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

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Bo_Hazem

Banned
On the Description on official XBOX youtube.

Not optimised for series X, story so far ?.
XSybNXN.png

Xbox official Youtube channel is spreading FUD, xbox fanboys know better.
 
Wouldn’t say hard to develop for. The way it was put to me. Mind you this is second hand. Difficult to master some of the features. Even with API on PCs it’s not emulating very well. Because of Covid A lot of people worked from home over the last several months. So the access to debug console has been limited to very few.

Velocity Architecture I have been told has many layers like and onion. VA is so fine you can change assets and textures in the frames on the fly.

Like I said Covid has effected the gaming industry. I’m thankful we are getting Next Gen Consoles this year. I’m excited about the future.

So what you're saying is...


lrqKHLl.jpg
 

FranXico

Member
Why on earth you arguing with Bo_Hazem Bo_Hazem on 1 or 2 seconds for loading a whoe level...

XSX Velocity architecture will of been on the development kits and a fast SSD. and the pop in for Xbox was seriously bad. TIMESTAMPED - and it was just a static tree LOD.



And if posters say there was no velocity architecture, its hidden in a vault and must be unlocked by Phil sacrifice to teh blood gods. Whats the excuse for this ?

And people have the nerve to complain if 1 or 2 seconds and transition animations when loading a whole level in Ratchet, but in Halo just a static tree LOD cuts your eyes out.

Get real people.

That demo was not even running on an XSX devkit.
 

Nikana

Go Go Neo Rangers!
So, is everyone here a day one for the new consoles? Or are you going to wait a little bit?

I was going to wait but for whatever reason PS4's were going for a lot more when the shortage happened.

Sold my Pro for $300 so I'll hop into PS5 if I can get one and they aren't stupidly priced at like $700. (no I don't think is gonna happen.)

Ill stick with my One X and PC for the time being and grab a Series X on a sale.
 
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No. The timer isn't wrong. It counts in seconds and frames, a defined fraction of a second.

Video runs at twenty-five frames per second (minor variations depending what country you're from), so the counter logs one second for every twenty-five frames. For instance one second plus twenty-five frames is two seconds total. Yes, two seconds, exactly like a clock.

So, in short, two seconds = two seconds, regardless of the counter.

Thegreatwhiteshark was right all along. The video isn't edited or manipulated, you could just've timed the bloody thing to see for yourself how long the transition was. All the bullshit about the counter was just you kicking up dust and denying the bleeding obvious.

You are now, and have always been, completely wrong on this issue. You spent a significant amount of time accusing other people of spreading FUD simply because you don't know anything about video timecode.

If you have any integrity at all you'll just admit an honest mistake and move on.

That makes no sense.

Time is time, no point to mix it with frames. One counter cant count both.

Also you are mixing movies(video) into recorded gameplay

Movies are usually 24fps, tv broadcasts have been 50hz pal or 60hz ntsc

If 30fps gameplay is recorded and played on 30hz(or interpolated into something else) then 1s = 30frames = 1s.

This video just skips time in the counter so it is made by a retard
 
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Deleted member 775630

Unconfirmed Member
First sentence: does not represent gameplay optimized for Xbox Series X

Its a loading technology that overcomes the really slow Microsoft IO system, its not gameplay.

Also the first paragraph says to demonstrate load time technology ?

Read the first paragraph, its a demonstration of the loading technology, what do you think was being demonstrated ?
Game loading is definitely part of the gameplay...
 

LucidFlux

Member
This nitpicking the timing of the portal loading is such folly. Artists are still designing games last I checked, not engineers. It's almost like some of you don't understand the principals of animation and why as humans we expect actions to have a certain cadence. It's why anticipation, timing and staging help create something aesthetically pleasing.

Even if a system could dump and fill ram in a nanosecond, we would still see transitions of 2-3 seconds.

Imagine a hypothetical game on this theoretical 1 nano second system where you are a wizard who can create these awesome portals to other parts of the world. Wouldn't you rather have this epic looking conjuring and teleportation animation that may take 2-3 second instead of just blipping across the world, or a quick fade to black that only lasts as long as the loading takes but doesn't make any sense in the context of the game?
 

Mr Moose

Member

Hope we have more than this today. :messenger_neutral:
A bit further into the next generation I’m expecting we’ll start seeing developers make more use of the not-so-obvious benefits of the SSD. This is what excites me the most! What does it mean for developers when everything can be loaded from the disk that fast? Will we even need the concept of “levels” anymore?…. The possibilities for this tech are exciting for me as a developer, and exhilarating for me as a gamer.”— Ari Arnbjörnsson // Lead Programmer, Returnal
The SSD is a gamechanger, I think as this generation matures we will see some amazing innovation in streaming and open-world game design.”— Neil Hill // Lead Programmer, Far Cry 6

But didn't Alex "Dictator" say...
 
It's a current-gen game, not optimized just running on that SSD. Nice try though...


Where does the fast loading demo say it was applying VA?
The point of the NVME drive is to allow this fetch of data to be done really quickly. Actually, the whole point is that you don't need to optimize by placing duplicated assets in specific points of the hdd. So again, what sort of magic do you think will happen post "optimization"?
 

zaitsu

Banned
Let's see, I'm reading a lot of dramas.



Spiderman takes 0.83 seconds to load. R&C doesn't take longer. The rest of the time is the period used for the "visual" transition from one world to another. If there was no such transition, you would see a black screen for 0.83 seconds. If you pass the demo frame by frame you will be able to check the exact moment between the start of the load and the end of it. Not from the transition. Just the load. And it does not reach 1 second (by very little). This will be a constant in all PS5 games, so it is more worth it for unbelievers to assume it.

20209110363720_1.jpg

Thank you ! , if you would come later i would probably get ban. I was getting tired with those guys.
 
Why on earth you arguing with Bo_Hazem Bo_Hazem on 1 or 2 seconds for loading a whoe level...

XSX Velocity architecture will of been on the development kits and a fast SSD. and the pop in for Xbox was seriously bad. TIMESTAMPED - and it was just a static tree LOD.



And if posters say there was no velocity architecture, its hidden in a vault and must be unlocked by Phil sacrifice to teh blood gods. Whats the excuse for this ?

And people have the nerve to complain if 1 or 2 seconds and transition animations when loading a whole level in Ratchet, but in Halo just a static tree LOD cuts your eyes out.

Get real people.

Hold on a minute there Geordie....

I THOUGHT THIS WAS DISQUALIFIED BECAUSE PC?

talk about double standards....

EDIT:
But since you raised this subject, I remind you what I offered you yesterday, and I will offer again:
Do you want me to show you texture LOD changes and geometry LOD changes on the mighty ratchet demo running on the mighty ps5 SSD?


Dude so insecure, he added that he has big nuts when quoted. Cringe.
Just telling it like it is mate. There is no reason for you to be upset
 
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D

Deleted member 775630

Unconfirmed Member
The point of the NVME drive is to allow this fetch of data to be done really quickly. Actually, the whole point is that you don't need to optimize by placing duplicated assets in specific points of the hdd. So again, what sort of magic do you think will happen post "optimization"?
What do you mean "so again", this is the first time you ask me this question...

But to answer it, VA exists out of 4 components. SSD, hardware decompression, DirectStorage API, SFS.
  1. SSD - The same for all games, game can't be optimized for this
  2. Hardware decompression - They showed a current gen game that wasn't compressed using BCPack, since this is a new algorithm used for next-gen. Not sure if they then actually used this hardware decompression block even.
  3. New DirectStorage API - "providing developers with fine grain control of their I/O operations empowering them to establish multiple I/O queues, prioritization and minimizing I/O latency. These direct, low level access APIs ensure developers will be able to take full advantage of the raw I/O performance". Obviously you need to write code to apply this, since this wasn't part of the original game and this is a new API, this can be used to optimize loading.
  4. Sampler Feedback Streaming - I think this one works out of the box, but maybe I'm incorrect.
So at least for 2 of the 4 VA components you need to do something to optimize your game, to make it load faster.
 
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LucidFlux

Member
The point of the NVME drive is to allow this fetch of data to be done really quickly. Actually, the whole point is that you don't need to optimize by placing duplicated assets in specific points of the hdd. So again, what sort of magic do you think will happen post "optimization"?

Not OP but a simple example is if we take an older game engine designed to fill the entire RAM from a HDD before fading into gameplay vs something designed around the fact that you only need to load what's in the players view and immediate surroundings before fading in. Then over the following seconds continue to load the remaining assets to RAM. These are the types of improvements and tricks we will see over time as dev tools and engines mature.

From the players point of view it doesn't matter how much of the RAM is filled so long as the most vital and immediately viewable data gets there within the first couple seconds of loading.
 

Mr Moose

Member
Do you have a proof that he said that ?
 
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ethomaz

Banned
Denial is a very bad pimple you know...
and while this is video games, therefore denial is rather harmless, it cascades.
this video I transloaded from another person's video because of the embedded timer. but I timed it myself, on the original gamescom video.
As I said, probably loading starts even earlier than where that video begins the timer, as the entire previous thing is a non-playable sequence where ratchet slips and falls.

You can deny timing it yourself, even from the original video
you can not believe your eyes for all I care,
and keep on parroting per paid PR what your eyes see as "less than a second"
Not my problem





Yes, because astro playground is the real heavy shit, right? :messenger_tears_of_joy:

And this is the tech demo that will come pre-installed in every console.
Keep denying and writing cheeky remarks.
Very beneficial.
I have no ideia what I’m denying :messenger_tears_of_joy: :messenger_tears_of_joy: :messenger_tears_of_joy:
The video timer is faked thought.
 
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Entroyp

Member
“As developers [of Demon’s Souls], we are already changing the way we think about the SSD. We see it not just as storage but also memory, utilizing the speed of the SSD to load data at blistering speeds, bringing you straight back into the action to avenge your many deaths.”— Gavin Moore // Creative Director, SIE Japan Studio”

Ouch... I’m going to die a lot ain’t I? :messenger_grimmacing_
 

ethomaz

Banned
Sony and Microsoft know nobody use optical. Thats why they are both removing it. They have heat mapping of how people use the console and probably have data showing 95% or more don't use it.

Its like when Lamborghini got asked why they got rid of manual transmissions. They said because no one bought them.
They are removing optional because it is a old format that doesn’t support 7.1 or new tech audio like Atmos.

It just really a limited connection.

I rather have DisplayPort in my console (for better PC monitor use) than optical.
 
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