ethomaz
Banned
I'm not sure I want to be the bottom picture guy
Me every morning...
How do you play games like that? lol
I'm not sure I want to be the bottom picture guy
Me every morning...
I'm not sure I want to be the bottom picture guy
How do you play games like that? lol
IIRC, Cerny made some big changes to the ACEs. Xbox and other GCN GPUs had just 2 ACEs while the PS4 had 8 ACEs allowing devs far more control over asynchronous compute. Whether or not developers used it is unclear but seeing as how good PS exclusives looked compared to most third party games, it's safe to say there was some secret sauce in there somewhere.
Honestly something in between Sony and MS's approach would be best. Release easy to use SDKs for everything, including your customizations.. document them well, etc. Then allow underlying "to the metal" access if someone wants to try to outdo your SDK.. and if you internally outdo it.. offer at least documentation on that approach.
I would interpret "easy to learn and hard to master" exactly like, keep the initial hurdle easy manageable while also provide deep and impactful access to the hardware for the experienced developers
Jesus tapdancing Christ!! Someone make a thread about this. 4K60 with full RTGI and 4k textures on consoles?Here comes the next comparison. I'm hoping for good results.
Jesus tapdancing Christ!! Someone make a thread about this. 4K60 with full RTGI and 4k textures on consoles?
Didnt Cerny imply that RTGI would be far less GPU intensive than RT reflections?Jesus tapdancing Christ!! Someone make a thread about this. 4K60 with full RTGI and 4k textures on consoles?
No doubt there is upscaling involved. No way is it going to be native 4K.Jesus tapdancing Christ!! Someone make a thread about this. 4K60 with full RTGI and 4k textures on consoles?
Oh for sure. The features chart actually say there is next-gen temporal reconstruction tech used.No doubt there is upscaling involved. No way is it going to be native 4K.
Didnt Cerny imply that RTGI would be far less GPU intensive than RT reflections?
That's nitpicking of the highest order though. I suppose it's not quoting, you're right on that, it's paraphrasingYes he said the PS5 has hardware PCs will have trouble keeping up with...
He never said it would be difficult to master.
You said "Both come from Cerny mouth."... the sentence from DF.. is not from Cerny, it's from Richard.. that's not spinning.. and nor is it spinning to point out that nothing in that sentence says it will be hard to master lol
He literally said it came from Cerny's mouth lol.... and.. again.. nothing in the DF statement speaks to difficulty.That's nitpicking of the highest order though. I suppose it's not quoting, you're right on that, it's paraphrasing
He says it here. Starts with audio being very light then talks about GI being a bit more taxing, then goes on to say that shadows and reflections are far more taxing with full path tracing being next to impossible.Huh? Where did he say this?
This couldn't be farther from the truth.
there ya go buddy, use this one next time so IntentionalPun will get off your assAre you sure about that?
PS4
"The hardware is an enabler. We are very intentionally trying to make the hardware easy to learn and difficult to master."
PS5
"Cerny shared little, except to say that PS5 design is easy for PlayStation 4 developers to get to grips with, but digging deeper into the new system's capabilities, there are many aspects of the PS5 design that PCs will be hard-pressed to match"
Both come from Cerny mouth.
check my previous post, thxHe literally said it came from Cerny's mouth lol.... and.. again.. nothing in the DF statement speaks to difficulty.
So:
- Not actually a Cerny quote
- Did not say what he claimed it said
Nitpicking? This forum is fucking insane lol
I mean you guys are actually hyping the idea of something being difficult to master.. meaning we won't see many games using it, or wont' for a long time. I mean.. wut? Something being more advanced that is new/etc. is good... but actually intentionally difficult? Nah.. you sound like clowns to me.
He said that about PS4.. I already found that link by googling it. It's a quote from the same deleted interview I couldn't find good quotes from. That wasn't really what was being contested here.check my previous post, thx
Didnt Cerny imply that RTGI would be far less GPU intensive than RT reflections?
I wonder if thats how they are able to do 4k 60 fps without DLSS.
It confused me as well, RT Global Illumination is very expensive on the GPU unless Cerny knows something we don't.Huh? Where did he say this?
This couldn't be farther from the truth.
I can back quote your comment about Cerny "never" having said anything about being difficult to master. Took me about 5 seconds and years of google fu to disprove that.He said that about PS4.. I already found that link by googling it. It's a quote from the same deleted interview I couldn't find good quotes from. That wasn't really what was being contested here.
Again.. he never said that about PS5, and the sentence that wasn't a quote written by Richard at DF didn't say anything about difficulty lol
You guys just keep ignoring that part. DF is just reviewing the Road to the PS5 talk anyways.. where yes, he describes features that won't necessarily be used at first. He never once claims they are actually difficult to master. Maybe they are, and maybe that's INTENTIONAL.. if it's intentional, that isn't a good thing lol
I can back quote your comment about Cerny "never" having said anything about being difficult to master. Took me about 5 seconds and years of google fu to disprove that.
It's about Cerny's philosophy
I just see that game, boy this is some high tier copy paste with no shame roflmao
Didnt Cerny imply that RTGI would be far less GPU intensive than RT reflections?
I wonder if thats how they are able to do 4k 60 fps without DLSS.
Well I'm not Mark Cerny, but I do think I get the sense. I interpret it in the way that creates accessibility for those that want something quick and simple, it's there. But for those that like to dig deeper and find untapped potential, it's there too. Maybe it's about layers of abstraction. You can have a game engine that is really easy to use, but has very little in terms of customization options. Means you probably can get a basic game done rather quickly, but probably your game will "feel" like most other games in that engine. If the game engine has a lot of customization options, that makes it harder to master, but when you invest the time, you'll have created a piece of work that few people thought possible.I didn't say that though.. I said I couldn't find him saying that.. and thanked ethomaz for finding the quote.
LOL.. yes his "philosophy" is to intentionally make things difficult. Good stuff.
He's definitely never described it as his philosophy.. it's one thing he said once about PS4 in an interview.
Huh? Where did he say this?
This couldn't be farther from the truth.
I just see that game, boy this is some high tier copy paste with no shame roflmao
I think people got confused by the unintentional order of this graph:
The colors also have people confused. Green (easy) --> Red (hard).
I think people got confused by the unintentional order of this graph:
The colors also have people confused. Green (easy) --> Red (hard).
His words are confusing people lolWhich is accumulation though.
I just see that game, boy this is some high tier copy paste with no shame roflmao
His words are confusing people lol
Check out the video I linked above. He's clearly talking about rays per second.
The chart colors might be counting accumulative cost, but he's used the colors in other places during the presentation to show that not all graphics engines consume power the same way.
Also the fact that the next gen versions of Metro are using RTGI but not reflections on consoles could also point to GI being cheaper to implement on consoles. TBH, This is a good thing. i'd rather have RT GI than RT reflections.
Well, there is no way reflections in isolation are more taxing than GI or Shadows according to people on here, across the interweb, and even DF, right?I don't think the order is unintentional. While showing that slide on the road to PS5 presentation, Cerny refers to the number of rays/second needed and they clearly scale up with each of those features.
Actually that is the order of light to heavy... even the colors are meant to say that.I think people got confused by the unintentional order of this graph:
Which is accumulation though.
Rest of usThe First Of Them
Actually that is the order of light to heavy... even the colors are meant to say that.
He even implied that talking about this slide.
Or you will try to day Metro devs choosing to remove advanced RT reflections instead RT Global Illumination on Series X and PS5 was unintentional too?
The rest of the first of usRest of us
I just see that game, boy this is some high tier copy paste with no shame roflmao
I did not notice that, where is that highlighted?Not too many surprises tbh except does the CPU actually have a total of 16MB of L3 cache? That's 2x more than what was expected is it not? Looking at the XsX diagram it only seems to have 8MB L3 between all 8 CPU cores.
Not too many surprises tbh except does the CPU actually have a total of 16MB of L3 cache?
I did not notice that, where is that highlighted?