mckmas8808
Mckmaster uses MasterCard to buy Slave drives
Why do yall still take it as a negative?
It's a great game regardless. Enjoy it.
Because it's not a tech demo in any way. That's like calling Super Mario 3D World a glorified tech demo.
Why do yall still take it as a negative?
It's a great game regardless. Enjoy it.
But who care if it is pushing PS5 to limits or not, the fact it’s doing something fun with tech to give fun experience but no only thing GAF cares about is if it’s using ray tracing or hight texture or other nonsense.
And then they go back complaining why games are less interactive.
Then don't consider it a tech-demo.Because it's not a tech demo in any way. That's like calling Super Mario 3D World a glorified tech demo.
Those physics are not calculated in CPU.It's a rare game with actual enviromental interactivity and Zen 2 in PS5 is not a CPU powerhouse, lol.
I'm not sure why calling "tech demo" in the first place. the Astro bot that came free with PS5 absolutely was just tech demo but this Astro Bot full fledged game.Then don't consider it a tech-demo.
Because to me it's a glorified tech-demo.I'm not sure why calling "tech demo" in the first place. the Astro bot that came free with PS5 absolutely was just tech demo but this Astro Bot full fledged game.
Whats the logic behind it? it decently sized platformer with lot of cool mechanics....I just dont get it.Because to me it's a glorified tech-demo.
If people don't agree with that, I don't see the problem.
I'm talking relative performance
jaguar became a meme because high end desktop CPUs was 3x-4x faster than it. and guess what, high end desktop CPUs at the moment have started to become 3x-4x faster than a zen 2 cpu
and that is with 3600 having more cache and higher frequency than consoles (a 3700x wouldn't change this result much)
if something that is 3x faster than a 5800x launches tomorrow, I'd call 5800x a jaguar tier performance CPU too. just saying.
There's little to get.Whats the logic behind it? it decently sized platformer with lot of cool mechanics....I just dont get it.
There's little to get.
What I don't get is why it bothers people so much?
It's just how I see the game. It's not even meant as a negative.
Gameplay matters too… but sure, go and complain next time games chase pretty pixels only and do not innovate anywhere else… why you trollingso Astro Bot is the pinnacle technical showcase of PS5 huh
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I think it's a glorified tech-demo.
So no logic behind it, you just think its tech demo? Okay I guess.I think it's a glorified tech-demo.![]()
It's just an expanded version of Astro's Playroom.So no logic behind it, you just think its tech demo? Okay I guess.
5TF Switch 2.Oh rly?
Watch a 3D Mario release on the 3TF Switch 2 that is comparable.
Would be amazing5TF Switch 2.
3TB is for Undocked mode at $399 and with Nintendo getting a lot of profit....................
But all the toilet rolls are just instancing, are they not? They aren't individually unrolling, deforming or animating differently, are they - just different rotations and positions?The first one is literally starfield. Those kind of blobby water effects came and went because there aint a lot of use to them. Even in astrobot its there mostly for visual fluff, since they could've just done it like portal 2 (and some would argue it looks better that way too)
Well yeah. It shows. The amount of interactivity with the environment is fantastic. Some of you have forgotten that video games are supposed to be fun and whimsical sometimes.
I also play on PC. I enjoy all platforms for what they offer. PC has its benefits but that doesn't dismiss what consoles offer and what Team Asobi achieved with Astro Bot.I guess so. I wouldn’t have guess since I also play on PC. Now I know what is the technical ceiling of PS5 here.
Nintendo wouldn't know howJust let the game itself do the talking ffs. Nintendo doesn't spout bullshit about optimization or cpu limits when they release a Zelda or Mariokart game. Like anyone gives a toss.
I also play on PC. I enjoy all platforms for what they offer. PC has its benefits but that doesn't dismiss what consoles offer and what Team Asobi achieved with Astro Bot.
Both starfield and astrobot here are spawing physics objects with proper, full physics simulation - and yes, both are also instancing the same object in the same scene, or a few variations of the same object with astrobot, this does not make much difference.But all the toilet rolls are just instancing, are they not? They aren't individually unrolling, deforming or animating differently, are they - just different rotations and positions?
Astro bot's simulations aren't just fire the inconsequential fx to the GPU, they are particles that are unique and feedback with impact to the surrounding for the duration of the simulation - as in the sponge Astro bot IIRC.
Thank you.How many others games, on consoles, pushed physics the way AtroBot did and at locked 60fps?
Equivalent of “some of my best friends are PS5s”… who said this was “visually” the top end of what the console can do? You keep trying to spin this into negative news or find a negative point here. You do you…Ok? I also play on all platforms (and I literally have this game too), which gives me a larger scope of things to see from the technical standpoint, just not from the console-only technical standpoint. But now we have a visual representative of the technical ceiling of what PS5 has to offer, can't say this is what I expected. But if that's impressive to console fans, great for them.
This game is as good as any 3d mario platformer to come out in years and is better than mario odyssey.
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I'm pretty sure Astrobot is doing a bit more than that and not just forward rendering on the GPU. Cycling even between two different instances in different frames is significantly more involved than the cheap same toilet paper instance of that Starfield mod.Both starfield and astrobot here are spawing physics objects with proper, full physics simulation - and yes, both are also instancing the same object in the same scene, or a few variations of the same object with astrobot, this does not make much difference.
No, as you should be able to tell from the words rotation, position I'm well aware that the shader is instancing them differently, but it isn't exactly meaningful feedback or new, it is just at large counts because of the GPU.If what you meant by "instancing" was that Starfield was sharing the same physics calculation for all the toilet papers, its very clearly not.
I looked nice, but there are other better looking ps5 games.
Time for PS6.
Reading this, i'm coming to the conclusion you don't even understand why having that many physical objects in the same scene is difficult. Rendering them isnt the problem here, the problem is having to calculate their position each new tick as they move with the physics. Thats what hogs resources in this scenario.I'm pretty sure Astrobot is doing a bit more than that and not just forward rendering on the GPU. Cycling even between two different instances in different frames is significantly more involved than the cheap same toilet paper instance of that Starfield mod.
No, as you should be able to tell from the words rotation, position I'm well aware that the shader is instancing them differently, but it isn't exactly meaningful feedback or new, it is just at large counts because of the GPU.
I still remember over 20years ago when. NaturalMotion was still a Oxford University start-up downloading an interactive physics room demo of under 100MB that ran comfortably on a 350Mhz CPU with about a 20th of the instance count with more meaningful feedback - as items that went through the basketball hoop inside the room registered as a bucket IIRC.
You can do it all with shaders/compute shaders in the GPU, and I'd take issue with the description "physical objects" when they don't feedback to the control logic of the game/simulation running on the CPU, are they really "physical" when their purpose is purely as an inconsequential fx?Reading this, i'm coming to the conclusion you don't even understand why having that many physical objects in the same scene is difficult. Rendering them isnt the problem here, the problem is having to calculate their position each new tick. Thats what hogs resources in this scenario.
Yes they do, and it was already plenty obvious in the toilet videoYou can do it all with shaders/compute shaders in the GPU, and I'd take issue with the description "physical objects" when they don't feedback to the control logic of the game/simulation running on the CPU, are they really "physical" when their purpose is purely as an inconsequential fx?
Yes they do, and it was already plenty obvious in the toilet video
You can pick it up and decorate your house that you can buy in game. Or make an outpost with a view of the alien ocean.I'm not seeing what you are getting at, as it all looks shader based. How do they feedback in a non-inconsequential way?
Can you kill an NPC with them, fill the inside of half a spaceship with them, so that the ship's levelling system has to compensate, making its flight less efficient effecting flight range, etc, etc?You can pick it up and decorate your house that you can buy in game. Or make an outpost with a view of the alien ocean.
They individually hit surfaces, each other and other objects, reacting accordingly with real world physics or something close to it. In case you still dont understand, calculating all of that is where the challenge of having 1000s of objects on-screen lies.I'm not seeing what you are getting at, as it all looks shader based. How do they feedback in a non-inconsequential way?
They roll down if you place them on slanted surfaces. Can pick them up and throw them.My main reason for assuming they are inconsequential is that the count of particles would exceed the game logic update performance on any CPU by the look of things, meaning they don't feedback meaningfully, and if they do, it will be in much coarser groups, which undermines the visual spectacle's impressiveness in terms of physics.
You're talking about gameplay applications, but nothing of what you said would be particularly computionally expensive to implement unless done very poorly. The main challenge remains calculating real world physics since its multiple vectors that have to be calculate for every one of these objects in every logic update, with most forms of optimization for this being very tricky.Can you kill an NPC with them, fill the inside of half a spaceship with them, so that the ship's levelling system has to compensate, making its flight less efficient effecting flight range, etc, etc?
It isn't a challenge inside a Nvidia flagship GPU where data can be stored as textures by compute shaders and can access in scene geometry for collisions and updated and instanced without much in the way of feedback leaving the card. If you can indeed pick up cartons, that will be the engine tracking those ones for that interaction, not track every carton for every tick, or are you suggesting it is doing exactly what Minecraft does when explosions happen?They individually hit surfaces, each other and other objects, reacting accordingly with real world physics or something close to it. In case you still dont understand, calculating all of that is where the challenge of having 1000s of objects on-screen lies.
This is Havok, it is not specifically utilizing anything specific to nvidia gpus. Besides, offloading part of the physics calculation to the gpu is one of the ways to optimize these kinds of calculation, and not exactly a perfect one either as there are limitations for physics calculations done in parallel. I guarantee astrobot is also doing it to some degree.It isn't a challenge inside a Nvidia flagship GPU where data can be stored as textures by compute shaders and can access in scene geometry for collisions and updated and instanced without much in the way of feedback leaving the card. If you can indeed pick up cartons, that will be the engine tracking those ones for that interaction, not track every carton for every tick, or are you suggesting it is doing exactly what Minecraft does when explosions happen?
And yet the info in the tweet suggests optimisation - beyond starfield's lowering particles or slowing down the simulation in the background - was needed, more like the problem Minecraft has when frame-rate tanks because it is CPU, Memory or CPU to GPU bandwidth boundThis is Havok, it is not specifically utilizing anything specific to nvidia gpus. Besides, offloading part of the physics calculation to the gpu is one of the ways to optimize these kinds of calculation, and not exactly a perfect one either as there are limitations for physics calculations done in parallel. I guarantee astrobot is also doing it to some degree.
You can push hardware other ways than just graphicsI looked nice, but there are other better looking ps5 games.