and hellblade all being erased from existence? How about Minecraft with RT?
Not to mention Ass Creed.
30fps (at most!) of next gen goodness.
It's available to the public, indie devs you and me in 2021. Sony could not the only Company to get hands on the updated engine. It makes too much sense that Epic would allow thier close partners early access to , (for all we know, may be just updated plugins) UE5.Unreal Engine 5 isn't available for devs until 2021 though?
i'm talking about ps5 ssd not PC(which has many overheads) which are totally different when you compare it PS5 SSD which are 12(64GB) flash chips soldered very close to it's APU which reduce latency there's no way you can get this type of SSD in PC's. and as far we know ps5 could get closer to it's tflops max(10.3) because of it's architecture, coherency engines, cache scrubbers.I am sorry but this won't be the case. Go to any ssd review site. They will show different specs based on file size and how sequential the data is. I believe (but maybe wrong) the reason why non sequential is a problem is you maybe unable to read off all the ssd chips at once.
As far as the gpu you can treat both as theoretical maxes if you want. But they apply to both consoles and these maxes will most likely be a similar percent for both consoles.
That's when it's released for everyone to access. I can imagine that there are developers that already have access to it.Unreal Engine 5 isn't available for devs until 2021 though?
What does this even mean or tell anybody? Was the leaked info delivered to him by Phil Spencer directly?
- Immersive fun game experience
There's no such thing in the PS5. 2.23ghz is its clock.Also nothing about continuous boost clocks.
What does this even mean or tell anybody? Was the leaked info delivered to him by Phil Spencer directly?
Also, isn't this the same dude who before another event (I think the PS5 one?) boasted exclusive insider info on one of the games coming up, and all he ever gave out was a random google photo of an iceberg that turned out to most likely mean absolutely nothing in relation to anything that was actually shown?
It's available to the public, indie devs you and me in 2021. Sony could not the only Company to get hands on the updated engine. It makes too much sense that Epic would allow thier close partners early access to , (for all we know, may be just updated plugins) UE5.
I've said in other threads that because UE5 is based on UE4; nanite, lumen, and all the other bell & whistles we haven't heard of yet could be simple plugins built on the same engine.
That's when it's released for everyone to access. I can imagine that there are developers that already have access to it.
Unreal Engine 5 will be available in preview in early 2021, and in full release late in 2021, supporting next-generation consoles, current-generation consoles, PC, Mac, iOS, and Android.
We're designing for forward compatibility, so you can get started with next-gen development now in UE4 and move your projects to UE5 when ready.
We will release Fortnite, built with UE4, on next-gen consoles at launch and, in keeping with our commitment to prove out industry-leading features through internal production, migrate the game to UE5 in mid-2021.
You are mistaking transfer times for bandwidth. Not the same thing. Sequential and random impact transfer times because seek times are non-zero, not even in SSDs (although they are negligible compared to those of mechanical drives). Bandwidth is intrinsic to the bus/channels.Ssd transfer rate is a max value. Neither console is going to hit max all the time.
Look at ssd specs from Samsung, etc.
You get different bandwidth based on file size and whether the data is sequential or not. I'm sure others here can explain better then I.
There are close enough in functionality in that they have access to primitives, close enough that even the wikipedia entry gather them on the same heading: https://en.wikipedia.org/wiki/Shader. Perhaps you can explain the specific differences then?Mesh shaders are NOT the same as primitive shaders
Summary: He believes only the effects are really next-gen and not possible on current consoles. Mostly the number of particles in the frame, Ray-Tracing application, and depth-of-field. Which is related to processing power. He didn't think the number of assets in a scene would be a problem for current-gen. He also didn't even mention the SSD and loading times when you jumped from 1 world to another.
Summary: He believes only the effects are really next-gen and not possible on current consoles. Mostly the number of particles in the frame, Ray-Tracing application, and depth-of-field. Which is related to processing power. He didn't think the number of assets in a scene would be a problem for current-gen. He also didn't even mention the SSD and loading times when you jumped from 1 world to another.
He added a caption about the SSD use in this video. Also, he mentioned the obvious use of the SSD for fast loads in his previous video (about the announcement trailer).Summary: He believes only the effects are really next-gen and not possible on current consoles. Mostly the number of particles in the frame, Ray-Tracing application, and depth-of-field. Which is related to processing power. He didn't think the number of assets in a scene would be a problem for current-gen. He also didn't even mention the SSD and loading times when you jumped from 1 world to another.
Here's another.
JESUS this makes the middle black part look huge
The whole thing is out proportion. It's fan made.
Look at the size of the USB port.
- Action-adventure
- Immersive fun game experience
- Photorealistic and interactive environments
- High detailed animations
- FX and outstanding visual effects
- Online features
- Unreal Engine 5
- No release date yet
I'm talking about this video... Not a trailer which isn't the same as gameplay...In the previous video on Ratchet he addresses the SSD. The portals specifically.
So you're wrong on that.
I'm talking about this video... Not a trailer which isn't the same as gameplay...
He also didn't even mention the SSD and loading times when you jumped from 1 world to another.
I was only giving a summary of the video because it's 15min long.The trailer had gameplay. The guy was looking for new things to talk about.
Don't think it makes sense for you to die on this hill brother. Live to fight another day.
I was only giving a summary of the video because it's 15min long.
My apologies to all Sony fans that I didn't mention that he discussed the SSD in the previous video, next time I'll make sure to include the summary of the 5 previous videos too.
After seeing PS5 show MS will probably do more effort for a more solid presentation.
This generation saw both the rise and the fall of open world games, at the beginning everyone was rejoicing about the sheer size of maps and number of missions, literally hundreds of hours of gameplay. But from middle to end, people began to suffer OW fatigue due to colectatons, dull side missions and mostly empty worlds. It's not about quantity, it's about quality of time again, not every game can be a Witcher 3.I have no problem with 12h-15h games if they do a amazing work and job in better combat, better Physic, more Interactive worlds and scenarios, better assets and textures and so on.
SpiderMan Miles Morales is going to have similar hours to Uncharted Lost Legacy. I think Sony is testing this type of "smaller" games with Miles Morales. If the game become well aclamed, they probably will do more in this format.
Microsoft want Ninja Theory to make smaller games too, both companies are probably betting on this (especially for MS, when your games come to Gamepass is more difficult I think to pay the AAA budget, besides that it also means more games in the gamepass)
4k is cool and nobody would say otherwise, but when you start to see diminishing returns compared to post-process effects/techniques and quality assets like we saw on that UE5 demo, you begin to wonder if all that processing power wouldn't be better used on other stuff, like framerates.Well, I'm sorry to say that native 4K is pretty visible compared to 1800p, but that doesn't mean I would argue with the rest of your points. I can take 1800p if that's for like solid 60fps on some games, but to me 4K must be in the majority of games. Games and engines will get better and better going forward, and API will improve as well. Around 2024 we'll start laughing at those launch titles graphics.
First of all. Danny McBride is awesome. And it's ok to disagree.
That said, all numbers in the consoles are theoretical. The XSX won't run at 12 TF 100% of the time, just like the PS5 won't throughput 5.5 GB/s 100% of the time. I feel like you're being disingenous in your post, only shooting at the XSX while praising the PS5. If you want to have a discussion, I'm all for it, but despite your love for Danny McBride I don't feel like it would be worth my while.
The XSX is literally the worlds most powerful console. It's ~20% more powerful than the PS5. There's no arguing that.
I think people are in for a shock, if they expect no load times next gen. There's a reason that most reveals so far has been saying "near instant load times".
To be fair I believe that after receiving that feedback from their last show they probably thought about doing better.
Just my thoughts
I was only giving a summary of the video because it's 15min long.
My apologies to all Sony fans that I didn't mention that he discussed the SSD in the previous video, next time I'll make sure to include the summary of the 5 previous videos too.
If you say there's no arguing that you're in for disappointment lol. You would need to define what it even means 20% more powerful. Normally in benchmarks you would measure 20% fps advantage at running the same software with all else being the same. I doubt you have any way to prove that claim anytime soon.
That's only true if you don't look at the video. He disclaims at 6:09 he was excluding the fast loading.Summary: He believes only the effects are really next-gen and not possible on current consoles. Mostly the number of particles in the frame, Ray-Tracing application, and depth-of-field. Which is related to processing power. He didn't think the number of assets in a scene would be a problem for current-gen. He also didn't even mention the SSD and loading times when you jumped from 1 world to another.
They started with tflops, then went to velocity architecture, BC, Smart Delivery, size and now immersion. It's like everytime something positive is said about a certain PS5 feature, they have to brag 'me too'. Too reactionary to my tastes.Their betting on different things every month. They are like flag in the wind,its sad to watch. Its bad for sony users to have so bad competition.
You can see mesh shading/VRS? effects in both Horizon and AC Valhalla, just zoom in to see clear square-like construction:
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AC Valhalla (most likely running on PC). Here has slightly bigger squares, more visible/rough:
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Please re-read my statement. A tflop count does not equal a "power" advantage in any way. Performance tests are not made with theoretical tflop counts, but with FPS counts under similar conditions. Therefore, the only way you can prove that claim is having the same game playing on both PS5 and XSX and with all the same settings still see a 20% higher fps count (assuming no frame limiting). So, please don't use a tflop theoretical number to prove any power advantages in this regard, especially when seeing 2 different system architectures, it's just meaningless.Next time, you better watch all his videos before making uninformed reviews of his newest video. You never know if he commented on a certain subject in 2017.
It's literally right there in the numbers. XSX is roughly 20% more powerful than the PS5. 10 vs. 12 TF.
I zoomed in but then i realised that Pose of Aloy has some serious curvature to it. Not trying to sexualize her or anything but i suspect there is some serious Booty hidden under that outfit and by Booty i am not talking about the Microsoft dude.![]()
This too, but also combined with the PS5 show, imo at least. I think both will be factors on how they will handle their next event.
Please re-read my statement. A tflop count does not equal a "power" advantage in any way. Performance tests are not made with theoretical tflop counts, but with FPS counts under similar conditions. Therefore, the only way you can prove that claim is having the same game playing on both PS5 and XSX and with all the same settings still see a 20% higher fps count (assuming no frame limiting). So, please don't use a tflop theoretical number to prove any power advantages in this regard, especially when seeing 2 different system architectures, it's just meaningless.
It's a rock-hard booty, but a soft lick would make it relax a bit.![]()
Actually he did that on the previous video, he kinda mocked the publisher for bragging 'look what I can do with PS5 SSD!!!'Summary: He believes only the effects are really next-gen and not possible on current consoles. Mostly the number of particles in the frame, Ray-Tracing application, and depth-of-field. Which is related to processing power. He didn't think the number of assets in a scene would be a problem for current-gen. He also didn't even mention the SSD and loading times when you jumped from 1 world to another.
The correct answer to lack of information is not making up information based on bad premises. I have no particular world view or agenda, just thought I would point out an incorrect statement based on faulty assumptions, nothing moreRight now, the only thing we have to go on are theoretical measurements, and by them, the XSX is 20% more powerful than the PS5. I'm sorry that doesn't fit your world view. If it helps, the theoretical measurements show that the SSD in the PS5 is about twice as fast as the one in the XSX.
The correct answer to lack of information is not making up information based on bad premises. I have no particular world view or agenda, just thought I would point out an incorrect statement based on faulty assumptions, nothing more
If you want me to really be pedantic is not really the SSD in of itself that gives such a huge advantage to the PS5, but rather the full I/O architecture solution. You have faster SSDs on pc that should perform much worse than the PS5 just because of the dedicated I/O architecture being optimized for gaming.
If they came to the point of literally apologizing for their last presentation, MS can't be that dumb to not show REAL gameplay this time.To be fair I believe that after receiving that feedback from their last show they probably thought about doing better.
Just my thoughts