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

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ethomaz

Banned
This discussion was about ease of use from a developer perspective. Everything you wrote about abstraction is what I already mentioned as being why Xbox shouldn’t be harder to program for for storage operations.
Actually it makes it harder.

Abstraction needs add complexity compared with developing only to a single hardware.
A single hardware API is simpler than an multi abstracted API.

It makes multi hardware development cheaper, less complex and faster but it is still more expensive, complex and slower than single hardware development.

You can find good examples in the DirectX documentation... functions have TIERS you need to understand to make you code check to use the function the way it works for each hardware you are developing.
Single hardware API doesn't have that... everything works for the hardware you are developing.
 
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Serviam

Member
That’s silly. If a 'real gamer' from your definition suddenly loses their job and has to sell most consoles and their 5k costing gaming pc they suddenly are not a real gamer any more?

To me just being interested in all gaming devices and willing to try any genre is a real gamer.
To this I agree. You are absolutely right. Bad wording from me and I might have come off as arrogant or something. Sorry bout that.

:messenger_peace:
 

AeneaGames

Member
Perhaps, I think its just their games don't sell. I'm sure they were talented to some degree. Motorstorm was fun, back in the day.

Drive club was actually a great game but the people in charge of the network code were terrible. Also they made the colossal mistake of needing to check with the servers way too many times for silly things. Like during car selection on a solo race it consulted the servers to check if you had access to certain cars which were only available when you were in a club. This happened at start of every race, they could simply have cached it locally. And this is just 1 of the many things they contacted the servers for many times in one play session. This was of course especially bad when the network code itself was rather unstable and slow.

This caused the game to be having a really bad launch.

They solved the network code in the end tho, but low review scores were already out there
 

Sinthor

Gold Member
Yeah I'm in the same boat.

I'll probably buy it though lol, console launches are sparse.

I'm technically impressed but the game just looks hectic for the sake of being hectic to me while the gameplay itself I've seen is just a simple shoot and dodge-fest.. I feel like I'm missing something watching this and thinking it looks all that fun.. but I'll try it, because I wanna see the purdy graphics.

You know, I'm not typically a big fan of games in the style of R&C, but I have to say I've enjoyed the ones I've played in the past. Visually they are always stunning, their story is entertaining and humorous....so yeah....I'll probably pick it up and probably enjoy the HELL out of it while I'm waiting for Demon's Souls and some of the other games that ARE a bit more my speed. R&C looks incredible. I can't understand the nitpicking about "this one RT shadow here" and other similar nits. Although I know that technically, what we call CGI continues to evolve, these games have always seemed pretty darn close to playing a CGI game due to their art style and technical prowess. This one is no exception and lf it even improves a bit between now and release will be well worth playing for me, just from the standpoint of that humorous story and the stunning visuals if nothing else.
 

Sinthor

Gold Member
R3hwZUK.png


WBk7Y13.png


To my friend's opinion, the devkits are more powerful than the retail units. And they come with PS4 pads. So devs are building games and not factoring in the overhead for haptic feedback data, then having to downgrade the games accordingly. No shit.


I thought this comment was funny, because he not only pulls out the claim that the gamepass trailer at Gamescom games were all running on XSX retail console from nowhere; but denies we've seen the multiple instances where gameplay has been marked as running on a console (not a PS devkit or a pc).

Wow. Ok, I was going to say something REALLY snarky as I thought this was a comment from ColtEastWood or someone like that. But this is just a regular person's perception, probably that doesn't keep up with forums and such and who like Xbox and the Xbox platform. All good. It's interesting to see the 'public' perceptions of these kinds of things, even if we don't agree with them.
 

IntentionalPun

Ask me about my wife's perfect butthole
You know, I'm not typically a big fan of games in the style of R&C, but I have to say I've enjoyed the ones I've played in the past. Visually they are always stunning, their story is entertaining and humorous....so yeah....I'll probably pick it up and probably enjoy the HELL out of it while I'm waiting for Demon's Souls and some of the other games that ARE a bit more my speed. R&C looks incredible. I can't understand the nitpicking about "this one RT shadow here" and other similar nits. Although I know that technically, what we call CGI continues to evolve, these games have always seemed pretty darn close to playing a CGI game due to their art style and technical prowess. This one is no exception and lf it even improves a bit between now and release will be well worth playing for me, just from the standpoint of that humorous story and the stunning visuals if nothing else.
I think it's smart to release a game like that at launch too..

It's not their most popular series, but a solid game at the launch of a console can sell incredibly well because everyone is sort of looking for "next gen" stuff and are more willing to go outside the norm.. and then series can get more popular.
 

HeisenbergFX4

Gold Member
Guys, talking about nextgen GPUs. Has there ever been GPUs as power hungry as those new RTXs? 320W for the 3080 and 350W for the 3090.

Cant wait to pair a PS5 and a 3090.

A 3000 series leak from earlier.

 

Imtjnotu

Member
Cant wait to pair a PS5 and a 3090.

A 3000 series leak from earlier.

we need more news sir. throw us a bone please
 
Actually it makes it harder.

Abstraction needs add complexity compared with developing only to a single hardware.
A single hardware API is simpler than an multi abstracted API.

It makes multi hardware development cheaper, less complex and faster but it is still more expensive, complex and slower than single hardware development.

You can find good examples in the DirectX documentation... functions have TIERS you need to understand to make you code check to use the function the way it works for each hardware you are developing.
Single hardware API doesn't have that... everything works for the hardware you are developing.

I am and have only ever been referring to the DirectStorage API for loading a file from storage into RAM. There’s no reason that from a developers perspective that is any more difficult to do for XSX than for PS5.

This was in the context of someone saying Microsoft taking a more “software approach” to their IO pipeline would mean it’s trickier to make a game on XSX as far as loading files goes as PS5 handles it all for you.

That’s nonsense. Once providing a filename to some load function, the rest is an abstracted black box, regardless of how much of it is offloaded to dedicated hardware or not.

Please don’t tag me in something correct me on something I never said or even implied. I was being very specific in what I was talking about, and was replying to someone else who also made a specific point.
I’m not talking about APIs in general.
 

HeisenbergFX4

Gold Member
we need more news sir. throw us a bone please

Honestly the last thing I heard was the delays and I think more people have heard those whispers now as well as I have seen a few articles popping up the hardware might get delayed until Spring.

Hoping thats pure rumors but as I understand some talks have gone on internally about that very thing.

I have been spending a lot of time on the beach last few days and the only phone I have on me is the one for my family.

My other phone that drives me nuts must be dead as I havent heard it vibrate in a couple of days.

I mean we have to start hearing stuff soon, right? RIGHT?
 

Sinthor

Gold Member
Honestly the last thing I heard was the delays and I think more people have heard those whispers now as well as I have seen a few articles popping up the hardware might get delayed until Spring.

Hoping thats pure rumors but as I understand some talks have gone on internally about that very thing.

I have been spending a lot of time on the beach last few days and the only phone I have on me is the one for my family.

My other phone that drives me nuts must be dead as I havent heard it vibrate in a couple of days.

I mean we have to start hearing stuff soon, right? RIGHT?

Are you talking about hardware release delays from Microsoft or Sony? Or both?
 

Imtjnotu

Member
Honestly the last thing I heard was the delays and I think more people have heard those whispers now as well as I have seen a few articles popping up the hardware might get delayed until Spring.

Hoping thats pure rumors but as I understand some talks have gone on internally about that very thing.

I have been spending a lot of time on the beach last few days and the only phone I have on me is the one for my family.

My other phone that drives me nuts must be dead as I havent heard it vibrate in a couple of days.

I mean we have to start hearing stuff soon, right? RIGHT?
hope nothing is delayed. if anything, i see xbox being the delayed system at this point.

anyways enjoy the beach man and come back with more tidbits when you can
 

Nickolaidas

Member
Honestly the last thing I heard was the delays and I think more people have heard those whispers now as well as I have seen a few articles popping up the hardware might get delayed until Spring.

Hoping thats pure rumors but as I understand some talks have gone on internally about that very thing.

I have been spending a lot of time on the beach last few days and the only phone I have on me is the one for my family.

My other phone that drives me nuts must be dead as I havent heard it vibrate in a couple of days.

I mean we have to start hearing stuff soon, right? RIGHT?
I hope the rumors are false, because it would be incredibly stupid of Sony to assure the fans that the PS5 is on schedule at late/holiday 2020 and announce a delay one month later.

MS is 'doomed' whether they delay the XSX or not. They have nothing for the console on day one. They could delay it to spring and it wouldn't change a thing. MS knows this which is why they push the game pass narrative so hard.

On another note, I watched the Ratcher demo at 4K and I will publicly announce that I will never again watch a comparison video from my phone.

Ever again.
 
Honestly the last thing I heard was the delays and I think more people have heard those whispers now as well as I have seen a few articles popping up the hardware might get delayed until Spring.

Hoping thats pure rumors but as I understand some talks have gone on internally about that very thing.

I have been spending a lot of time on the beach last few days and the only phone I have on me is the one for my family.

My other phone that drives me nuts must be dead as I havent heard it vibrate in a couple of days.

I mean we have to start hearing stuff soon, right? RIGHT?
Lol I keep saying, it's almost September and we got so little from either company. It doesn't really make me confident they'll release these beasts this year, specially XBox since we haven't seen a single game running on the damn machine.
 

THE:MILKMAN

Member
Honestly the last thing I heard was the delays and I think more people have heard those whispers now as well as I have seen a few articles popping up the hardware might get delayed until Spring.

Hoping thats pure rumors but as I understand some talks have gone on internally about that very thing.

I have been spending a lot of time on the beach last few days and the only phone I have on me is the one for my family.

My other phone that drives me nuts must be dead as I havent heard it vibrate in a couple of days.

I mean we have to start hearing stuff soon, right? RIGHT?

If HW delays is what your shocked gif was about the other day then I will quite confidently say at this point that won't be happening. I really do think they are already passed the point of no return (both consoles) to delay them. Too many people like devs and retail would be affected if they did it now.

The storm this will cause if this happens though....*unplugs network cable*.
 

ethomaz

Banned
I am and have only ever been referring to the DirectStorage API for loading a file from storage into RAM. There’s no reason that from a developers perspective that is any more difficult to do for XSX than for PS5.

This was in the context of someone saying Microsoft taking a more “software approach” to their IO pipeline would mean it’s trickier to make a game on XSX as far as loading files goes as PS5 handles it all for you.

That’s nonsense. Once providing a filename to some load function, the rest is an abstracted black box, regardless of how much of it is offloaded to dedicated hardware or not.

Please don’t tag me in something correct me on something I never said or even implied. I was being very specific in what I was talking about, and was replying to someone else who also made a specific point.
I’m not talking about APIs in general.
DirectStorage API only give more control to developer over I/O operations.
It by pass the OS overhead (devs already can do that today without DirectStorage like Camark pointed) that makes the I/O performance more close to the raw specs of the hardware.

Now I don't have any tests made doing I/O operations using DirectStorage API vs doing the I/O directly on the hardware (like Carmark said) but I believe the late is better because DirectStorage is still an abstraction layer.
 
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Bo_Hazem

Banned
Watched the video from my mobile, but it seemed to me like a lot of detail from the rock textures was missing. Also, on many ocassions the colors looked more washed out and less vibrant.

Hopefully they're just experimenting with various lighting palettes. I mean, it makes no sense to remove details from the textures when the framerate was stable in the reveal ...

Brother, when you check the screenshots I've made, you'll see it better. I've been asked why I post 4K screenshots, this is one example. Screenshots can be viewed from any device, won't be the best as native resolution, but you can see extensive details by zooming that will give you an idea of what you're looking at.

vlcsnap-2020-08-29-01h15m05s917.png
 
T

Three Jackdaws

Unconfirmed Member
If we do get a delay from the Sony side of things, I think it'll be a month later, maybe around December time. Might explain Sony's rephrasing to launching late 2020.

I'm not complaining since my birthday is in December :) ahh such a lovely time of the year.
 

sircaw

Banned
Honestly the last thing I heard was the delays and I think more people have heard those whispers now as well as I have seen a few articles popping up the hardware might get delayed until Spring.

Hoping thats pure rumors but as I understand some talks have gone on internally about that very thing.

I have been spending a lot of time on the beach last few days and the only phone I have on me is the one for my family.

My other phone that drives me nuts must be dead as I havent heard it vibrate in a couple of days.

I mean we have to start hearing stuff soon, right? RIGHT?

You better not be fishing at the beach.

Other than that have a good one
 

ksdixon

Member
Random conversation from my friend and I, I do love seeing what he comes-up with to explain how Sony's always failing to MS.

*Sees various PS5 developers offer a 60fps mode and a 30 fps mode * Eh? What's the point of keeping 30fps at all?
More devs are doing it too. Basically "graphics preference mode" vs "framerate preference mode"?

30fps kinda shows the ssd isnt capable of what they say and cant reclaim the lack of power


How do you mean? These devs offering the choice between 30fps and 60fps.

I mean the xbx had those options although MS went for a seperate raytracing core which runs alongside the gpu
sony went for the gpu having to do ray tracing which is heavy work
seems the ps5/sx power divide maybe much larger than anyone thought


You think?

the sx has more power, and has a seperate ray tracing core
sony will would have to offset their gpu power by around 30% to equal the ray tracing effects
if the xbsx can do 4k/60fps, and ps5 cant, that is a big thing
I know ms have said that their performance mode is 1080p/120fps vs 4k/60fps
if that is true, its a huge advantage to MS


Is that "a thing" though? Pretty sure AssCreed Vikings is 30fps on both nextgen consoles isn't it?


"Ray tracing support Ray tracing support that's real time and hardware accelerated "for the first time ever", according to Microsoft (Digital Foundry on the current state of ray tracing tech if you're looking for more background info.) In brief, the hardware acceleration means "Series X can effectively tap the equivalent of well over 25 TFLOPs of performance while ray tracing." There is some context to be considered with that, but in Rich's words: "Xbox Series X is capable of delivering the most ambitious, most striking implementation of ray tracing - and it does so in real time.
if the ps5 ia running ray tracing out of a 9tf gpu, then it would be in real terms 4.5tflops
so you get either 9.2tflops vs 25 tflops
or 4.5tflops vs 12tflops depending on how you look at it
ray tracing is software driven on ps5 and it is really really gpu intensive
the sx uses hardware raytracing"


I tend to look at "25 TF's" as this gen's "Power Of The Cloud", tbh. I don't see anything making good use of that marketing tagline.

Allowing all the 12tflops for vectors, rendering, polygons etc... then the sx should be able to do 4k/120fps, or 8k/30-60fps

What do you think is gonna use all that? I would have expected a balls to the wall Halo showcase, but that game looked bad, got delayed, and now the studio bringing in a Halo vet to sort the story out too.
I can't figure out what MS have been doing for the past 7 years.

COMPUTING
What is ray tracing, and how will it change games?
By Jon Martindale
June 10, 2020

Ray tracing is a lighting technique that brings an extra level of realism to games. It emulates the way light reflects and refracts in the real world, providing a more believable environment than what’s typically seen using the static lighting in more traditional games.

A good graphics card can use ray tracing to enhance immersion, but not all GPUs can handle this technique. Read on to decide if ray tracing is essential to your gaming experience and if it justifies spending hundreds on an upgraded GPU.

Virtual photons
To understand just how ray tracing’s revolutionary lighting system works, we need to step back and understand how games previously rendered light and what needs to be emulated for a photorealistic experience.

Games without ray tracing rely on static “baked in” lighting. Developers place light sources within an environment that emit light evenly across any given view. Moreover, virtual models like NPCs and objects don’t contain any information about any other model, requiring the GPU to calculate light behavior during the rendering process. Surface textures can reflect light to mimic shininess, but only light emitted from a static source.

Overall, the GPU’s evolution has helped this process become more realistic in appearance over the years, but games still aren’t photorealistic in terms of real-world reflections, refractions, and general illumination. To accomplish this, the GPU needs the ability to trace virtual rays of light.

In the real world, visible light is a small part of the electromagnetic radiation family perceived by the human eye. It contains photons that behave both as a particle and as a wave. Photons have no real size or shape — they can only be created or destroyed.

That said, light could be identified as a stream of photons. The more photons you have, the brighter the perceived light. Reflection occurs when photons bounce off a surface. Refraction occurs when photons — which travel in a straight line — pass through a transparent substance and the line is redirected, or “bent.” Destroyed photons can be perceived as “absorbed.”

Ray tracing in games attempts to emulate the way light works in the real world. It traces the path of simulated light by tracking millions of virtual photons. The brighter the light, the more virtual photons the GPU must calculate, and the more surfaces it will reflect, refract, and scatter off and from.

The process isn’t anything new. CGI has used ray tracing for decades, though the process required farms of computers in the early days to generate a full movie given a single frame could take hours or even days to render. Now home PCs can emulate ray-traced graphics in real time, leveraging hardware acceleration and clever lighting tricks to limit the number of rays to a manageable number.

But here’s the real eye-opener. Like any movie or TV show, scenes in CGI animation are typically “shot” using different angles. For each frame, you can move a camera to capture the action, zoom in, zoom out, or pan an entire area. And like animation, you must manipulate everything on a frame-by-frame basis to emulate movement. Piece all the footage together and you have a flowing story.

In games, you control a single camera that’s always in motion and always changing the viewpoint, especially in fast-paced games. In both CGI and ray-traced games, the GPU not only must calculate how light reflects and refracts in any given scene, but it also must calculate how it’s captured by the lens — your viewpoint. For games, that’s an enormous amount of computational work for a single PC or console.

Unfortunately, we still don’t have consumer-level PCs that can truly render ray-traced graphics at high framerates. Instead, we now have hardware that can cheat effectively.

Let’s get real
Ray tracing’s fundamental similarity to real life makes it an extremely realistic 3D rendering technique, even making blocky games like Minecraft look near photo-realistic in the right conditions. There’s just one problem: It’s extremely hard to simulate. Recreating the way light works in the real world is complicated and resource-intensive, requiring masses of computing
Optimising games for a seperate ray tracing cores is likely hard
I mean, even new pc cards dont do it
and suddenly having all that extra power, without the software out to actual programme for it, means it may be awhile for software to catch up
However, I have heard that fable may be the 1st game to run it
And the more power you have availble, the longer and more expensive it becomes to use it


Wait, is this why we've not seen many/any XSX games running on anything other than high end pc? They cant get the raytracing working properly yet?...
 
DirectStorage API only give more control to developer over I/O operations.
It by pass the OS overhead (devs already can do that today without DirectStorage like Camark pointed) that makes the I/O performance more close to the raw specs of the hardware.

Now I don't have any tests made doing I/O operations using DirectStorage API vs doing the I/O directly on the hardware (like Carmark said) but I believe the late is better because DirectStorage is still an abstraction layer.

All of that is again entirely beside the point.

I’m guessing English might not be your native language. I don’t think you really understood what I was saying in the first place, or what point I was initially responding to.
You’ve not taught me anything or even contradicted anything I said, while seemingly trying to either correct me or educate me on points I’ve not made.

This isn’t the first time you’ve done this to something I’ve wrote, either.
I think we’ll leave it at that.
 

Thedtrain

Member
Random conversation from my friend and I, I do love seeing what he comes-up with to explain how Sony's always failing to MS.

*Sees various PS5 developers offer a 60fps mode and a 30 fps mode * Eh? What's the point of keeping 30fps at all?
More devs are doing it too. Basically "graphics preference mode" vs "framerate preference mode"?

30fps kinda shows the ssd isnt capable of what they say and cant reclaim the lack of power


How do you mean? These devs offering the choice between 30fps and 60fps.

I mean the xbx had those options although MS went for a seperate raytracing core which runs alongside the gpu
sony went for the gpu having to do ray tracing which is heavy work
seems the ps5/sx power divide maybe much larger than anyone thought


You think?

the sx has more power, and has a seperate ray tracing core
sony will would have to offset their gpu power by around 30% to equal the ray tracing effects
if the xbsx can do 4k/60fps, and ps5 cant, that is a big thing
I know ms have said that their performance mode is 1080p/120fps vs 4k/60fps
if that is true, its a huge advantage to MS


Is that "a thing" though? Pretty sure AssCreed Vikings is 30fps on both nextgen consoles isn't it?


"Ray tracing support Ray tracing support that's real time and hardware accelerated "for the first time ever", according to Microsoft (Digital Foundry on the current state of ray tracing tech if you're looking for more background info.) In brief, the hardware acceleration means "Series X can effectively tap the equivalent of well over 25 TFLOPs of performance while ray tracing." There is some context to be considered with that, but in Rich's words: "Xbox Series X is capable of delivering the most ambitious, most striking implementation of ray tracing - and it does so in real time.
if the ps5 ia running ray tracing out of a 9tf gpu, then it would be in real terms 4.5tflops
so you get either 9.2tflops vs 25 tflops
or 4.5tflops vs 12tflops depending on how you look at it
ray tracing is software driven on ps5 and it is really really gpu intensive
the sx uses hardware raytracing"


I tend to look at "25 TF's" as this gen's "Power Of The Cloud", tbh. I don't see anything making good use of that marketing tagline.

Allowing all the 12tflops for vectors, rendering, polygons etc... then the sx should be able to do 4k/120fps, or 8k/30-60fps

What do you think is gonna use all that? I would have expected a balls to the wall Halo showcase, but that game looked bad, got delayed, and now the studio bringing in a Halo vet to sort the story out too.
I can't figure out what MS have been doing for the past 7 years.

COMPUTING
What is ray tracing, and how will it change games?
By Jon Martindale
June 10, 2020

Ray tracing is a lighting technique that brings an extra level of realism to games. It emulates the way light reflects and refracts in the real world, providing a more believable environment than what’s typically seen using the static lighting in more traditional games.

A good graphics card can use ray tracing to enhance immersion, but not all GPUs can handle this technique. Read on to decide if ray tracing is essential to your gaming experience and if it justifies spending hundreds on an upgraded GPU.

Virtual photons
To understand just how ray tracing’s revolutionary lighting system works, we need to step back and understand how games previously rendered light and what needs to be emulated for a photorealistic experience.

Games without ray tracing rely on static “baked in” lighting. Developers place light sources within an environment that emit light evenly across any given view. Moreover, virtual models like NPCs and objects don’t contain any information about any other model, requiring the GPU to calculate light behavior during the rendering process. Surface textures can reflect light to mimic shininess, but only light emitted from a static source.

Overall, the GPU’s evolution has helped this process become more realistic in appearance over the years, but games still aren’t photorealistic in terms of real-world reflections, refractions, and general illumination. To accomplish this, the GPU needs the ability to trace virtual rays of light.

In the real world, visible light is a small part of the electromagnetic radiation family perceived by the human eye. It contains photons that behave both as a particle and as a wave. Photons have no real size or shape — they can only be created or destroyed.

That said, light could be identified as a stream of photons. The more photons you have, the brighter the perceived light. Reflection occurs when photons bounce off a surface. Refraction occurs when photons — which travel in a straight line — pass through a transparent substance and the line is redirected, or “bent.” Destroyed photons can be perceived as “absorbed.”

Ray tracing in games attempts to emulate the way light works in the real world. It traces the path of simulated light by tracking millions of virtual photons. The brighter the light, the more virtual photons the GPU must calculate, and the more surfaces it will reflect, refract, and scatter off and from.

The process isn’t anything new. CGI has used ray tracing for decades, though the process required farms of computers in the early days to generate a full movie given a single frame could take hours or even days to render. Now home PCs can emulate ray-traced graphics in real time, leveraging hardware acceleration and clever lighting tricks to limit the number of rays to a manageable number.

But here’s the real eye-opener. Like any movie or TV show, scenes in CGI animation are typically “shot” using different angles. For each frame, you can move a camera to capture the action, zoom in, zoom out, or pan an entire area. And like animation, you must manipulate everything on a frame-by-frame basis to emulate movement. Piece all the footage together and you have a flowing story.

In games, you control a single camera that’s always in motion and always changing the viewpoint, especially in fast-paced games. In both CGI and ray-traced games, the GPU not only must calculate how light reflects and refracts in any given scene, but it also must calculate how it’s captured by the lens — your viewpoint. For games, that’s an enormous amount of computational work for a single PC or console.

Unfortunately, we still don’t have consumer-level PCs that can truly render ray-traced graphics at high framerates. Instead, we now have hardware that can cheat effectively.

Let’s get real
Ray tracing’s fundamental similarity to real life makes it an extremely realistic 3D rendering technique, even making blocky games like Minecraft look near photo-realistic in the right conditions. There’s just one problem: It’s extremely hard to simulate. Recreating the way light works in the real world is complicated and resource-intensive, requiring masses of computing
Optimising games for a seperate ray tracing cores is likely hard
I mean, even new pc cards dont do it
and suddenly having all that extra power, without the software out to actual programme for it, means it may be awhile for software to catch up
However, I have heard that fable may be the 1st game to run it
And the more power you have availble, the longer and more expensive it becomes to use it


Wait, is this why we've not seen many/any XSX games running on anything other than high end pc? They cant get the raytracing working properly yet?...
Thanks for letting us in on a real life convo with timdog?
 

zaitsu

Banned
Random conversation from my friend and I, I do love seeing what he comes-up with to explain how Sony's always failing to MS.

*Sees various PS5 developers offer a 60fps mode and a 30 fps mode * Eh? What's the point of keeping 30fps at all?
More devs are doing it too. Basically "graphics preference mode" vs "framerate preference mode"?

30fps kinda shows the ssd isnt capable of what they say and cant reclaim the lack of power


How do you mean? These devs offering the choice between 30fps and 60fps.

I mean the xbx had those options although MS went for a seperate raytracing core which runs alongside the gpu
sony went for the gpu having to do ray tracing which is heavy work
seems the ps5/sx power divide maybe much larger than anyone thought


You think?

the sx has more power, and has a seperate ray tracing core
sony will would have to offset their gpu power by around 30% to equal the ray tracing effects
if the xbsx can do 4k/60fps, and ps5 cant, that is a big thing
I know ms have said that their performance mode is 1080p/120fps vs 4k/60fps
if that is true, its a huge advantage to MS


Is that "a thing" though? Pretty sure AssCreed Vikings is 30fps on both nextgen consoles isn't it?


"Ray tracing support Ray tracing support that's real time and hardware accelerated "for the first time ever", according to Microsoft (Digital Foundry on the current state of ray tracing tech if you're looking for more background info.) In brief, the hardware acceleration means "Series X can effectively tap the equivalent of well over 25 TFLOPs of performance while ray tracing." There is some context to be considered with that, but in Rich's words: "Xbox Series X is capable of delivering the most ambitious, most striking implementation of ray tracing - and it does so in real time.
if the ps5 ia running ray tracing out of a 9tf gpu, then it would be in real terms 4.5tflops
so you get either 9.2tflops vs 25 tflops
or 4.5tflops vs 12tflops depending on how you look at it
ray tracing is software driven on ps5 and it is really really gpu intensive
the sx uses hardware raytracing"


I tend to look at "25 TF's" as this gen's "Power Of The Cloud", tbh. I don't see anything making good use of that marketing tagline.

Allowing all the 12tflops for vectors, rendering, polygons etc... then the sx should be able to do 4k/120fps, or 8k/30-60fps

What do you think is gonna use all that? I would have expected a balls to the wall Halo showcase, but that game looked bad, got delayed, and now the studio bringing in a Halo vet to sort the story out too.
I can't figure out what MS have been doing for the past 7 years.

COMPUTING
What is ray tracing, and how will it change games?
By Jon Martindale
June 10, 2020

Ray tracing is a lighting technique that brings an extra level of realism to games. It emulates the way light reflects and refracts in the real world, providing a more believable environment than what’s typically seen using the static lighting in more traditional games.

A good graphics card can use ray tracing to enhance immersion, but not all GPUs can handle this technique. Read on to decide if ray tracing is essential to your gaming experience and if it justifies spending hundreds on an upgraded GPU.

Virtual photons
To understand just how ray tracing’s revolutionary lighting system works, we need to step back and understand how games previously rendered light and what needs to be emulated for a photorealistic experience.

Games without ray tracing rely on static “baked in” lighting. Developers place light sources within an environment that emit light evenly across any given view. Moreover, virtual models like NPCs and objects don’t contain any information about any other model, requiring the GPU to calculate light behavior during the rendering process. Surface textures can reflect light to mimic shininess, but only light emitted from a static source.

Overall, the GPU’s evolution has helped this process become more realistic in appearance over the years, but games still aren’t photorealistic in terms of real-world reflections, refractions, and general illumination. To accomplish this, the GPU needs the ability to trace virtual rays of light.

In the real world, visible light is a small part of the electromagnetic radiation family perceived by the human eye. It contains photons that behave both as a particle and as a wave. Photons have no real size or shape — they can only be created or destroyed.

That said, light could be identified as a stream of photons. The more photons you have, the brighter the perceived light. Reflection occurs when photons bounce off a surface. Refraction occurs when photons — which travel in a straight line — pass through a transparent substance and the line is redirected, or “bent.” Destroyed photons can be perceived as “absorbed.”

Ray tracing in games attempts to emulate the way light works in the real world. It traces the path of simulated light by tracking millions of virtual photons. The brighter the light, the more virtual photons the GPU must calculate, and the more surfaces it will reflect, refract, and scatter off and from.

The process isn’t anything new. CGI has used ray tracing for decades, though the process required farms of computers in the early days to generate a full movie given a single frame could take hours or even days to render. Now home PCs can emulate ray-traced graphics in real time, leveraging hardware acceleration and clever lighting tricks to limit the number of rays to a manageable number.

But here’s the real eye-opener. Like any movie or TV show, scenes in CGI animation are typically “shot” using different angles. For each frame, you can move a camera to capture the action, zoom in, zoom out, or pan an entire area. And like animation, you must manipulate everything on a frame-by-frame basis to emulate movement. Piece all the footage together and you have a flowing story.

In games, you control a single camera that’s always in motion and always changing the viewpoint, especially in fast-paced games. In both CGI and ray-traced games, the GPU not only must calculate how light reflects and refracts in any given scene, but it also must calculate how it’s captured by the lens — your viewpoint. For games, that’s an enormous amount of computational work for a single PC or console.

Unfortunately, we still don’t have consumer-level PCs that can truly render ray-traced graphics at high framerates. Instead, we now have hardware that can cheat effectively.

Let’s get real
Ray tracing’s fundamental similarity to real life makes it an extremely realistic 3D rendering technique, even making blocky games like Minecraft look near photo-realistic in the right conditions. There’s just one problem: It’s extremely hard to simulate. Recreating the way light works in the real world is complicated and resource-intensive, requiring masses of computing
Optimising games for a seperate ray tracing cores is likely hard
I mean, even new pc cards dont do it
and suddenly having all that extra power, without the software out to actual programme for it, means it may be awhile for software to catch up
However, I have heard that fable may be the 1st game to run it
And the more power you have availble, the longer and more expensive it becomes to use it


Wait, is this why we've not seen many/any XSX games running on anything other than high end pc? They cant get the raytracing working properly yet?...
Youre green friend, is green for a reason.
 
If we do get a delay from the Sony side of things, I think it'll be a month later, maybe around December time. Might explain Sony's rephrasing to launching late 2020.

I'm not complaining since my birthday is in December :) ahh such a lovely time of the year.

Wasn’t it just “rephrased” in countries where “Holiday” doesn’t mean the same thing as it does in the USA? Doesn’t the USA site still say “Holiday 2020”?
That doesn’t mean anything to the UK or Japan, where “Late 2020” would.

For me that whole thing is just further localisation of the websites and not evidence of release date changes.
 

sircaw

Banned
Random conversation from my friend and I, I do love seeing what he comes-up with to explain how Sony's always failing to MS.

*Sees various PS5 developers offer a 60fps mode and a 30 fps mode * Eh? What's the point of keeping 30fps at all?
More devs are doing it too. Basically "graphics preference mode" vs "framerate preference mode"?

30fps kinda shows the ssd isnt capable of what they say and cant reclaim the lack of power


How do you mean? These devs offering the choice between 30fps and 60fps.

I mean the xbx had those options although MS went for a seperate raytracing core which runs alongside the gpu
sony went for the gpu having to do ray tracing which is heavy work
seems the ps5/sx power divide maybe much larger than anyone thought


You think?

the sx has more power, and has a seperate ray tracing core
sony will would have to offset their gpu power by around 30% to equal the ray tracing effects
if the xbsx can do 4k/60fps, and ps5 cant, that is a big thing
I know ms have said that their performance mode is 1080p/120fps vs 4k/60fps
if that is true, its a huge advantage to MS


Is that "a thing" though? Pretty sure AssCreed Vikings is 30fps on both nextgen consoles isn't it?


"Ray tracing support Ray tracing support that's real time and hardware accelerated "for the first time ever", according to Microsoft (Digital Foundry on the current state of ray tracing tech if you're looking for more background info.) In brief, the hardware acceleration means "Series X can effectively tap the equivalent of well over 25 TFLOPs of performance while ray tracing." There is some context to be considered with that, but in Rich's words: "Xbox Series X is capable of delivering the most ambitious, most striking implementation of ray tracing - and it does so in real time.
if the ps5 ia running ray tracing out of a 9tf gpu, then it would be in real terms 4.5tflops
so you get either 9.2tflops vs 25 tflops
or 4.5tflops vs 12tflops depending on how you look at it
ray tracing is software driven on ps5 and it is really really gpu intensive
the sx uses hardware raytracing"


I tend to look at "25 TF's" as this gen's "Power Of The Cloud", tbh. I don't see anything making good use of that marketing tagline.

Allowing all the 12tflops for vectors, rendering, polygons etc... then the sx should be able to do 4k/120fps, or 8k/30-60fps

What do you think is gonna use all that? I would have expected a balls to the wall Halo showcase, but that game looked bad, got delayed, and now the studio bringing in a Halo vet to sort the story out too.
I can't figure out what MS have been doing for the past 7 years.

COMPUTING
What is ray tracing, and how will it change games?
By Jon Martindale
June 10, 2020

Ray tracing is a lighting technique that brings an extra level of realism to games. It emulates the way light reflects and refracts in the real world, providing a more believable environment than what’s typically seen using the static lighting in more traditional games.

A good graphics card can use ray tracing to enhance immersion, but not all GPUs can handle this technique. Read on to decide if ray tracing is essential to your gaming experience and if it justifies spending hundreds on an upgraded GPU.

Virtual photons
To understand just how ray tracing’s revolutionary lighting system works, we need to step back and understand how games previously rendered light and what needs to be emulated for a photorealistic experience.

Games without ray tracing rely on static “baked in” lighting. Developers place light sources within an environment that emit light evenly across any given view. Moreover, virtual models like NPCs and objects don’t contain any information about any other model, requiring the GPU to calculate light behavior during the rendering process. Surface textures can reflect light to mimic shininess, but only light emitted from a static source.

Overall, the GPU’s evolution has helped this process become more realistic in appearance over the years, but games still aren’t photorealistic in terms of real-world reflections, refractions, and general illumination. To accomplish this, the GPU needs the ability to trace virtual rays of light.

In the real world, visible light is a small part of the electromagnetic radiation family perceived by the human eye. It contains photons that behave both as a particle and as a wave. Photons have no real size or shape — they can only be created or destroyed.

That said, light could be identified as a stream of photons. The more photons you have, the brighter the perceived light. Reflection occurs when photons bounce off a surface. Refraction occurs when photons — which travel in a straight line — pass through a transparent substance and the line is redirected, or “bent.” Destroyed photons can be perceived as “absorbed.”

Ray tracing in games attempts to emulate the way light works in the real world. It traces the path of simulated light by tracking millions of virtual photons. The brighter the light, the more virtual photons the GPU must calculate, and the more surfaces it will reflect, refract, and scatter off and from.

The process isn’t anything new. CGI has used ray tracing for decades, though the process required farms of computers in the early days to generate a full movie given a single frame could take hours or even days to render. Now home PCs can emulate ray-traced graphics in real time, leveraging hardware acceleration and clever lighting tricks to limit the number of rays to a manageable number.

But here’s the real eye-opener. Like any movie or TV show, scenes in CGI animation are typically “shot” using different angles. For each frame, you can move a camera to capture the action, zoom in, zoom out, or pan an entire area. And like animation, you must manipulate everything on a frame-by-frame basis to emulate movement. Piece all the footage together and you have a flowing story.

In games, you control a single camera that’s always in motion and always changing the viewpoint, especially in fast-paced games. In both CGI and ray-traced games, the GPU not only must calculate how light reflects and refracts in any given scene, but it also must calculate how it’s captured by the lens — your viewpoint. For games, that’s an enormous amount of computational work for a single PC or console.

Unfortunately, we still don’t have consumer-level PCs that can truly render ray-traced graphics at high framerates. Instead, we now have hardware that can cheat effectively.

Let’s get real
Ray tracing’s fundamental similarity to real life makes it an extremely realistic 3D rendering technique, even making blocky games like Minecraft look near photo-realistic in the right conditions. There’s just one problem: It’s extremely hard to simulate. Recreating the way light works in the real world is complicated and resource-intensive, requiring masses of computing
Optimising games for a seperate ray tracing cores is likely hard
I mean, even new pc cards dont do it
and suddenly having all that extra power, without the software out to actual programme for it, means it may be awhile for software to catch up
However, I have heard that fable may be the 1st game to run it
And the more power you have availble, the longer and more expensive it becomes to use it


Wait, is this why we've not seen many/any XSX games running on anything other than high end pc? They cant get the raytracing working properly yet?...

You need a new friend "lollipop_disappointed:
 
in reference to delayed hardware

PS5: Sony Reiterates, Again, That the Console Won't Be Delayed Into 2021

this was 9 days ago.


We will launch this year -- that will happen -- and from my end we will absolutely make sure that we will bring all of the magic and all of the excitement of launches that we have had in the past.

And he said it very clearly so there's no chance for misinterpretation.
 
Last edited:

IntentionalPun

Ask me about my wife's perfect butthole
Maybe this is bad of me, but i trust Sony when they say they won't delay, if it was coming from Microsoft i would not trust it. sorry xbox guys, i just don't trust phil.
lol, understandable

But hardware would already be getting made/boxed/stored somewhere IIRC with the way console launches work... that's why Sony can be so confident, they know it isn't getting delayed because at worst, they won't make as many as they'd like to be able to get out before a launch date, but they'd probably already have manufacturing started.

And that's all stuff they contracted many months ago.. so the space in factories long ago reserved.. quite a bit different then promising when software will be done.
 
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sircaw

Banned
lol, understandable

But hardware would already be getting made/boxed/stored somewhere IIRC with the way console launches work... that's why Sony can be so confident, they know it isn't getting delayed because at worst, they won't make as many as they'd like to be able to get out before a launch date, but they'd probably already have manufacturing started.

i really hope both consoles come out this year, i want people to have a nice Christmas, people have had a really shit year so far.

ITs time for some joy for everyone.

Fs, that pains me to say that. DAMMIT
 

HawarMiran

Banned
Random conversation from my friend and I, I do love seeing what he comes-up with to explain how Sony's always failing to MS.

*Sees various PS5 developers offer a 60fps mode and a 30 fps mode * Eh? What's the point of keeping 30fps at all?
More devs are doing it too. Basically "graphics preference mode" vs "framerate preference mode"?

30fps kinda shows the ssd isnt capable of what they say and cant reclaim the lack of power


How do you mean? These devs offering the choice between 30fps and 60fps.

I mean the xbx had those options although MS went for a seperate raytracing core which runs alongside the gpu
sony went for the gpu having to do ray tracing which is heavy work
seems the ps5/sx power divide maybe much larger than anyone thought


You think?

the sx has more power, and has a seperate ray tracing core
sony will would have to offset their gpu power by around 30% to equal the ray tracing effects
if the xbsx can do 4k/60fps, and ps5 cant, that is a big thing
I know ms have said that their performance mode is 1080p/120fps vs 4k/60fps
if that is true, its a huge advantage to MS


Is that "a thing" though? Pretty sure AssCreed Vikings is 30fps on both nextgen consoles isn't it?


"Ray tracing support Ray tracing support that's real time and hardware accelerated "for the first time ever", according to Microsoft (Digital Foundry on the current state of ray tracing tech if you're looking for more background info.) In brief, the hardware acceleration means "Series X can effectively tap the equivalent of well over 25 TFLOPs of performance while ray tracing." There is some context to be considered with that, but in Rich's words: "Xbox Series X is capable of delivering the most ambitious, most striking implementation of ray tracing - and it does so in real time.
if the ps5 ia running ray tracing out of a 9tf gpu, then it would be in real terms 4.5tflops
so you get either 9.2tflops vs 25 tflops
or 4.5tflops vs 12tflops depending on how you look at it
ray tracing is software driven on ps5 and it is really really gpu intensive
the sx uses hardware raytracing"


I tend to look at "25 TF's" as this gen's "Power Of The Cloud", tbh. I don't see anything making good use of that marketing tagline.

Allowing all the 12tflops for vectors, rendering, polygons etc... then the sx should be able to do 4k/120fps, or 8k/30-60fps

What do you think is gonna use all that? I would have expected a balls to the wall Halo showcase, but that game looked bad, got delayed, and now the studio bringing in a Halo vet to sort the story out too.
I can't figure out what MS have been doing for the past 7 years.

COMPUTING
What is ray tracing, and how will it change games?
By Jon Martindale
June 10, 2020

Ray tracing is a lighting technique that brings an extra level of realism to games. It emulates the way light reflects and refracts in the real world, providing a more believable environment than what’s typically seen using the static lighting in more traditional games.

A good graphics card can use ray tracing to enhance immersion, but not all GPUs can handle this technique. Read on to decide if ray tracing is essential to your gaming experience and if it justifies spending hundreds on an upgraded GPU.

Virtual photons
To understand just how ray tracing’s revolutionary lighting system works, we need to step back and understand how games previously rendered light and what needs to be emulated for a photorealistic experience.

Games without ray tracing rely on static “baked in” lighting. Developers place light sources within an environment that emit light evenly across any given view. Moreover, virtual models like NPCs and objects don’t contain any information about any other model, requiring the GPU to calculate light behavior during the rendering process. Surface textures can reflect light to mimic shininess, but only light emitted from a static source.

Overall, the GPU’s evolution has helped this process become more realistic in appearance over the years, but games still aren’t photorealistic in terms of real-world reflections, refractions, and general illumination. To accomplish this, the GPU needs the ability to trace virtual rays of light.

In the real world, visible light is a small part of the electromagnetic radiation family perceived by the human eye. It contains photons that behave both as a particle and as a wave. Photons have no real size or shape — they can only be created or destroyed.

That said, light could be identified as a stream of photons. The more photons you have, the brighter the perceived light. Reflection occurs when photons bounce off a surface. Refraction occurs when photons — which travel in a straight line — pass through a transparent substance and the line is redirected, or “bent.” Destroyed photons can be perceived as “absorbed.”

Ray tracing in games attempts to emulate the way light works in the real world. It traces the path of simulated light by tracking millions of virtual photons. The brighter the light, the more virtual photons the GPU must calculate, and the more surfaces it will reflect, refract, and scatter off and from.

The process isn’t anything new. CGI has used ray tracing for decades, though the process required farms of computers in the early days to generate a full movie given a single frame could take hours or even days to render. Now home PCs can emulate ray-traced graphics in real time, leveraging hardware acceleration and clever lighting tricks to limit the number of rays to a manageable number.

But here’s the real eye-opener. Like any movie or TV show, scenes in CGI animation are typically “shot” using different angles. For each frame, you can move a camera to capture the action, zoom in, zoom out, or pan an entire area. And like animation, you must manipulate everything on a frame-by-frame basis to emulate movement. Piece all the footage together and you have a flowing story.

In games, you control a single camera that’s always in motion and always changing the viewpoint, especially in fast-paced games. In both CGI and ray-traced games, the GPU not only must calculate how light reflects and refracts in any given scene, but it also must calculate how it’s captured by the lens — your viewpoint. For games, that’s an enormous amount of computational work for a single PC or console.

Unfortunately, we still don’t have consumer-level PCs that can truly render ray-traced graphics at high framerates. Instead, we now have hardware that can cheat effectively.

Let’s get real
Ray tracing’s fundamental similarity to real life makes it an extremely realistic 3D rendering technique, even making blocky games like Minecraft look near photo-realistic in the right conditions. There’s just one problem: It’s extremely hard to simulate. Recreating the way light works in the real world is complicated and resource-intensive, requiring masses of computing
Optimising games for a seperate ray tracing cores is likely hard
I mean, even new pc cards dont do it
and suddenly having all that extra power, without the software out to actual programme for it, means it may be awhile for software to catch up
However, I have heard that fable may be the 1st game to run it
And the more power you have availble, the longer and more expensive it becomes to use it


Wait, is this why we've not seen many/any XSX games running on anything other than high end pc? They cant get the raytracing working properly yet?...
My friend also has something to say

 
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