• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

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

Status
Not open for further replies.

Neo Blaster

Member
The game would have already been designed as a cross-gen game. Nothing would be gained from canceling the PS4 version at this point.
This so much. Considering the game is releasing this year by the way it goes, cancelling the PS4 version wouldn't make the PS5 version better, there's just too much work to be done reworking the game to get rid off PS4 limitations and too little time.
 

Rea

Member
So, Horizon forbidden west gameplay is coming tomorrow, we're all anxious about seeing how the game will look, being a cross gen game.
Let us take a look at how Sony's 1st party studio handle triple A cross-gen launch game such as Miles Morales. So I downloaded PS4 version of Miles Morales on my PS5 to compare the 2 versions.

The following images are taken straight from my ps5 using create button on DualSense.

There are several differences between the two versions aside from Raytracing.
hRqQDFK.jpg
tcmYY7O.jpg
Ps5 has better lighting due to more dynamic light source.

7OdOPgJ.jpg
DCdMPoP.jpg



z8g732s.jpg
inmisxp.jpg
Ps5 has more shadows due to more dynamic light source.
qkRqk8O.jpg
LU2CT11.jpg
GuRvv7N.jpg
WXk4FLn.jpg

PS5 has better Subsurface scattering and better hair rendering, and looks closer to pre rendered CGI.

So, many people think Miles Morales looks the same version across Ps4 and ps5 aside from Raytracing and 60fps, that's not true at all. Ps5 definitely looks better even without Raytracing. I strongly believe HZ FW PS5 version will also have the distinct look than ps4 version, apart from Raytracing and higher resolution.
 

SlimySnake

Flashless at the Golden Globes
This so much. Considering the game is releasing this year by the way it goes, cancelling the PS4 version wouldn't make the PS5 version better, there's just too much work to be done reworking the game to get rid off PS4 limitations and too little time.
I agree that it's too late to do anything meaningful with the game design, but it can help devs push the visuals like foliage density and NPCs. I looked at the Halo Infinte demo and all I could see were last gen constraints holding back the game. Clearly the xsx is more than capable of running the game with better visuals but everything from the character models, their lighting engine, and foliage quality was designed around a 1.3 tflops GPU and it showed. Cancelling the x1 versions wouldve allowed them to take the next year or so just going back and redoing the visuals with higher quality assets and focus all their work on implementing a better lighting engine without worrying about how it would play with last gen hardware.

I have brought this up before, but as good as RE8 looks, as good as TLOU2 feels at 60 fps, these games are severely limited by their static environments. They feel more than just a gen behind. If those trees dont catch fire or explode in awesome fashion in Horizon, and just stand there like stone pillars it's going to be extremely disappointing.

Personally, I would take a delay to 2022 if they came out and said we are delaying the game after cancelling the PS4 version to focus on adding next gen enhancements to the game.
 
So, Horizon forbidden west gameplay is coming tomorrow, we're all anxious about seeing how the game will look, being a cross gen game.
Let us take a look at how Sony's 1st party studio handle triple A cross-gen launch game such as Miles Morales. So I downloaded PS4 version of Miles Morales on my PS5 to compare the 2 versions.

The following images are taken straight from my ps5 using create button on DualSense.

There are several differences between the two versions aside from Raytracing.
hRqQDFK.jpg
tcmYY7O.jpg
Ps5 has better lighting due to more dynamic light source.

7OdOPgJ.jpg
DCdMPoP.jpg



z8g732s.jpg
inmisxp.jpg
Ps5 has more shadows due to more dynamic light source.
qkRqk8O.jpg
LU2CT11.jpg
GuRvv7N.jpg
WXk4FLn.jpg

PS5 has better Subsurface scattering and better hair rendering, and looks closer to pre rendered CGI.

So, many people think Miles Morales looks the same version across Ps4 and ps5 aside from Raytracing and 60fps, that's not true at all. Ps5 definitely looks better even without Raytracing. I strongly believe HZ FW PS5 version will also have the distinct look than ps4 version, apart from Raytracing and higher resolution.
People always compare cutscenes (for obvious reasons), but gameplay comparisons would be more useful.
 

jroc74

Phone reception is more important to me than human rights
So, Horizon forbidden west gameplay is coming tomorrow, we're all anxious about seeing how the game will look, being a cross gen game.
Let us take a look at how Sony's 1st party studio handle triple A cross-gen launch game such as Miles Morales. So I downloaded PS4 version of Miles Morales on my PS5 to compare the 2 versions.

The following images are taken straight from my ps5 using create button on DualSense.

There are several differences between the two versions aside from Raytracing.
hRqQDFK.jpg
tcmYY7O.jpg
Ps5 has better lighting due to more dynamic light source.

7OdOPgJ.jpg
DCdMPoP.jpg



z8g732s.jpg
inmisxp.jpg
Ps5 has more shadows due to more dynamic light source.
qkRqk8O.jpg
LU2CT11.jpg
GuRvv7N.jpg
WXk4FLn.jpg

PS5 has better Subsurface scattering and better hair rendering, and looks closer to pre rendered CGI.

So, many people think Miles Morales looks the same version across Ps4 and ps5 aside from Raytracing and 60fps, that's not true at all. Ps5 definitely looks better even without Raytracing. I strongly believe HZ FW PS5 version will also have the distinct look than ps4 version, apart from Raytracing and higher resolution.
Thank you for this.

This is what some of us have been saying. That hair pic....omg, lol.

Regardless of it being cross gen, I expect the PS5 version to look amazing. We'll just have to wait or play other games to take better advantage of the PS5. Its fine.
 
Last edited:

SlimySnake

Flashless at the Golden Globes
My god this UNreal engine demo area looks amazing. they are walking around a big open area right now.

Running on series x!!!

Their new AAA solution 'Temporal Super Resolution' creates sharper and stable image than before with quality approaching native 4k at the cost of 1080p.
 
Last edited:

jose4gg

Member
My god this UNreal engine demo area looks amazing. they are walking around a big open area right now.

Running on series x!!!

Their new AAA solution 'Temporal Super Resolution' creates sharper and stable image than before with quality approaching native 4k at the cost of 1080p.

It wasn't running on a PC? sorry I was in the live stream and didn't saw or hear the series X name.
 

Zathalus

Member
Damn, what is needed to run the UE5 demo at the same performance as PS5/XSX:
Valley of the Ancient is a separate download of around 100 GB. If you want to run the full demo, the minimum system requirements are an NVIDIA GTX 1080 or AMD RX Vega 64 graphics card or higher, with 8 GB of VRAM and 32 GB of system RAM. For 30 FPS, we recommend a 12-core CPU at 3.4 GHz, with an NVIDIA RTX 2080 or AMD Radeon 5700 XT graphics card or higher, and 64 GB of system RAM. We have successfully run the demo on PlayStation 5 and Xbox Series X consoles at full performance.
That custom I/O on both consoles let them get away with only 8 core CPUs and far less RAM. Also once again shows the consoles are roughly at RTX 2080 levels of GPU power.
 
Last edited:

SlimySnake

Flashless at the Golden Globes
Damn, what is needed to run the UE5 demo at the same performance as PS5/XSX:

That custom I/O on both consoles let them get away with only 8 core CPUs and far less RAM. Also once again shows the consoles are roughly at RTX 2080 levels of GPU power.
Can I install it right now? I have a 2080 that should be able to run this, but only a 6 core CPU. I want to see what framerates i get.
 

M1chl

Currently Gif and Meme Champion
Damn, what is needed to run the UE5 demo at the same performance as PS5/XSX:

That custom I/O on both consoles let them get away with only 8 core CPUs and far less RAM. Also once again shows the consoles are roughly at RTX 2080 levels of GPU power.
That's pretty amazing, can't wait for new games on that!

It's going to be Gears 6 first?
 

Sinthor

Gold Member
lol no. Project Athia wishes it looked that good. ;p

output77e3d054bdd52b13.gif


Looks last gen compared to UE5.
Yeah, the only thing is that like past UE demo's...we probably won't actually see games QUITE up to that level. Or at least not until much later in the generation. Still...if it's the I/O of the two machines driving this kind of thing...you would think that means it would be possible! I sure hope so as that looks AWESOME.
 

Sinthor

Gold Member

Wow, that is really impressive, just like the first demo. At least people can relax now that such things have been shown on the Xbox platform as well, right? I'm still a bit skeptical that we'll see real GAMES that are at this level of detail, much like previous generation's games in comparison to their respective UE demos but wow.....if we even get close that is going to be FANTASTIC!
 

SlimySnake

Flashless at the Golden Globes
The minimum reqs for this demo show Cerny was correct with streaming in large data amounts
Recommended is more eye opening. 64 GBs? That tells me that the PCs are basically bruteforcing everything like I had expected. Both Sony and MS have done a phenomenal job with their I/O to get away with just 16GB of RAM when PCs are asking for 64 GB of System RAM on top of the 8GB of VRAM in GPUs.
Valley of the Ancient is a separate download of around 100 GB. If you want to run the full demo, the minimum system requirements are an NVIDIA GTX 1080 or AMD RX Vega 64 graphics card or higher, with 8 GB of VRAM and 32 GB of system RAM. For 30 FPS, we recommend a 12-core CPU at 3.4 GHz, with an NVIDIA RTX 2080 or AMD Radeon 5700 XT graphics card or higher, and 64 GB of system RAM. We have successfully run the demo on PlayStation 5 and Xbox Series X consoles at full performance.

I only have 16 GB of RAM plus 8 GB of VRAM and 6 core CPU so I am very curious to see just what kind of performance I get. I suspect it will run just fine and Epic are likely including the overhead of the editor in their recommend and minimum requirements.
 

sncvsrtoip

Member
Recommended is more eye opening. 64 GBs? That tells me that the PCs are basically bruteforcing everything like I had expected. Both Sony and MS have done a phenomenal job with their I/O to get away with just 16GB of RAM when PCs are asking for 64 GB of System RAM on top of the 8GB of VRAM in GPUs.


I only have 16 GB of RAM plus 8 GB of VRAM and 6 core CPU so I am very curious to see just what kind of performance I get. I suspect it will run just fine and Epic are likely including the overhead of the editor in their recommend and minimum requirements.
12 core, rtx2080 and 64gb of ram for 30 fps ? savage requirements for pc players
 

SlimySnake

Flashless at the Golden Globes
12 core, rtx2080 and 64gb of ram for 30 fps ? savage requirements for pc players
Yeah, but check the main UE5 thread, a bunch of PC gamers are taking a victory lap there lol. At least I called it. PCs can brute force anything.

I am just happy that this thing runs on the Xbox Series X. Their i/o is clearly very impressive as well, and this is great news for PS5 gamers who were afraid PCs or Xbox next gen consoles might hold back their I/O tech.

Where can I download this bad boy?
 

IntentionalPun

Ask me about my wife's perfect butthole
Recommended is more eye opening. 64 GBs? That tells me that the PCs are basically bruteforcing everything like I had expected. Both Sony and MS have done a phenomenal job with their I/O to get away with just 16GB of RAM when PCs are asking for 64 GB of System RAM on top of the 8GB of VRAM in GPUs.


I only have 16 GB of RAM plus 8 GB of VRAM and 6 core CPU so I am very curious to see just what kind of performance I get. I suspect it will run just fine and Epic are likely including the overhead of the editor in their recommend and minimum requirements.
100GB huh? edit: Ah, at least that's the project... but.. imagine working on a full game lol

So we have no real clue what an actual game or even game demo would require from any sort of PC requirements.
 
Last edited:

IntentionalPun

Ask me about my wife's perfect butthole
no we only have what this particular set of tools for this demo require.
Well those tools would be the engine.. but a project pre-build is going to be bloated. And the RAM/CPU requirements they mention really depend on how UE5 or this version of UE5 can "run" a project. With UE4 you can run the editor in game mode, and then it's using some extra overhead for profiling and whatnot, and assets aren't necessarily optimized.

None of the numbers may be particularly realistic compared to an actually built or "cooked" game.
 
Last edited:

twilo99

Gold Member
In simple terms, this beauty has is own software based RT which doesn't require special hardware to run, but it can also take advantage of such hardware and achieve better results if available?

Also, how does it handle VRS? it sounded like its sort of "built in", no need for extra hardware to achieve.
 

onesvenus

Member
From the Nanite documentation here:
During rendering: clusters are swapped on the fly at varying levels of detail based on the camera view, and connect perfectly without cracks to neighboring clusters within the same object
So basically during import meshes are broken down in pieces, each one of these pieces are simplified at various levels creating a hierarchy of triangle groups with the restriction of keeping the seams of each piece the same between LODs. When rendering the engine chooses which LOD to use depending on the camera.

Can we now please stop with the no-LOD system in UE5?

Also it seems I was completely wrong and they don't use SDF representations of the meshes but use something more similar to meshlets instead.
 
Well those tools would be the engine.. but a project pre-build is going to be bloated. And the RAM/CPU requirements they mention really depend on how UE5 or this version of UE5 can "run" a project. With UE4 you can run the editor in game mode, and then it's using some extra overhead for profiling and whatnot, and assets aren't necessarily optimized.

None of the numbers may be particularly realistic compared to an actually built or "cooked" game.
The massive disclaimer with the demo today was that it was done in an early access build of the engine. Certain features might be missing and the engine and its underlying tools are being tweaked, tuned and optimised as we speak. The outcome might possibly be entirely different with the full production build of the engine. For now though, the future looks bright and who knows, when the finished engine build reaches the hands of developers spec requirements might be reduced.
 
Last edited:

jamwest24

Member
From the Nanite documentation here:

So basically during import meshes are broken down in pieces, each one of these pieces are simplified at various levels creating a hierarchy of triangle groups with the restriction of keeping the seams of each piece the same between LODs. When rendering the engine chooses which LOD to use depending on the camera.

Can we now please stop with the no-LOD system in UE5?

Also it seems I was completely wrong and they don't use SDF representations of the meshes but use something more similar to meshlets instead.
I understand what you’re saying, but they never said there wouldn’t be varying levels of detail, but that the developer wouldn’t have to manually create all of the various LODs. That’s the huge plus for devs and it’s a massive time-saver. Any engine is going to have varying levels of detail, but it’s how it gets there, how seamless they are, and how efficient it is to create that matters.
 

IntentionalPun

Ask me about my wife's perfect butthole
The massive disclaimer with the demo today was that it was done in an early access build of the engine. Certain features might be missing and the engine and its underlying tools are being tweaked, tuned and optimised as we speak. The outcome might possibly be entirely different with the full production build of the engine. For now though, the future looks bright and who knows, when the finished engine build reaches the hands of developers spec requirements might be reduced.
Yeah for sure; nothing here numbers wise should be taken too seriously.
 

IntentionalPun

Ask me about my wife's perfect butthole
And as others are talking about; definitely seems the engine itself auto-generates multiple LOD levels. Some guessed that, and it was a bit of a "read between the lines, if LODs weren't actually used they'd have said it" thing lol.. but I was kinda hoping for some revolutionary tech beyond "this tech just uses an insane amount of data to accomplish the detail levels we are showing off."

I hope people lower their expectation for real games using this tech.. I think we'll see gorgeous games either way, but I don't think this demo is representative of what any game is going to look like this generation from a triangles standpoint.

Also really not surprised to see XSX and PS5 both running the demo at full performance. There's little reason to think that the demo was actually able to utilize every ounce of PS5's I/O. That I/O is just way ahead of it's time IMO.. even for an unrealistic demo, you aren't going to be pushing that much data around.
 
Last edited:

Imtjnotu

Member
And as others are talking about; definitely seems the engine itself auto-generates multiple LOD levels. Some guessed that, and it was a bit of a "read between the lines, if LODs weren't actually used they'd have said it" thing lol.. but I was kinda hoping for some revolutionary tech beyond "this tech just uses an insane amount of data to accomplish the detail levels we are showing off."

I hope people lower their expectation for real games using this tech.. I think we'll see gorgeous games either way, but I don't think this demo is representative of what any game is going to look like this generation from a triangles standpoint.

Also really not surprised to see XSX and PS5 both running the demo at full performance. There's little reason to think that the demo was actually able to utilize every ounce of PS5's I/O. That I/O is just way ahead of it's time IMO.. even for an unrealistic demo, you aren't going to be pushing that much data around.
i remember epic saying last year, last minute they had to rewrite parts of the engine to even account for the PS5 I/O.

both consoles in terms of data streaming cant be touched right now
 
I understand what you’re saying, but they never said there wouldn’t be varying levels of detail, but that the developer wouldn’t have to manually create all of the various LODs. That’s the huge plus for devs and it’s a massive time-saver. Any engine is going to have varying levels of detail, but it’s how it gets there, how seamless they are, and how efficient it is to create that matters.

This.

I don't think i've seen anyone arguing no-LODs at all in UE5.

I'm not sure who onesvenus onesvenus is actually speaking to.
 
Status
Not open for further replies.
Top Bottom