Ps5 and Local ray Ray tracing for Ps5 ? Spiderman next gen ray tracing ?

That's exciting, spiderman 2 on the PS5 is going to be amazing
Sony doesn't own spiderman, they 100% own the movie rights to Spiderman though

They only retain the movie rights if they produce a feature film every 5 years. They use to have merchandising rights under that same deal but sold those back to marvel because of their financial troubles.

They continue to work out deals with marvel for exclusivities for certain things but nothing like the movie deal when marvel needed money.

In fact there were rumors Disney was going to pony up a lot of money for Spider-Man film rights until covid happened, but they did work out a deal anyway.
 
I am. Pathtraced Minecraft at 1080p (which is what the XSX data is from) gives roughly 45 FPS on a 2060 super card.

That is where Pathtraced Minecraft on the XSX is according to MS. The snippets we have seen though are slightly worse than that so who knows what the truth is. Point is - that is really early RT capabilities from last generation.

This contrasts quite starkly to what we have been seen pieces of from the PS5.

The Minecraft performance might be down to lack of software optimisation but why would MS show something they do not believe represent the capabilities of the machine?
Of course, it contrasts quite starkly, you're comparing a path-traced game to ones featuring RT reflections at half resolution.

It's a silly comparison and largely meaningless in the grand scheme of things.

Also, that RTX 2060-class performance was with the 2060 using DLSS.
 
Last edited:
Maybe this just taste but this doesn't look good to me.
iYgeRCY.png


Is this what Ray Tracing does?
 
For real? It's common knowledge but you literally can google and pick any 1 of millions of sources.

Here's the 1st 3



 
For real? It's common knowledge but you literally can google and pick any 1 of millions of sources.

Here's the 1st 3



Do you have some more credible sources? All of your sources were from post Sony Vs Marvel dispute, and not once did I read that Sony bought Spider-Man from Marvel back in 1985.
I don't like the term "fake news" but this was shallow at best.
If you really take something like this as "facts", you better start reading between the lines man.

Edit: I stand corrected! Did some digging and it appears that you are right. Seems like Sony only bought the filmrights in 1985.
We can only speculate though if Sony brought up game rights as well during theyr re-negotiations?
 
Last edited:
My uncles brothers fathers mothers sons daughters dog walker who works at a kosher bagel shop told me this is coming to Switch along with Metroid 4 and Halo DS.
 
We can only speculate though if Sony brought up game rights as well during theyr re-negotiations?
No. Otherwise we wouldn't have seen Marvels Ultimate Alliance with Spider-Man on the Switch last year.

Also, it is highly unlikely that Marvel sold the rights again after they got them back from Activision which held them for 14 years (2000-2014). They most likely started regretting ever having sold the Spidey (and merch) rights in 98 to Sony (not 85, where do you get that from?), especially after the MCU exploded the way it did 10 years ago.

Also, Spider-Man was never created because Sony wanted it... it could've been a Hulk or another Deadpool game, since it was Marvel who came to Insomniac (via a Sony rep) and asked them to make a game about ANY Marvel Hero. The context was "look, we got a lot of characters... pick one you like and make a game with them". They choose Spidey, then Sony bought Insomniac most likely too keep the game as an exclusive 1st Party Title.

You can see Ted Price (CEO of Insomniac) talk about it here
 
Sony has owned the Spider-Man character since 1985, and just because they made a deal with Marvel doesn't mean they sold him back.

Sony don't own spider man, marvel do. What Sony own are the movie rights, and *now* likely the video game rights to some extent (which they obviously leveraged their movie rights to get).

As long as Sony release a spider man movie every 3 (or maybe 4) years, they keep the movie rights. That's why we get garbage like the amazing spider man series - they'd rather release shit than lose the movie rights.
 
The difference in Navi 2's RT and Nvidia's RT seems to be that Nvidia has a dedicated "RT core" meaning they still has the normal hardware to render a scene and a dedicated block to do RT.
On the AMD side, it seems it's more up to the devs how to distribute the power. Every CU's has RT capabilities, so the more CU's you reserve for RT, the better it gets, but on the cost of everything else.
Which is better is a good discussion, but In my mind I think AMD's solution is better. At least it's easier to reach peak perf. (no hardware left unused)

Actually PS5's solution is rumored to be custom and much better than RDNA2 native RT solution, but it'll need further confirmation. If you've been keeping up with the spec thread we've been talking about it and RedGamingTech leaked it.
 
Actually PS5's solution is rumored to be custom and much better than RDNA2 native RT solution, but it'll need further confirmation. If you've been keeping up with the spec thread we've been talking about it and RedGamingTech leaked it.
Cerny did mention it was build on AMD's solution though in the road to PS5 talk.

@29:52
 
I can't even imagine wanting native 4k/30fps over dynamic / temporal injection 4k/60fps. How close do you sit from your display lol. I wear glasses and struggle to see the difference between 'fake 4k' and native. Spider-Man will play sooo much better at 60fps too due to the type of game it is. That's what options are for I guess :p
<2 feet is my sweet spot.
 
Thanks. For realtime gameplay, I'm just wondering how valuable the diffuse or glossy ray bounces in your earlier post would be for the end result, as opposed to the single ray approach shown for the specular reflection. As opposed to cinematics, where fidelity is generally more important. Would the end result be poor enough, in your opinion, to make SSR a better option? I have only rough idea of how SSR works anyway.

I appreciate the feedback, guys. I'm just looking to learn more, but if the explanation is too lengthy to answer my questions, you don't have to bother.

Well, you can only do the single ray for reflections. It wouldn't work for diffuse. They specular would be very valuable. We just don't see smooth mirror surfaces everyday in our lives other than a mirror. Literally most every surface has some roughness to it even if it's shiny. Blurred reflections is a must in order to have an accurate surface shader that's energy conserving.
 
i would use a stochastic approximation to generate my output based on simple hyper-parameters in monte carlo computation of output vectors., It's not accurate, but it's certainly able to output something comparable to any method, although it's helpful to use the additional speed to generate more temporarily stable images, rather than push framerates.

It would introduce too much noise into the shader. And then you'd have to chase filtering that. The best approach is to use multiple importance sampling. But we are nowhere near that kind of bandwidth and complexity. Literally every shader would need to evaluate it's BRDF, PDF, and Sampling function (i.e. transforming a 2D RNG to it's x,y,z rotated sampled vector in local space) for every diffuse and specular contribution (i.e. from both surfaces (i.e. from the light as well as the surface)).
 
Last edited:
Well for one, they didn't even have the film rights until 1999. Marvel sold those when they were near bankrupt. Sony then sold them back the merch rights to the films in 2011 when they needed cash, and they also felt it a win-win situation as it now gave Marvel Proper a vested interest in promoting their films since they too would see returns, in a sense.

Source on that: https://www.cbr.com/how-sony-got-spider-man-film-rights/

The character himself, however, is still a Marvel IP. You will not see Sony's name mentioned in the copyright of any Spider-Man comic not featuring an adaptation of their film versions or their game version, for example. Same with all your Spidey mugs, pajamas, notebooks, etc. They're all copyrighted as belonging to "Marvel".

As for the state of the game license... no one really knows what that is besides Marvel Games and PlayStation, tbh.
 
Last edited:
Sony don't own spider man, marvel do. What Sony own are the movie rights, and *now* likely the video game rights to some extent (which they obviously leveraged their movie rights to get).

As long as Sony release a spider man movie every 3 (or maybe 4) years, they keep the movie rights. That's why we get garbage like the amazing spider man series - they'd rather release shit than lose the movie rights.
How did we end up with you on this forum and u still around after some of your comments is beyond me.
Your ass is right up there with dealer and co.
 


Here's a video I found a while back, doesn't answer our questions. but some more info is always good I guess.

The Adshir CEO is being very vague. I'm getting snake oil salesman vibes from him. :messenger_unamused: Hopefully he's not just hyping up his product.
 
Last edited:
This will probably be the next Euclidean "infinite detail". Will not believe it until it's on games that are in consumers hands.

I also don't see why Microsoft any anyone else can't just license it either? They'd be idiots to give Sony exclusivity if it really brought raytracing to anything with barely any cost.
 
Last edited:
This will probably be the next Euclidean "infinite detail". Will not believe it until it's on games that are in consumers hands.

I also don't see why Microsoft any anyone else can't just license it either? They'd be idiots to give Sony exclusivity if it really brought raytracing to anything with barely any cost.
Yes that's the exact vibe i'm getting from them. Euclidean LOL whatever happened to them ? Last I heard they were crunching big data and then pooof.
 


Here's a video I found a while back, doesn't answer our questions. but some more info is always good I guess.

The Adshir CEO is being very vague. I'm getting snake oil salesman vibes from him. :messenger_unamused: Hopefully he's not just hyping up his product.


Thank you for sharing! geordiemp geordiemp Look, the guy interviewing:lollipop_tears_of_joy: him has a "Sony" strap, it's getting too obvious, that's why some are whining in denial. 🤷‍♂️ And he said it you'll see it in 2020, and definitely wasn't referring to Craig.
 
Sorry for not being clear enough.
Let's put ourselves in the situation of having shot a ray and intersected a non-reflective surface. To know which color that ray contributes with we need to at least shot a ray from there to each light and see for example if they are in shadow for a given light or not.
Even if we had a single light and found that surface to be in shadow, we would like to shot multiple rays to random directions to account for the diffuse lighting that's getting there.

There are a lot of ways to optimize all these processes and limit the number of needed rays but shooting only one ray per pixel is not enough to have convincing shading.

If you want to learn more about this, take a look at Peter Shirley's raytracing course here: https://raytracing.github.io/books/RayTracingInOneWeekend.html#diffusematerials
Even if coding is not your thing there are a lot of helpful explanations there.
Cheers! That helps a lot.
 
Well, you can only do the single ray for reflections. It wouldn't work for diffuse. They specular would be very valuable. We just don't see smooth mirror surfaces everyday in our lives other than a mirror. Literally most every surface has some roughness to it even if it's shiny. Blurred reflections is a must in order to have an accurate surface shader that's energy conserving.
Thanks for the explanation. My impression of the process was overly simplistic. My previous experience with RT dates back to the late 90s on 3DS Max and Realsoft, on old Pentium systems. We were just tinkering around in our dorm rooms, so never got into complex scene compositions.
 
So,

Local Ray is an Israel company who have allot fo patents on doing Ray tracing using lesss power. It is cross playform but there is information it has been taken up by one of the console manufacturers, to what extent we dont know. I am sure there are some surprises coming.

Reading up on it a little, I understand it does the procedure in reverse and I am assuming the local refers to an offset local co ordinate meaning that the engine can use half precision FP16, so you get can get much more performance. I am sure there are allot of other tricks in the 30 odd patents.

CS2020 demo - spiderman seen at 9 seconds.



New york demo pictures

iYgeRCY.png


XfCeWjW.png


So, the information and pictures would suggest this is Sony as they have recently seemed to acquire spiderman in recent games, such as spiderman, miles morales and the upcoming avengers all exclusive.....and the images are quite clear and set in same as the Insomniac game.

This would mean we are in for a treat next gen with ray tracing.


Loving that 90s pay-per-view softcore porn style background music in the video.
 
This will probably be the next Euclidean "infinite detail". Will not believe it until it's on games that are in consumers hands.

I also don't see why Microsoft any anyone else can't just license it either? They'd be idiots to give Sony exclusivity if it really brought raytracing to anything with barely any cost.

That hurts. Man back in the day Euclidean had me kinda hoping they really might bring something new to the table.

As far as I know they did use their tech in some professional areas. But I guess they simply couldn't deliver what they promised and eventually faded into oblivion.
 
Top Bottom