Mobile meth lab explosions. All the colours of the rainbow.
I remember clouds over a chemical factory back at communist times. They were beautifully red and it wasn't global illumination. But they were parallax scrolling before my eyes.
It's so weird to realize that top brass of a multibilion company are little boys comparing their dicks in a school toilet.
At least in the Vimeo version on 65” I see a little of shimmering. Some sub-pixels problems here and there.
You realize it's still a compressed video? I'd hold my judgement as to sub-pixel level of detail till you can see it live or at least from a loseless source.
Don't be DF, be smart.
From this quote in the DF article it doesn't seem like a big issue?
Virtually every UE game made this gen as gone through multiple updates of UE4 in a 3-5 year dev cycle and they say moving over to UE5 is similar to a few new versions of UE4.
They can upgrade the engine on the way, that's of course possible. They can't just throw out all the assets prepared for a totally different paradigm of game creation. I think that cross-gen vs next-gen will be visible from a mile. We're talking about what Xbox showed last week and what we saw yesterday. I bet people at Ubisoft are crunching now like there's no tomorrow. Imagine two games are released and they differ THIS MUCH in terms of image fidelity. Both are $60. Guess what happens.
The good thing is who is going to argue Tim Sweeney!.
Another Tim and his dog, you just wait.
Guys, I want it to all here take a moment and remember that Unreal engine and Epic is successful and is what it is today thanks to the tons of money from Fortnite .
Many empires have been built on drug dealing and prostitution.
Even with this engine that damned door would still be loading.
I have good news for you. I played FF7R on an SSD and doors were okay.
I do wonder if XSX is fast enough to stream 8K textures or if it will have to resort to 4K.
I've just realized that Lockhart makes no sense at all, I mean from a technical point of view, marketing is a totally different thing.
Btw serious question, the way Lumen was described at the start of the video, all natural and bouncing light, no baked light etc, do we really need RT? Isn't this Lumen natural enough?
Mirror reflections will still be blurry and low-detail. Of course there also ways to fake them but we have to wait and see what devs come up with.
"PS5 will have a huge advantage in detail, even if the resulting image is lower resolution than XSX"
That is wonderful, and I know I am failing to understand this, but isn't this where Variable Rate Shading/Mesh Shaders come in because how can you make the demo that we just saw run at 4k at 60fps assuming that PlayStation has something similar to MSFT VRS/MS?
The billions of triangles and level of detail is something that is NOT taxing on the CPU/GPU? When you are from a distance, or passing by stuff quickly why put all those billions of triangles and level of detail there in the first place? Is this where streaming when needed comes in?
I dont understand
I think their choice of resolution wasn't dictated by hardware power. It was a conscious choice of the mixture of techniques that provide the best IQ on screen. They could've easily gone 4K with less detail visible on screen but it'd probably look worse. I think the same applies to 30 vs 60 FPS. Of course there will be games in which 60 FPS is just crucial but look what format they've chosen for their presentation: a third-person view. Those generally perform very well in 30 FPS due to limited camera movement and speed (you generally stay in the back hemisphere of the screen and joypad movement isn't as fast as quick mouse turns). Did the 30 FPS flyby lack fluidity? I didn't notice that at all because animation was perfectly smooth, there was no pop-in, draw distance was phenomenal and I'm sure the whole image was heavily post-processed (motion blur, radial blur, etc.) Turn that into an FPS and you'd want 60 FPS. Turn that into VR and you'll get a terrible headache. But the beauty of this tech is that you can just choose what you need: higher res fixed, framerate fixed, more detail, more effects - now those become sliders in your engine UI. No painful rework of assets, months of time saved on optimization. We will see vast, detailed worlds and they will just get better every year as long as devs come up with new ways to feed the GPU with data. New tricks will be devised and this time it will be much faster.
You're leaving out one important thing and that's Sampler Feedback Streaming hardware. Even if the XSX is only able to push 4.8GB/s I/O bandwidth, it can have a multiplier effect(2-3x) of between 9.6GB/s to 14.4GB/s by using SFS.
Let me guess, that magic ability to compress all kind of data loselessly and on the fly comes from the power brick?
Are you assuming that it was a trick to hide loading? I’d be interested in knowing how we know there was loading. That almost sounds like the very thing Cerny and Crew we’re trying to eliminate when engineering the PS5 but I could be wrong here.
If they needed to hide loading, the demo would just freeze at the first frame. That cave had more polygons on screen than the entire PS1 library of games combined, think about that for a moment.
Unclear. Breakthroughs compared to what? The PS4? The general way of doing things previously? The XSX also does breakthrough things. Don't forget that both the XSX and PS5 are using hardware from the exact same vendor; AMD. The details may vary slightly.
They both run on electricity so they are equal!
