Next-Gen PS5 & XSX |OT| Console tEch threaD

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Yep in the Unreal Engine the most popular engine, studios from Xbox, Nintendo and Playstation use it even when all of them
has also engines owned by themselves.
I've been thinking... which in house engines does XGS have?
I know Forza games uses it's own engine and also 343 has a new engine for Halo Infinite, but does everybody else uses Unreal Engine?
 
Yup however Sony 1st party has been preparing for PS5 for 3 years now, almost 1.5 years with the 2 different iterations of devkits and a target system even much before that, so new gen software will start to arrive for PS5 as soon as it is released. On MS side there were already "new-gen" games are announced which are actually coming out on the older systems too so they are cross-gen, on the other hand there are no cross gen game announced from Sony first party studios, and my point is there won't be.


oh buddy really wrong take but I see you are corrected by others anyway


1st party-> not only match the details of that technical engine demo, but one up it. You must have realized that all those statues were static right? And the only character that moved looked generic even though very detailed? Well think those statues actually moving to stop you. Like Harry Potter had that wizard chess but with giant statues that Harry ridden on, think that sized and detailed while still moving. An example from a recent game come to mind, the vault protectors in the recent Jedi Fallen Order game, they were even not that detailed but moved and fought with certain movements, now apply that to the statues in UE5 demo, detailed and fighting you with their shields and spear. That is one upping the demo.

Also the main character was looking generic since they used market assets probably and she wasn't worth the time to be hero level detailed like main game protagonist for a tech demo, so in that aspect too there will be improvements. It can be most felt in VR though, as current solutions can only render hands and do that in a blocky pixelated fashion, now think next gen poly counts for a VR that you can interact in, and your whole body can be rendered not just your hands.

Also set pieces were always far in between as they were hard to do with all the animation and baking and all that, now there is possibility of having more and more as their iteration is easier to produce and finalized.


Thanks for taking the time to answer. I too expect a wireless VR soon from them, maybe a standard version with improvements on PSVR1 and a wireless version at a higher price.


Well actually the polygons are still there, but light isn't! The lighting and therefore the shadow maps jittered from an accretion of frames is missing in the very first frame since well it is the very first one and the GI solution needs more than one frame to light and cast shadow on minute details. This scene is where the top hatch is being opened and the shadow is passing over the assets. Those assets are lit and can only seen by the existence of reflected light and for the first frame voxels were big and not small enough to correctly light the protrusions and shadow the indents, so the details seem like missing, however the source of those assets as always are there in high poly count. This can be seen with a cut to an already lit statue having all the details preserved even in the initial first frame since unchanging light doesn't need jitter and the light and shadows remain unchanged and high poly asset can be seen even in the first frame.

I guess even though you claim to be neutral and not saying anything bad about PS5 SSD, cherry picking and choosing only the few frames that makes your case with your version of half-truths are needed to justify the neutral mask you are wearing while actually specifically pointing something to spread FUD. I won't engage more but if you can find the same thing happening to first and second frame after the cut while the light is not changing, then we can talk.
See I knew you were banking on the first and second frames after a cut since that is the only place you can bend the truths to your own agenda with you half truths. It is not due to polygons changing, it is light jittering and reflecting the details. If there was no light change, there is no detail change. Look to my above post.
Only details missing (which are really barely noticeable as you say) are due to accumulation of light between frames of that scene where shadow moves and those small details get lost at the first frame where the voxels are bigger than those details. Poly count and therefore detail of asset doesn't change, but what you see is light and shadows reflecting of those assets and the intricate details are missing only because the light change accumulation haven't occur yet in the very first frame, so a quick cut to an asset with no changing dynamic light lighting that asset result in intricate details even in the very first frame.

There isn't. Every cut involving a changing dynamic light, yes the minute detail in the very first frame is missing but only the small details that are too big for the voxels in the firs frame, second frame fixes and lights details and shadows indentations better with smaller voxels -> it is all to do with light and not changing polygons in the asset. Every other cut that cuts to an asset with static light will have same detail even in the most minute in the first and the second and the third frame till the light changes.
Finished with the cheap shots? OK, take a big breath, relaxed yet? Maybe look at a picture of Mark Cerny for 30 seconds, I've heard it's relaxing.

You literally see polygon stream in over a course of over 10 frames regardless of shadow jitter. The demo uses micro polygons, right? That detail is 100% polygons, normal maps are only used for extremely fine detail, not for detail covering 200 pixels. It's not even shadows that are missing after a camera cut, it's the GI that is missing because no data was gathered yet and the data missing isn't poping in the second frame, even after the GI kicked in. Go to the video, bring 10 screenshots of the first 10 frames, and show everyone how shadow jitter causes it. Common, we are waiting.

TBH, I think I'm done here. It's extremely hard to have a mature discussion.
 
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tenor.gif


can i have one more week?! If no, i'm ready!:messenger_smirking:
Personally, I think you're funny.
 
Anyone think Unity will demo their engine on a next gen console at some point?

The engine was hampered by Jaguar last gen, but should be solid this gen you'd expect.

Edit: if I were MS I'd be courting unity with a money hat to knock up something amazeballs
 
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This is very similar to the type of "questions/concerns" people were saying at the start of this gen. I believe this gen version was why didn't Sony say PS4 supported Tile Resources. The talking point that time was Mega Textures. Its a repeat, now its BCPack and VRS and Mesh Shaders. This is why i find engaging some people tiring and irritating. But why didn't he mention this thing and that thing.

Minor correction, PS5 compression block supports Kraken and Zlib
Kraken is based on LZ compression, http://www.radgametools.com/oodlekraken.htm
 
I don't know why anyone is arguing SSD when their is a massive known difference between the two.

PS5 streams on the fly, XSX loads data in advance.

XSX isn't choosing to load for kicks, it's simply because it's not fast enough to stream.

Even if they manage to reduce load times down to the 3 seconds many are hoping for they will still operate differently in the end.

This is where the argument should begin and its where the arguments should end. There is nothing else to discuss.

But NeoGaf has to NeoGaf hey.
 


InXile Entertainment's next-gen RPG will be built using UE5

Considering inXile is now a Microsoft first-party studio, it means the Xbox Series X will indeed have first-party games developed using Epic's game engine.

Xbox boss Phil Spencer also tweeted how "many of our [Xbox Game Studios] are using Unreal," and mentioned Ninja Theory is using the engine for Hellblade 2.

InXile is currently developing Wasteland 3, a sequel to the isometric post-apocalyptic RPG, Wasteland 2.

They are developing Wasteland 3 currently so I guess we will have to wait until that comes out before we find out what their UE5 RPG is.
 
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Good, would rather not have any "expected ps5 gameplay" disclaimers at the top of the video

Yeah if true this is great. Then again Sony years ago pushed live gameplay demos during presentations like Uncharted 2 and kept it up so it's par the course. They like to show real gameplay not bs hid in pc towers or live action acting.
 
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I've been thinking... which in house engines does XGS have?
I know Forza games uses it's own engine and also 343 has a new engine for Halo Infinite, but does everybody else uses Unreal Engine?
I think the game which use an own engine are:

-Forza series
-Halo
-Sea of thieves (edit is also Unreal)

For the new studios will need to wait I think but for example Double Fine use Unreal Engine.
 
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I post this in another thread but before another person come here to say SFS is the equivalent of Nanite of something similar I will post it.

ID Software introduced the concept of Virtual Texture Render because they had a problem of the memory available in consoles. So in order to
improve it they create a solution capable of just take an small section of the corresponding mip level and send to physical memory in real time.




http://mrelusive.com/publications/papers/Software-Virtual-Textures.pdf
This solution exists in almost all the engines now, Microsoft just improve its last solution which is okay.

Another example of Ubisoft which takes the same technique an improved for its purposes, please don't tell me than you actually think we still load all those texture even if are no complete visible.

http://twvideo01.ubm-us.net/o1/vault/gdc2015/presentations/Chen_Ka_AdaptiveVirtualTexture.pdf

For example here Microsoft talk of the revolutionary technology of 2020 almost seven years ago, weird right (the comment section is pure gold) .


vsTkdC6.jpg
Sample with Feedback sounds familiar right
 
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DAMN, Grubb speculates we won't hear prices until August.


:messenger_hushed:



I think it would be wise imo for MS and Sony to announce pricing before August. The Holiday season will be rough for a lot of people potentially due to COVID. I wouldn't be surprised if they tried to get out of the November window and try for October like that one website (I forget which one - it was a Japanese site) saying Sony planned for an October release (even though later denied by Sony themselves).

I don't think it's that farfetched after thinking about it. Be the first to talk about why we want your product for the holiday season early enough with a price so people are aware. $399? $499? It will be a hefty price tag for some nonetheless. I don't know... I started saving in 2018 luckily. So I'm there no matter the price.
 
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He said there would be an August event for Sony.

That's kind of later than usual, but still gives plenty of time for pre orders.

Well, that's late compared to the norm, but then...this isn't a normal year. They may delay as maybe prices are higher right now and they are hoping that by say August things have stabilized more globally so that the prices are lower and hence...they can offer the hardware at a lower price point. I'm not so sure though. i'd think EARLY August at the latest to get all the pre-orders in. But then, let's face it....I don't think either Sony or MS will have any problems selling thru their initial allocation of pre-order hardware, nor for the rest of 2020. I know they've got MY money as soon as they even SQUEAK a hint that I can pre-order me a new toy! :)

Until then.....I guess I just sit and wait for news and try to temper my enthusiasm....play with my same ole, same ole PS4.....

 
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