Entroyp
Member
LOL. Just.. LOL. I like it.
No mariachi sombrero? PS5 pre order cancelled.
LOL. Just.. LOL. I like it.
Ive only played a tiny bit of Spiderman on PS Now (was mostly playing Control)This is what I'm afraid of, they bundle the remaster together to charge full $60.
I rememberHeisenbergFX4 saying that he heard that ps5 have a more elegant RT implementation but maybe that was just a rumor.
Well the way I understand it is, with higher frequencies the rays can "bounce" more and onto more surfaces. However with more CU's, you can generate more rays.What would be the difference in practice? Can you give an example?
Finished it, and yeah overall they were pretty critical about it. John is generally honest about his takes, and he chimed in with good points. Alex was trying to be professional while channeling his inner fanboy, mostly fine but couldn't help himself with few jabs like 'RT reflections are better looking than GT7'. Of course, they are Alex, remember Forza is running at 30fps while GT7 is at 60fps? Funny how John immediately pointed that out. Lastly, perhaps the most disappointed in the entire showing was Richard, he's likes Xbox and he seemed crushed by the end.
Watching that was a roller-coaster in itself, pretty entertaining.
People who already bought Spiderman on PS4 will think they're entitled for a free upgrade, being forced to pay more just feels like a scam.Ive only played a tiny bit of Spiderman on PS Now (was mostly playing Control)
But id be down paying $60, that seems like a pretty good deal to me if it has the same enhancements as Spiderman MM.
Am I missing something?....
Forza was running at 24fps not even 30fps, and the movements of the cars suggests it's not even ready and very floaty. It's pre-rendered trailer.
Not him,I rememberHeisenbergFX4 saying that he heard that ps5 have a more elegant RT implementation but maybe that was just a rumor.
Forza was running at 24fps not even 30fps, and the movements of the cars suggests it's not even ready and very floaty. It's pre-rendered trailer.
What would be the difference in practice? Can you give an example?
I don't see that as him being "triggered". If you actually read the comment he clearly states that he isn't sure to what extent (if any) RT implementation will have in alleviating the game's flatness. He saw a common criticism in the game looking flat (which it does) and decided to break down a range of lighting techniques at use in the industry and highlight how the demo did okay with those in some areas, and failed in others.
Personally I liked his, NXGamer's and Cherno's analysis of the demo and all three kind of focused on different things pertaining to it. I don't get the persecution complex some of you have against people like Alex on this thread or in general particularly for, in this case, not tearing the demo a new asshole. The general sentiment from their analysis is that the game could visually be better, and he wanted to focus that on the aspect of the lighting to distinguish what they're doing is different from static light sources but, of course, comes with its own complications.
And let's keep in mind they're on Era of all places; they certainly can be a damn crappy forum a lot of times even on video game-related topics. If people are taking statements in their video out-of-context or exaggerating them, he has the right to defend himself, just like any other content creator. I don't agree with him that the lighting was the largest factor for the game's tepid visuals in a lot of areas per-se (I think NXGamer's and Cherno's videos highlight those larger factors pretty well), but I don't think that invalidates anything Alex has mentioned regarding lighting, either.
A few more pics Of PS5's "supposedly" swappable covers
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Hmm... Im not sure Playstation would request money for next gen upgrades. For third parties, I can definitely see it happen though. Perhaps im too optimistic here...People who already bought Spiderman on PS4 will think they're entitled for a free upgrade, being forced to pay more just feels like a scam.
As I said before Tempest Engine (or half of it as the other half is used for audio) is more than capable of handling just the BVH transversal and intersection portion of RT calculation, there are other parts to RT but this portion is just basic vector math and since Tempest Engine is made to calculate sound bounces off of objects, it must be almost exactly the same when geared towards light bounces off of objects.Does PS5 has some cool RT secret sauce and we just don't know it? (yet)
"apply cold water to burn"
Not him,OsirisBlack .
No it wasHeisenbergFX4 i remember well... I know he is here, let's see if he answer and shed some more light into it
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Living up to that username.We know what happens when Alex gets upset..prepare for mass bannings everybody
I have heard from day 1 the RT solution used by Sony was more "elegant" than Xbox so yes from what I understand they have different methods.
Is one better then the other? That I have no idea as of yet.
No it wasHeisenbergFX4 i remember well... I know he is here, let's see if he answer and shed some more light into it
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I remembered it wrong then. I wonder what your friends meant by more "elegant", maybe they meant that it consumed less resources?I have heard from day 1 the RT solution used by Sony was more "elegant" than Xbox so yes from what I understand they have different methods.
Is one better then the other? That I have no idea as of yet.
And I tried to make an educated guess on the matter in my post. I know for the layman it doesn't make any sense but the wording is in there that PS5 can have the better RT comparable to nVidia solutions.I have heard from day 1 the RT solution used by Sony was more "elegant" than Xbox so yes from what I understand they have different methods.
Is one better then the other? That I have no idea as of yet.
My wet dream is having RT outside CUsI remembered it wrong then. I wonder what your friends meant by more "elegant", maybe they meant that it consumed less resources?
I remembered it wrong then. I wonder what your friends meant by more "elegant", maybe they meant that it consumed less resources?
As I said before Tempest Engine (or half of it as the other half is used for audio) is more than capable of handling just the BVH transversal and intersection portion of RT calculation, there are other parts to RT but this portion is just basic vector math and since Tempest Engine is made to calculate sound bounces off of objects, it must be almost exactly the same when geared towards light bounces off of objects.
And this part needs branch prediction for collisions and I believe it is best offloaded to components that can do parallel calc and in this case mainly CUs. So if Tempest Engine is offloading BVH part of RT completely from the CUs and with this lessening the impact of having less # of CUs for RT, then it can really be considered secret sauce.
On the other hand, the rest of the RT is still done on GPU, but I think the rest, like shading, more dependent on the clock speed of the hardware, so in that case too higher clock speeds on PS5 can in fact prove more stronger in terms of RT. Remember RT is not Floating Point Operation at all, and its capabilities are not TFLOP dependent at all too, that is why nVidia (as being first to market) invented Giga Rays for measuring their RT capabilities. And that part, for both consoles are completely missing from official technical specifications released by MS and Sony. But what I figure is PS5 can do (mostly because of higher clocks alone, and not even figuring Tempest into it) more Giga Rays per second intersections than Series X.
This is speculation on my part, but that is mostly dependent of scouring the white papers of nVidia's RT & RTX GPUs and AMD's proposed RT patents, and Tempest part is mostly how Cerny decided to frame his explanation of Tempest Engine. Remember that he purposefully let one half of TE's reason of existence out of his presentation but only alluded to it. When someone like him goes out of his way to explain how it is similar to PS3 Cell's SPUs and how they are strong at something, it is best to really give attention to it. It explains why they chose to make a CU behave like a SPU for audio, but then says TE is much more than just audio and game developers will have access to half of its power for 'other reasons'.
Now I will put a partial transcript of what Cerny said and will let you decide
At 44:35 explaining what Tempest Engine is
"It is based on AMD's GPU technology, we modified a Compute Unit in such a way as to make it very close to SPUs in PS3. Remember when I said that they were ideal for audio. So, the Tempest Engine has no caches, just like an SPU, all data access is via DMA (Direct Memory Access), just like an SPU. Our target was that it would have more power than a CPU thanks to the parallelism that a GPU can achieve, and it would be more efficient than a GPU thanks to the SPU like architecture. The goal being to make possible near 100% utilization of CUs vector units."
At 46:03 mark explaining what TE can actually do
"We want to be able to throw an overwhelming amount of processing power at the problem.... In fact with the Tempest Engine we even got enough power that we can allocate some to the games, to the extent that games want to make use of convolution reverb and other algorithms that are computationally expensive or need high bandwidth..."
and back when talking about RT, at 30:02
"The CUs contain a new specialized unit called the Intersection Engine, which can calculate the intersection of rays with boxes and triangles. To use the Intersection Engine, first you build what is called an acceleration structure, it is data in ram that contains all of your geometry. There is a specific set of formats that you can use, they're variations on the same BVH concept. Then in your shader program you use a new instruction that asks the Intersection Engine to check a ray against a BVH. While the Intersection Engine is processing the requested ray/triangle or ray/box intersections, the shaders are free to do other work. Having said that, the ray tracing instruction is pretty memory intensive, so it is good mix with logic heavy code."
To me this is like an open book; geometry data of the game (or that exact frame to be precise) resides in the RAM which is also streaming on the fly thanks to the incredible speed of the SSD (within 1 second margin); Tempest Engine utilizes half of it's overwhelming processing power to build the acceleration structure or a BVH if you will and constantly updates these each frame; finally Intersection Engines in the CUs checks in-game light sources' rays against the acceleration structure made by the tempest Engine. This way BVH isn't made by CUs and isn't subtracting power from it, and also the number of CUs are unimportant, you are not limited by # of CUs but the processing power and DMA bandwidth of Tempest Engine. Let me remind you that sound is processed much much more frequently per second than a frame in graphics, like in 192kHz sounds vs 60Hz or even 144Hz screens, and that can provide you with necessary power of simple vector calculation prowess of Tempest Engine.
Is that the decoupling method I heard about or something similar?I have heard from day 1 the RT solution used by Sony was more "elegant" than Xbox so yes from what I understand they have different methods.
Is one better then the other? That I have no idea as of yet.
And I tried to make an educated guess on the matter in my post. I know for the layman it doesn't make any sense but the wording is in there that PS5 can have the better RT comparable to nVidia solutions.
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Next-Gen PS5 & XSX |OT| Console tEch threaD
LOL. Just.. LOL. I like it. No mariachi sombrero? PS5 pre order cancelled.www.neogaf.com
Getting that Heisenberg quote and adding 2 and 2 together, should I make a thread?
Wtf. I don't remember admitting that I like Abby. Which is true.that's a whole lot of thigh.
Like a super Turkey.
Get in there FeiRR, you know you want to.
Greed and dishonesty is exactly why our civilisation is going to end soon. Fuck people like that, seriously.Exactly! I love the work they are capable of. I dislike the concept they can be bought. In the end, they have to make money to pay people, .. somehow.
I think that mediocre devs need more power to achieve average results. That's all.Guys what do think about this requirements of The Medium? specially for the GPU in 4k, I think this requirement are for reach 30 fps as XSX.
I ordered from them once and never again. You know I'm no Xbox fan.So does this mean that X-Box fans won't ever order at Domino's ever again?
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As an utter troglodyte when it comes to this, my common sense tells me that more CUs will produce sharper shadows and higher frequency will produce better ambient illumination.Well the way I understand it is, with higher frequencies the rays can "bounce" more and onto more surfaces. However with more CU's, you can generate more rays.
For example, if CU-1 generates a ray, CU-2 cannot help "help" calculate what is happening to that ray, however a high clock speed on CU-1 will allow the ray to bounce more.
As for actual examples in game, well I'm not honestly sure, perhaps someone on the thread could help.
What he said^^As an utter troglodyte when it comes to this, my common sense tells me that more CUs will produce sharper shadows and higher frequency will produce better ambient illumination.
nah, MGSV is a last gen game running at 30 fps on last gen consoles, and 60 fps on current gen consoles.
and no, it doesnt look as good as Halo Infinite. everything about MGSV is last gen. From lighting to foliage to material quality. Please dont make me defend Halo Infinite. thats like defending Hitler.
Alright, I'm going to sleep now it's 12:06 AM
But man, even Domino's Pizza is making fun of Xbox and Halo Infinite, but hey, let's listen to Digital Foundry's Alex Battaglia's "It's only lighting" and not that the graphics themselves look like 360 games.
TLOU 2 & RDR 2 DESTROY Halo Infinite in every graphical aspect!!
Guys, I recommend you to watch this video of NX Gamer analyzing Halo Infinite graphics way better than what Alex Battaglia did, I mean even John Linneman said it looks bad in a tweet yesterday.
Wtf. I don't remember admitting that I like Abby. Which is true.
As an utter troglodyte when it comes to this, my common sense tells me that more CUs will produce sharper shadows and higher frequency will produce better ambient illumination.
If they end up charging $60 for including a remaster from a 2 year old game... there is going to be a lot of backlash. Best option: Offer the update for free and make the bundle optional. This way people who already bought Spider-Man on PS4 just need to spend $40 dollars SM:MM and people who haven't played it can get them both at the same time. If they get all greedy people will not be happy.People who already bought Spiderman on PS4 will think they're entitled for a free upgrade, being forced to pay more just feels like a scam.
I actually really liked MSGV, it's in my top 5 but I might be a minority.![]()
Man, MGSV released in 2015 and was running 60fps on base PS4.
If MGSV had a great story, it would be my GOTG.I actually really liked MSGV, it's in my top 5 but I might be a minority.
I actually really liked MSGV, it's in my top 5 but I might be a minority.
I actually really liked MSGV, it's in my top 5 but I might be a minority.
If MGSV had a great story, it would be my GOTG.
It's definitely in my top five.
I loved it, and played it for straight 51 hours once. But I give it 8/10 due to the unfinished story and content. Kojima got betrayed in this game. He's a very demanding guy, but he needs an understanding company like Sony that has thrown $100 million in the shitter for Cory just to come up with the concept that he needs, and it payed off as we all know.
It's my top 3 game of this gen easy, close between MGSV, BB and GOW.
lol i meant there is no anti-aliasing in the game.
Agreed, the story felt a little short for me and it felt unfinished towards the end, I didn't get the closure I would have wanted too.
Too early for new thread, I think its enough for now we have new Geometry engine, new Cerny patented VRS tier 2 techniques, and possibly custom RT and audio solution with cell type SPUs.
It wont be long before we see Cerny again IMO
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Yeah, the ending didn't help, it made me enraged.
I love MGV but that second phase of the game well is not recommendable is just unfinished.I loved it, and played it for straight 51 hours once. But I give it 8/10 due to the unfinished story and content. Kojima got betrayed in this game. He's a very demanding guy, but he needs an understanding company like Sony that has thrown $100 million in the shitter for Cory just to come up with the concept that he needs, and it payed off as we all know.
If MGSV had a great story, it would be my GOTG.
It's definitely in my top five.
YOOOOOOOOO NO SPOILERS!!!!!!!!
I was gonna post this, Sony themselves said it would be customizable, we still have no idea what that means, so... probably that. Nice!They have said the PS5 would be customizable so that would seem likely the panels would come off.