Why did no one reply to this? It's a very interesting talk with good info.
It's much more in depth, showcasing the tech in more detail than before and they talk actual frame rates and textures sizes etc. Perhaps this is to technical for a gaming forum and is more suited as industry developer forums instead but the parts I timestamped to should be easily digestible for those interested.Others places have already done a good job explaining Lumen and Nanite to us when they first revealed the demo.
This has a lot more than just lumen and nanite.Others places have already done a good job explaining Lumen and Nanite to us when they first revealed the demo.
This has a lot more than just lumen and nanite.
Most likely it isn't getting traction because some part of it kind of goes against the popular narrative on this forum.
This has a lot more than just lumen and nanite.
Most likely it isn't getting traction because some part of it kind of goes against the popular narrative on this forum.
Why did no one reply to this? It's a very interesting talk with good info.
Elaborate.
Let's just say that this whole presentation does not differentiate at all between the PS5 and the Xbox Series X.What is that?
Let's just say that this whole presentation does not differentiate at all between the PS5 and the Xbox Series X.
Let's just say that this whole presentation does not differentiate at all between the PS5 and the Xbox Series X.
So just as I suspected, Nanite uses laughable amount of resources - 4.5ms, so just 1/8th or 1/4th of entire 30/60FPS timeframe budget, and not even 1GB RAM, and it's the Lumen that completely tanks the performance to 30, and is most likely responsible for the resolution going down all the way to 1400p. Good deep dive into the technology, much better than the initial reveal, but still, give me games that actually look like late UE3.5-early UE4 tech demos, then I'll actually get excited, because until then, it's all just a show and no go.
I would say that it's very likely they'll be able to do Lumen at 60fps on PS5 on release at or close to the demo quality.So just as I suspected, Nanite uses laughable amount of resources - 4.5ms, so just 1/8th or 1/4th of entire 30/60FPS timeframe budget, and not even 1GB RAM, and it's the Lumen that completely tanks the performance to 30, and is most likely responsible for the resolution going down all the way to 1400p. Good deep dive into the technology, much better than the initial reveal, but still, give me games that actually look like late UE3.5-early UE4 tech demos, then I'll actually get excited, because until then, it's all just a show and no go.
The Elemental demo has been surpassed already.
What is of most concern to me is the amount of storage a game might require if they want to release games with assets of this quality. But due to the speed of the new SSDs they don't need to use duplicated data on disk to stream in new sections of the map quickly. This will save a lot of disk space and compression will reduce disk size further.
The Samaritan demo has been surpassed too. The last Batman game equaled that demo.
There is not a single element of graphics in which AK gets even within striking distance of Infiltrator.
The lighting alone costs more than everything else put together in AK.
But it ran on actual PS5 hardware. Also when they say billions of polygons it's a bit misleading. Sure the statue contains 33 million polys and they had a lot of them in the tomb so it might sound like there are billions of polygons on screen but the way Nanite works is that it will only draw one polygon per pixel derived from the status geometry data. At 2560 x 1440 you'll only need 3.686.400 polys on screen at any given time, not billions.Really curious to see these billions of polygons running on actual hardware at the moment it is just a taunt
The fact that runs on actual hardware is yet to be demonstrated, it runs on a demo machine or devkit.But it ran on actual PS5 hardware. Also when they say billions of polygons it's a bit misleading. Sure the statue contains 33 million polys and they had a lot of them in the tomb so it might sound like there are billions of polygons on screen but the way Nanite works is that it will only draw one polygon per pixel derived from the status geometry data. At 2560 x 1440 you'll only need 3.686.400 polys on screen at any given time, not billions.
Of course it's running on PS5 dev kits but they are as close to final hardware as you'll get. Dev kits usually have a little bit of extra RAM and maybe some slight processing overhead but that is only to be able to do proper monitoring and debugging during development. The performance need to be on par with the consumer version.The fact that runs on actual hardware is yet to be demonstrated, it runs on a demo machine or devkit.
I didn't get the way the technology works, in the wireframe I've seen a lot of Polygons generated and in so does the final image and I like a lot what I see and hope will turn to be doable. For me this is the real next gen so far, because next gen in my opinion has always meant more polygons on screen and more and nicer and smoother 3d assets
There is not a single element of graphics in which AK gets even within striking distance of Infiltrator.
The lighting alone costs more than everything else put together in AK.