Of course it was. The thing is no one is going to resign games to fit crrnys vision. That’s why i always thought it was nonsensical to focus so much on the ssd and io. Most devs make third party games anyway and even first party studios were never going to change the way they make games just to appease cerny.
Only insomniac has used the ps5 ssd and io for its portals sections but even they don’t utilize more than a 1gb or 2. It’s a complete waste. Some focus on extra cpu cache or machine learning cores would’ve helped every single game.
its vram limitation and nothing else
you need more memory for texture leaps. they cant upgrade textures, and actually textures get hit because developers are trying to squueze more varied textures in larger open world settings now. only games where we see massive texture improvements are games that have PS3 world design (alan wake 2, a plague tale requiem etc.)
ps1 3 mb total ram
ps2 total 36 mb ram, 12x memory increase = massive leap in graphics
ps3 total 512 mb ram, 14x memory increase = massive leap in graphics
ps4 total 8192 mb ram, 16x memory increase = great leap in graphics
ps5 total 16384 mb ram, puny 2x memory increase = almost no leap in graphics at all
ps4 packed 8 gb of total memory when NVIDIA was selling 3 gb high end GPUs (780ti). ps4 had 2.7x more memory than a titan class GPU of its time. (6 gb version of that gpu came later and first released product was the 3 gb version IIRC)
titan class 3090 in 2020 packed 24 gb memory which is 1.5x more memory than the PS5. While PS4 had much memory than titan class GPU, PS5 has actually less memory than the titan GPU of this day. if ps5 had memory setup like ps4, it would've at least gotten 64 GB memory (24*2.7x) and 64 gb would've been a decent 8x memory increase over PS4 that would give us insane leaps in graphics memory is super cheap. PS4 had no rights to have 8 gb vram when it did. but it did. and results were impressive.
and no one should tell me moore's law or something. if ps4 could have 16x memory of ps3, a bigger leap than ps1 to ps2, you cannot explain a mere 2x memory increase. it should've been AT LEAST 4x increase and land at 32 GB.
Instead we have Series S. This entire gen will be limited by funny memory budgets.
Price, most probably.Why did they cheap out so much on memory this gen?
I think back then one gb of vram back then was like $6. So just going up to 20 GB wouldve cost them an extra $24. That might not sound like much, but sometimes thats their entire profit margin on the console. And the PS5 was being sold at a loss early on.Why did they cheap out so much on memory this gen?
Also cmon lol these no name studios punking the biggest names makes me scratch my head at the “budget and manpower and time” arguments. I really do think passion and effort play a bigger factor than a lot of people give credit to
I was going to say you're talking rubbish but I decided to watch some extended footage of DD2 just to have a reference point for the discussion and it seems you're largely correct. However it seems to me post Alan Wake 2, Avatar etc that this generation is at a turning point, where we'll start seeing actual next-gen like graphics more consistently.I can’t believe how dated some of these games look…mainly referring to rise of ronin and dragons dogma 2. Looking at the previews and they look like mid gen PS4 games, and not even particularly good looking PS4 games. It’s unprecedented to have current gen consistently fail to outdo last gen. Something has gone seriously wrong. I understand these are lower budget titles but the bar needs to be higher.
because they're oldgen games. only difference is that most developers are now taking revenge on sony/microsoft for forcing them to spend tons of money, time and dedication on extreme optimization to hit 36-40 fps (for 30 fps stable operation) on 1.6 ghz jaguar cores. now they take their revenge by targeting the same 30 fps cpu bound on 3.6 ghz zen 2I can’t believe how dated some of these games look…mainly referring to rise of ronin and dragons dogma 2. Looking at the previews and they look like mid gen PS4 games, and not even particularly good looking PS4 games. It’s unprecedented to have current gen consistently fail to outdo last gen. Something has gone seriously wrong. I understand these are lower budget titles but the bar needs to be higher.
This sound terrible tbh, sony and m being cheap and the devs being petty.because they're oldgen games. only difference is that most developers are now taking revenge on sony/microsoft for forcing them to spend tons of money, time and dedication on extreme optimization to hit 36-40 fps (for 30 fps stable operation) on 1.6 ghz jaguar cores. now they take their revenge by targeting the same 30 fps cpu bound on 3.6 ghz zen 2
i'd say most devs deserved it. ps4 and xbox one had no business having such a horrible CPU. sony and microsoft forced developers' hand. and now developers are returning the favor. it is only fair. if I were a dev myself and forced to spend years of cpu bound optimization to adhere to sony and microsoft's unnecessarily horrible cpu choice, I'd do the same with new gen consoles.
by forcing developers to do extreme unheard of cpu bound optimizations to hit 30 fps on 1.6 ghz jaguar cores that has lower IPC than some 2008 intel CPUs in 2020, sony and microsoft has caused developers to set unrealistic expectations from nextgen consoles and their CPUs. most people went like "oh they did this on 1.6 ghz jaguar core, what will they do on 3.6 ghz zen 2 cores!" when in reality they never should've done that on 1.6 ghz jaguar cores. they were forced to. they had no other option. it is not like you can target 15 fps or something. 30 fps is min. and even 30 fps is a colossal challenge for that cpu.
only sensible explanation imo. i'm not saying they're doing this explicitly. i'm just saying that probably most enginerrs that are responsible for end optimization are having fun targeting that sweet 30 fps on 3.6 ghz zen 2 IPC budget instead of 1.6 ghz jaguar core. they don't have any obligations to hit any arbitrary target people expect. game will still be a massive sale success. why should they even care...This sound terrible tbh, sony and m being cheap and the devs being petty.
Where i work, if you have a vengeance you get fired.
This is no rebuttal but DD1 also looked dated at release btw.. So some of it is about the developer, tools and architecture.I can’t believe how dated some of these games look…mainly referring to rise of ronin and dragons dogma 2. Looking at the previews and they look like mid gen PS4 games, and not even particularly good looking PS4 games. It’s unprecedented to have current gen consistently fail to outdo last gen. Something has gone seriously wrong. I understand these are lower budget titles but the bar needs to be higher.
It's not CG. Looked realtime in-engine cutscene footage to me. You can tell its realtime when they start moving the camera around. If it was CG, the movement would be a lot more fluid and cinematic.
The screenshots are in game.
That said, yes, the game wont look like that on consoles. Play it on your 3080.
mentality :
I think back then one gb of vram back then was like $6. So just going up to 20 GB wouldve cost them an extra $24. That might not sound like much, but sometimes thats their entire profit margin on the console. And the PS5 was being sold at a loss early on.
Besides, thanks to primitive and mesh shaders, and faster ssd streaming speeds, in theory you shouldnt need as much ram. at least not on console. most UE5 games dont even come close to the 10 GB limit on my PC. 12.5 GB on PS5 is fine. It's when you get to 8 GB on the Series S or 8GB on fancy next gen GPUs you want running games at max settings at 4k does the limit start to become an issue. Hogwarts is a memory hog on PC, but runs just fine on the ps5. There are ways around it now that werent before. Thats actually where devs might start to see some benefits of Cerny's IO later down the road. But none of the games so far are hitting vram limits on these consoles.
i wouldnt be surprised if sony keeps the ram the same on the PS5 Pro. RT typically adds an extra GB of vram to the mix, so if they are improving RT then they might push it up 1-2GB but i doubt they go the full 20GB. Right now the biggest bottleneck is the GPU performance whenever you add RT to the mix, and CPU performance for 60 fps modes which are performing exceptionally poor now that the cross gen period is over. That should be their biggest priority. RAM should be at the bottom of the list.
LOD issues are almost entirely due to lack of GPU processing power. You can have a massive 24 GB vram pool in a 4090 and still have pop-in in Avatar in unobtanium mode. Again, its the GPU that has to render all the foliage, and the geometry far into the distance.12.5GB is fine if you accept the visual cuts that you will have to make in many cases.
I said it in other posts before, we have several games with texture loading and LOD issues, low quality assets...
Even a very well optimized game like Avatar has issues due to lack of memory.
Well, neither Team Ninja or Capcom are known to push tech on a graphical side.I can’t believe how dated some of these games look…mainly referring to rise of ronin and dragons dogma 2. Looking at the previews and they look like mid gen PS4 games, and not even particularly good looking PS4 games. It’s unprecedented to have current gen consistently fail to outdo last gen. Something has gone seriously wrong. I understand these are lower budget titles but the bar needs to be higher.
LOD issues are almost entirely due to lack of GPU processing power. You can have a massive 24 GB vram pool in a 4090 and still have pop-in in Avatar in unobtanium mode.
Bytheway this new poland studio is funding by epic for this projectFound some gameplay gifs on the steam page:
I can’t believe how dated some of these games look…mainly referring to rise of ronin and dragons dogma 2. Looking at the previews and they look like mid gen PS4 games, and not even particularly good looking PS4 games. It’s unprecedented to have current gen consistently fail to outdo last gen. Something has gone seriously wrong. I understand these are lower budget titles but the bar needs to be higher.
here is capcom last gen running Deep Down on the base PS4.This is no rebuttal but DD1 also looked dated at release btw.. So some of it is about the developer, tools and architecture.
While not the sole perpetrator, keep in mind much of the processing power this generation has been eaten up by resolution and image quality, so that's a part of it. There's also some technical debt involved.
Well, the GPU is mainly responsible for rendering the draw distance so yeah, its not powerful enough. There is 24 GB of vram in there and the game maxes out at 16GB in unobtanium mode and yet the pop-in while flying is still there. im sure the engine can be improved a la nanite in UE5 and developer techniques could be implemented to gracefully handle pop-in like insomniac does with spiderman 2 but draw distance is almost exclusively a GPU bottleneck.Wait, are you suggesting the 4090 isn't powerful enough to resolve Avatar pop in? I don't think it's an issue of the gpu but rather an issue of the engine's capabilities. Developers have been alluding to this for some time now. GPUs are plenty capable in the area of triangle rasterization but the limitations have been centered around memory.
LOD issues are almost entirely due to lack of GPU processing power. You can have a massive 24 GB vram pool in a 4090 and still have pop-in in Avatar in unobtanium mode. Again, its the GPU that has to render all the foliage, and the geometry far into the distance.
nanite has virtually solved LOD pop-in anyway. mesh shaders and primitive shaders should also help minimize the vram load if devs bother implementing support for them in their engines. I say let devs figure out ways to get around the vram limitations because its a lot easier than finding extra tflops in a 10 tflops GPU.
What games did you see with texture loading, low quality assets and LOD issues if you dont mind me asking. Last year was a revelation to me with Star Wars, Starfield, Alan Wake 2 and Avatar featuring some really high quality assets. There are always some poorly optimized games.
Those look atrocious. Didnt realize these games had such poor asset quality on consoles. Im surprised DF never mentioned it.LOD issues are a thing and pop-in another. You can have pop-in but not LOD issues because it works as intended.
When I said LOD issues I'm talking of level LOD not loading on the proper distance because of memory constraints.
You need GPU and CPU processing power to manage LOD, but you also need more memory to store the high detailed models.
Nanite only solves LOD management in mesh. Still needs virtual texture to drastically reduce memory budget on assets.
At the moment UE5 is the only one that provide the tech to better use the console memory.
From that list of games*:
*Both on quality modes running on launch Ps5 model (more memory intensive)
Star Wars Jedi Survivor:
Avatar Frontiers of Pandora:
Those look atrocious. Didnt realize these games had such poor asset quality on consoles. Im surprised DF never mentioned it.
yeah, we have that on PC too but im assuming these were taken after the level slowly loaded in.Its asset/texture loading issue in Jedi survivor. Sometimes it never loads the good assets, sometimes it took like a minute lol. That game is still a mess and i played it after the patches on PS5. If everything loads, it looks awesome, but its a technical mess
yeah, we have that on PC too but im assuming these were taken after the level slowly loaded in.
Yeah, I was about to say but again, I play most of these games on PC with a dedicated vram pool. I just never saw DF bring up textures being worse on consoles ever since the gen started.Nah, the actual texture and asset quality was really good, but sadly it was broken a lot of times
The director of the game said that Sony made him cut a bunch of shit to ship on time. They werent happy with the overall quality of the game. Im guessing he was talking about polish. Dynamic destruction like this probably required a lot of QA and likely more time in the oven so they cut it out altogether.
Insomniac… is there a reason you decided to omit more dynamic gameplay design and destruction simulations late in development? Would you care to share?
Insomniac… is there a reason you decided to omit more dynamic gameplay design and destruction simulations late in development? Would you care to share?
We know from the Insomniac leak that the plan in 2020 for SM2 was a release in Holiday 2022 with a budget of $180m. They got a one year of delay and budget over $300m, i don't think we can say that they are treated like some b developper by Sony.The director of the game said that Sony made him cut a bunch of shit to ship on time. They werent happy with the overall quality of the game. Im guessing he was talking about polish. Dynamic destruction like this probably required a lot of QA and likely more time in the oven so they cut it out altogether.
the venom fight that took place indoors even though the concept art and ads showing it take place outdoors also hints at stuff like this being cut.
insomniac for some reason is treated like a b developer by sony. they are given 2 years to push out games even though other sony studios are allowed to take 5-7 years. bizarre.
Both these games scream last gen in terms of asset quality and lighting.
Interesting it seems to be getting a steam release, aw2 didn't.Bytheway this new poland studio is funding by epic for this project
I hope its turn well
yeah, we have that on PC too but im assuming these were taken after the level slowly loaded in.
here is capcom last gen running Deep Down on the base PS4.
The game never came out, but looked absolutely insane. I am honestly not sure what happened to Capcom and most japanese devs in general. Why did they stagnate?
Western devs took their time but at least showed up last year. Even bethesda upped their game. But Japanese devs just couldnt care less.
Rise of Ronin looks atrocious but so did Nioh. It looked like a PS3 game.
I dont think we should be too worried about the state of the industry based on Rebirth, Dragons Dogma and Rise Of Ronin. Thats just japanese developers being japanese developers. I.e., refusing to get with the times and just focusing on gameplay. Which honestly is fine with me because Avatar, AW2 and Starfield were an absolute chore to play despite having next gen graphics. HB2 is next and we all know its a walking simulator.
I think the latter half of this year will surprise you guys. E3 alone will show us some stunning looking games, and the year will end with a bang with some unannounced games releasing that will look absolutely gorgeous. Maybe not matrix level but i think AW2 and Avatar will be topped this year.
Looks nice but that ~31FPS average framerate : /
Who gives a fuck. That’s probably how it’s able to look niceLooks nice but that ~31FPS average framerate : /
Raise it to 60 and see how much uglier it looks.Looks nice but that ~31FPS average framerate : /
Who gives a fuck. That’s probably how it’s able to look nice
Raise it to 60 and see how much uglier it looks.
Incredible animations. This might not look next Gen but it sure feels next Gen. Hfw and avatar might prettier while flying but the scale here is simply amazing.