Both are feaster than Vega56 used in that demo and on top of it both have dedicated RT hardware.Any idea if both ps5 and series x can run that?
It's probably running in real time whilst this V
is not, there is no point in showing something like the star wars video, this is videogames not movies so we need to see what real time will look like.
To be fair, they just called it a demo and not a tech demo.2020 and people still dont know what a tech demo is.
*omg everything so shiny blah blah blah*
But at the end of the day, nothing can showcase RT goals like a lot of reflective surfaces, and this showcases it perfectly.
Looks like the old 90s tv show Reboot.
It's probably running in real time whilst this V
is not, there is no point in showing something like the star wars video, this is videogames not movies so we need to see what real time will look like.
NVIDIA Star Wars RTX Raytraced Reflections Demo Download
The Reflections tech demo was created by Epic Games in collaboration with ILMxLAB and NVIDIA. Reflections offers a sneak peek at gaming's cinematic fwww.techpowerup.com
You can download it right here...
Exactly. Your regular game with two or three reflective surfaces can actually run at 60 fps easily with AMD raytracing for DXR. That's the takeaway here. The point is to create a stress test, not to create something that's aesthetically pleasing.The comments on this demo only shows how fucking clueless many people are, and you kids dare to argue which console is better LMFAO.
A slide from PS5 presentation greatly represents what's what:
Going from left to right, an RT-based audio requires little-to-no processing power, literally. GI is obviously more demanding, as shown in Gears 5 or Crytec's demo, it can as well be a software solution running on shader processors, but moving thise calculations on RT cores greatly increases the performance. Shadows require quite moderate processing power, and as shown in CoD:MW, if all RT capabilities will go solely on that aspect, we can bet basically perfect shadows with little to o performance penaty, as a 2080Ti still runs the game at 4K60 or 200-240FPF at FHD. Now reflections, this is where the hardest part starts, this if what puts BF5 or Controls on their knees, it's simply THAT demanding, the only more demanding calculation is a fully ray traced scene, but that's Hollywood stuff made on tens of thousands of CPUs.
So with that being said, this AMD demo is basically full of mirrors, with infinite light bounces back and forth, and it just runs, in real-time. Aesthetically sure, it's not impressing, it reminds me of the very first glimpse of current generation that KZ:SF gave us, but tech wise it's on a whole new level. Actual games obviously won't be full of mirrors/shiny surfaces like the demo, but that just shows that RT in next-gen titles is more than possible.
The comments on this demo only shows how fucking clueless many people are, and you kids dare to argue which console is better LMFAO.
A slide from PS5 presentation greatly represents what's what:
Going from left to right, an RT-based audio requires little-to-no processing power, literally. GI is obviously more demanding, as shown in Gears 5 or Crytec's demo, it can as well be a software solution running on shader processors, but moving thise calculations on RT cores greatly increases the performance. Shadows require quite moderate processing power, and as shown in CoD:MW, if all RT capabilities will go solely on that aspect, we can bet basically perfect shadows with little to o performance penaty, as a 2080Ti still runs the game at 4K60 or 200-240FPF at FHD. Now reflections, this is where the hardest part starts, this if what puts BF5 or Controls on their knees, it's simply THAT demanding, the only more demanding calculation is a fully ray traced scene, but that's Hollywood stuff made on tens of thousands of CPUs.
So with that being said, this AMD demo is basically full of mirrors, with infinite light bounces back and forth, and it just runs, in real-time. Aesthetically sure, it's not impressing, it reminds me of the very first glimpse of current generation that KZ:SF gave us, but tech wise it's on a whole new level. Actual games obviously won't be full of mirrors/shiny surfaces like the demo, but that just shows that RT in next-gen titles is more than possible.
The comments on this demo only shows how fucking clueless many people are, and you kids dare to argue which console is better LMFAO.
A slide from PS5 presentation greatly represents what's what:
Going from left to right, an RT-based audio requires little-to-no processing power, literally. GI is obviously more demanding, as shown in Gears 5 or Crytec's demo, it can as well be a software solution running on shader processors, but moving thise calculations on RT cores greatly increases the performance. Shadows require quite moderate processing power, and as shown in CoD:MW, if all RT capabilities will go solely on that aspect, we can bet basically perfect shadows with little to o performance penaty, as a 2080Ti still runs the game at 4K60 or 200-240FPF at FHD. Now reflections, this is where the hardest part starts, this if what puts BF5 or Controls on their knees, it's simply THAT demanding, the only more demanding calculation is a fully ray traced scene, but that's Hollywood stuff made on tens of thousands of CPUs.
So with that being said, this AMD demo is basically full of mirrors, with infinite light bounces back and forth, and it just runs, in real-time. Aesthetically sure, it's not impressing, it reminds me of the very first glimpse of current generation that KZ:SF gave us, but tech wise it's on a whole new level. Actual games obviously won't be full of mirrors/shiny surfaces like the demo, but that just shows that RT in next-gen titles is more than possible.
Yeah but aside from heavy use of RT reflections all other parts od this demo look bad, that's why people are complaining. Port Royal does the same things but looks better:
Hopefully RDNA2-based GPUs come soon enough so we can run them through some actual benchmarks and games, and get a glimpse of next-gen consoles RT performance.