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PS5 Pro devkits arrive at third-party studios, Sony expects Pro specs to leak

Mr.Phoenix

Member
The biggest reason we didn't feel there was a jump was becuase of the pro/xbox one X mid gen refresh. We all would have went from 1080p ps4/xbone to 1440p at 60 or 4k at 30, and it would have felt like a much bigger jump.
But where is our official specs, I'm in the mood for specs.
This is not true...

All the Pro or X refreshes did was taking PS4XB1 games, and run those at higher resolutions. Thats it. Period. Unless you are trying to say that resolutions are the only thing that amounts to a generational bump (which would be wrong).

The reason we didn't feel there was a jump, is that significantly more power than would be achieved in the space of the typical console generation (6-7 years) would be needed to result in visuals that are a clear jump from what we had with the PS4XB1 hardware. So while there has been a jump, it's not significant enough or obvious enough to make you look at it and go "Ok, this is not possible on the last gen hardware".

What we needed to put last gen hardware to shame, to have current-gen software that is undeniably impossible to do on last-gen hardware; were 15TF consoles if the rez target was 1080p or 28-32Tf consoles if the rez target was 4K.
 

Gaiff

SBI’s Resident Gaslighter
This is not true...

All the Pro or X refreshes did was taking PS4XB1 games, and run those at higher resolutions. Thats it. Period. Unless you are trying to say that resolutions are the only thing that amounts to a generational bump (which would be wrong).

The reason we didn't feel there was a jump, is that significantly more power than would be achieved in the space of the typical console generation (6-7 years) would be needed to result in visuals that are a clear jump from what we had with the PS4XB1 hardware. So while there has been a jump, it's not significant enough or obvious enough to make you look at it and go "Ok, this is not possible on the last gen hardware".

What we needed to put last gen hardware to shame, to have current-gen software that is undeniably impossible to do on last-gen hardware; were 15TF consoles if the rez target was 1080p or 28-32Tf consoles if the rez target was 4K.
Yep. My favorite image to drive this point home is this one:

2486940-0248877224-ChsSw.png


We're pushing more pixels, polygons, effects, and geometry than ever before by a wide margin but the more we have the less we notice.

It's a psychological principle (don't know the name in English) that is called the minimum threshold in my native language. For instance, you'll immediately notice the difference between 1 and 2 pounds. You won't notice the difference between 30 and 33 pounds.
 

winjer

Gold Member
Yep. My favorite image to drive this point home is this one:

2486940-0248877224-ChsSw.png


We're pushing more pixels, polygons, effects, and geometry than ever before by a wide margin but the more we have the less we notice.

It's a psychological principle (don't know the name in English) that is called the minimum threshold in my native language. For instance, you'll immediately notice the difference between 1 and 2 pounds. You won't notice the difference between 30 and 33 pounds.

In English it's called the law of diminishing returns. Though it's used in many industries to exemplify how adding more and more inputs, will reach a point of fewer returns on investment.
 

winjer

Gold Member
That image is misleading though, 60,000 triangles can get you better hair, actual better folds in clothes rather than textures, etc, etc. Higher detail on a better model rather than higher poly on a set model. I do agree there is diminishing returns for a specific model but not on detail in a game in general.

Yes, there are still improvements, but they are much less noticeable than any of the previous jumps. Maybe we are getting a image that is 10% better for 10 X the geometry cost. Not to mention the rasterization cost.

But the point to take is that adding more and more detail will always reach a point where the increased cost does not justify small improvements.
 

Gaiff

SBI’s Resident Gaslighter
That image is misleading though, 60,000 triangles can get you better hair, actual better folds in clothes rather than textures, etc, etc. Higher detail on a better model rather than higher poly on a set model. I do agree there is diminishing returns for a specific model but not on detail in a game in general.
It really isn't.

RyseComparison2-548x580.jpg


Ryse went from 150K polygons in the trailer down to 80K in the actual game, almost half, yet the differences are barely perceptible.

The point of the image isn't to show that polygons are worthless. It's an exaggerated example of just how much diminishing returns creep in as we add more polygons. Mind you, this is only one aspect of rendering but the same applies to everything else. How many times have we heard how worthless 4K is yet everyone creams their pants over 1440p?
In English it's called the law of diminishing returns. Though it's used in many industries to exemplify how adding more and more inputs, will reach a point of fewer returns on investment.
Actually just found it. I just did a piss-poor job at explaining it.

https://en.wikipedia.org/wiki/Just-noticeable_difference
 
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Wooxsvan

Member
Yep. My favorite image to drive this point home is this one:

2486940-0248877224-ChsSw.png


We're pushing more pixels, polygons, effects, and geometry than ever before by a wide margin but the more we have the less we notice.

It's a psychological principle (don't know the name in English) that is called the minimum threshold in my native language. For instance, you'll immediately notice the difference between 1 and 2 pounds. You won't notice the difference between 30 and 33 pounds.
yep and addon to this the economics of node shrinks to even obtain these percent jumps. we are having to find new ways to even create density and this cost is not linear over time AT All. just look at TSMC prices...
 

TrebleShot

Member
No leaks incredible.
Everyone looking to PC now with the latest releases so would be in vested interest to put out a controlled leak or blog post teasing it. But Sony is Sony.
 

Celcius

°Temp. member
I'm not sure if the Pro is real or not.
On one hand nothing has leaked but on the other hand the Switch 2 dev kits are 100% real but nothing has leaked about those either.
 
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Mahavastu

Member
One thing I don't see mentioned much is the hardware/chassis visual design. I know a lot of folks don't care but I've always been a stickler for some iconic looking hardware, unlike most other electronics which I prefer understated and squirreled away, I've always liked my console centre stage and visible to add a bit of flair to a setup..

Wonder if it'll basically be another PS4 Pro approach which just expands on the OG & Slim system, if it'll retain the same colour scheme or if it'll be a bit more radical.

For better economy of scale, I guess the disc drive and its cover for the pro will be the existing one for the slim. It just makes no sense to create new ones.
Therefore I expect the PS5 pro design to be quite similar to the current PS5 / PS5 Slim.
 

King Dazzar

Member
I remind myself that even the PS5 slim was leaked as pretty much confirmed. And then there was a lull and for a little while before the official announcement I wondered if it existed.
 

Three

Member
It really isn't.

RyseComparison2-548x580.jpg


Ryse went from 150K polygons in the trailer down to 80K in the actual game, almost half, yet the differences are barely perceptible.

The point of the image isn't to show that polygons are worthless. It's an exaggerated example of just how much diminishing returns creep in as we add more polygons. Mind you, this is only one aspect of rendering but the same applies to everything else. How many times have we heard how worthless 4K is yet everyone creams their pants over 1440p?

Actually just found it. I just did a piss-poor job at explaining it.

https://en.wikipedia.org/wiki/Just-noticeable_difference
I agree with diminishing returns, that improvements and greater detail becomes less noticeable the smaller they are, I'm just saying that image of the bust is misleading showing literally no improvement, it's a 2k poly model with set low detail and increasing its polycount would be pointless but it doesn't mean you couldn't actually increase the detail of the model where that polycount would then matter.

Take your example of Ryse. It shows a higher polygon budget can still lead to noticeable improvements in detail in the game. Take this cutscene in the game for instance:

Screenshot-20240306-173233-You-Tube.jpg


Not a big deal but could certainly improve with more triangles, no?
That was the graphics king back then, now we have such high polygon budgets that they can model very fine detail in characters, they look like this:

drh4lf2y4mi81.png


There are allegedly 100k polygons for Aloys hair alone, more polygons in Aloys hair than the entire character from past gen.

Ryse's character model was optimised to lower its polygon budget to be able to use that budget elsewhwere too, to increase detail in the game. Notice in the image you posted that they reduced character poly on the character armour, replacing it with improved more efficient shaders/textures instead I assume and maybe just better culling of invisible parts. it's debatable whether the difference isn't noticeable but it certainly isn't a big deal, but notice that they used that optimised lowered character polygon budget to add details to the background instead in your pic. If we had higher polygon budgets we can have more detail without cutbacks, we wouldn't need to have 2D texture chainmail, we wouldn't need to use textures to fake 3D geometry, we wouldn't have square fingers. We wouldn't have Barbarians in Ryse that had flat looking no fur "bear hats" in game because we could possibly use that higher polygon budget for "hair cards" instead (given we have the additional power for alpha effects too).

Optimising by replacing 3D geometry with more efficient baked textures instead, like specular maps, bump or normal maps isn't a bad idea but we are still getting noticeable improvements with higher polygon budgets, I would argue that's where this gen has seen a big noticeable demonstration in Nanite. That improved geometry detail is noticeable


The importance of this detail in a game is debatable especially with the development and storage requirements but higher poly is certainly discernable would you not agree? unlike what that misleading bust image is trying to portray.
 
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The fact that people are now upset that they don't have official info /specs for a device that they shouldn't even know of is hilarious 🤣.
For the past decade, detailed specs of upcoming consoles from the big 3 have been leaked in one way or another at least one year in advance of official release. PS4, Xbox One, Switch, PS4 Pro, Xbox Scorpio, PS5, Xbox Series X/S, etc. The fact that no such leak has happened for this supposed PS5 Pro when it is rumored to release this year either means Sony has somehow figured out how to keep these leaks from happening (very doubtful), PS5 Pro is still in concept/planning phases and there are no specs locked down yet (possible if the console is planned for 2025 or later), or PS5 Pro never existed past boardroom discussions at Sony (doubtful).
 

NeonGhost

uses 'M$' - What year is it? Not 2002.
For the past decade, detailed specs of upcoming consoles from the big 3 have been leaked in one way or another at least one year in advance of official release. PS4, Xbox One, Switch, PS4 Pro, Xbox Scorpio, PS5, Xbox Series X/S, etc. The fact that no such leak has happened for this supposed PS5 Pro when it is rumored to release this year either means Sony has somehow figured out how to keep these leaks from happening (very doubtful), PS5 Pro is still in concept/planning phases and there are no specs locked down yet (possible if the console is planned for 2025 or later), or PS5 Pro never existed past boardroom discussions at Sony (doubtful).
PS4 pro spec leaks didn’t happen till July before its release
 

onQ123

Member
For the past decade, detailed specs of upcoming consoles from the big 3 have been leaked in one way or another at least one year in advance of official release. PS4, Xbox One, Switch, PS4 Pro, Xbox Scorpio, PS5, Xbox Series X/S, etc. The fact that no such leak has happened for this supposed PS5 Pro when it is rumored to release this year either means Sony has somehow figured out how to keep these leaks from happening (very doubtful), PS5 Pro is still in concept/planning phases and there are no specs locked down yet (possible if the console is planned for 2025 or later), or PS5 Pro never existed past boardroom discussions at Sony (doubtful).
But we have leaks just not documented & posted on the Internet to be traced back to a source lol

With Pro Consoles devs don't have to have devkits as early as with a new generation of hardware because it's mostly patchwork.
 

THE:MILKMAN

Member
PS4 pro spec leaks didn’t happen till July before its release

Um...My memory was there was a GDC rumour in late Feb, early Mar '16 from Kotaku? and many people discussing it in gaming forums like here didn't believe it and then someone decided to leak the official dev PDF a week or two later (which was subsequently confirmed by Austin at GB?).

Maybe I'm remembering wrong though. For sure it was well under a year in the PS4 Pro case though.
 
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Stooky

Member
It really isn't.

RyseComparison2-548x580.jpg


Ryse went from 150K polygons in the trailer down to 80K in the actual game, almost half, yet the differences are barely perceptible.

The point of the image isn't to show that polygons are worthless. It's an exaggerated example of just how much diminishing returns creep in as we add more polygons. Mind you, this is only one aspect of rendering but the same applies to everything else. How many times have we heard how worthless 4K is yet everyone creams their pants over 1440p?

Actually just found it. I just did a piss-poor job at explaining it.

https://en.wikipedia.org/wiki/Just-noticeable_difference
this is not a size fits all scenerio example when it comes to face deformations you always want a higher poly count. ryse looks low poly when compared to tlou2 the detail in the facial shows that.
 
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Um...My memory was there was a GDC rumour in late Feb, early Mar '16 from Kotaku? and many people discussing it in gaming forums like here didn't believe it and then someone decided to leak the official dev PDF a week or two later (which was subsequently confirmed by Austin at GB?).

Maybe I'm remembering wrong though. For sure it was well under a year in the PS4 Pro case though.


The PS4 Neo PDF leaked mid-July

Kotaku just said they were working on it on March 18, just what Henderson said about PS5 Pro months ago

People here are losing their minds over nothing
 
this is not a shoe size fits all scenerio example when it comes to face deformations you always want a higher poly count. ryse looks low poly when compared to tlou2 the detail in the facial shows that.
Why are you comparing the graphics of a launch period Gen 8 game to an end-stage Gen 8 game with 7 years of gap in between them?
 

ChiefDada

Gold Member
Why are you comparing the graphics of a launch period Gen 8 game to an end-stage Gen 8 game with 7 years of gap in between them?

Because the person he responded to called into question the significance of increase in GPU power from one generation to the next and specifically referenced polygons.
 

THE:MILKMAN

Member
The PS4 Neo PDF leaked mid-July

Kotaku just said they were working on it on March 18, just what Henderson said about PS5 Pro months ago

People here are losing their minds over nothing

I went and checked my post history as I was sure it was only a short time after the Kotaku article from GDC (and it was me that came across the Scribd link of the NEO PDF leak and posted about it on GAF first!) but it was indeed July....To us but clearly the journos did have the confirmed specs as I believe (!?) Austin at GB said he had seen specs/numbers before the leak happened.

I do agree though that some are losing their mind over nothing with no official confirmation from Sony. This lack of info from Sony is just a product of how they have operate now since their switch of strategy back in 2019.

PS5 Pro is surely a 100% certainty at this point though as even the big media have been reporting about it recently haven't they?
 
Because the person he responded to called into question the significance of increase in GPU power from one generation to the next and specifically referenced polygons.
Again, both Ryse and TLoU2 are from the same console generation, so what increase in GPU power would that be? Not to mention I would argue a significant reason for the increase in quality of face detail between the two games is more to do about devs figuring out how to use the consoles to their fullest potential over those 7 years rather than any power increase.
 

SlimySnake

Flashless at the Golden Globes
3 months and still no leaks ...

Sad The Office GIF
PS5 specs werent leaked by devs either. There was a github leak that was outdated info, but no devs reached out to DF or other outlets. That 10.2 tflops reveal was kept a secret until the very end.

Hell, it took DF 2-3 years just to find out the RAM and CPU allocations for the OS.

A leak isnt happening.
 

ChiefDada

Gold Member
Again, both Ryse and TLoU2 are from the same console generation, so what increase in GPU power would that be? Not to mention I would argue a significant reason for the increase in quality of face detail between the two games is more to do about devs figuring out how to use the consoles to their fullest potential over those 7 years rather than any power increase.

Ryse was originally designed for 360 and released right beside Xbox One launch. Don't kid yourself. Ryse was an Xbox One game as much as GTA V was.
 

Three

Member
Again, both Ryse and TLoU2 are from the same console generation, so what increase in GPU power would that be? Not to mention I would argue a significant reason for the increase in quality of face detail between the two games is more to do about devs figuring out how to use the consoles to their fullest potential over those 7 years rather than any power increase.
How does this negate the point as to why he is drawing the comparison between games with different polycounts in characters? He did so because he is just highlighting that higher poly also improves animations (even if it's within the same gen). What exactly are you arguing here? your point seems contradictory. you seem to be both complaining about the comparison being made yet suggesting they're more alike in terms of tech too?

Why are you comparing the graphics of a launch period Gen 8 game to an end-stage Gen 8 game with 7 years of gap in between them?

Again, both Ryse and TLoU2 are from the same console generation,

What exactly is the problem then? His only point was that poly count improves animations too. Hence why he made the comparison. Especially low poly facial animations are more noticeable. He isn't saying the devs did a bad job at the time or anything like that.
 
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drh4lf2y4mi81.png


There are allegedly 100k polygons for Aloys hair alone, more polygons in Aloys hair than the entire character from past gen.
Do you know how many times I noticed those tiny details on her skin while playing 40+ hours of the game? ZERO! I didnt even know she had peach hair on her cheeks because you can only see that shit in photo mode against the sun zoomed in 300%. Like yeah ok, they have more detail but at what point do you actually enjoy that upgrade when its almost impossible to notice unless under specific conditions. This flex is just pointless.
 
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lh032

I cry about Xbox and hate PlayStation.
Do you know how many times I noticed those tiny details on her skin while playing 40+ hours of the game? ZERO! I didnt even know she had peach hair on her cheeks because you can only see that shit in photo mode against the sun zoomed in 300%. Like yeah ok, they have more detail but at what point do you actually enjoy that upgrade when its almost impossible to notice unless under specific conditions. This flex is just pointless.
This is true

These polygon comparison only applies to photo mode lovers.

I prefer next gen cloth /boob psychics and most important npc ai
 

Panajev2001a

GAF's Pleasant Genius
Yes, there are still improvements, but they are much less noticeable than any of the previous jumps. Maybe we are getting a image that is 10% better for 10 X the geometry cost. Not to mention the rasterization cost.

But the point to take is that adding more and more detail will always reach a point where the increased cost does not justify small improvements.
Yes! Although I like to see it from the other side, that in order to get a meaningful improvement you need a greater than linear improvement in resources.

We may and likely still needs those improvements, but to actually make us notice we need a disproportionate increase in resources and complexity.
 

Three

Member
Do you know how many times I noticed those tiny details on her skin while playing 40+ hours of the game? ZERO! I didnt even know she had peach hair on her cheeks because you can only see that shit in photo mode against the sun zoomed in 300%. Like yeah ok, they have more detail but at what point do you actually enjoy that upgrade when its almost impossible to notice unless under specific conditions. This flex is just pointless.
I know and I agree the smaller the details the less they're noticed but even without a close up shot a high poly model has visible improvements. Take the hands in that cutscene which has no zoom at all and you can see the polygons compared to this model

6c0f87fa899a584700b1483aa0b4dfa6.jpg


Round fingers, polygons used to model broken wicker strands, folds in cloth modeled, all fine details. It's not important, you could probably play a game as a stickman too but if you're looking for improved graphics these certainly are improved graphics from a higher poly count in comparison. If you start cutting this model back to 20k polygons like the bust example image you're going to very easily see the difference. Its importance to a game is something else though.
 
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Bernardougf

Gold Member
Do you know how many times I noticed those tiny details on her skin while playing 40+ hours of the game? ZERO! I didnt even know she had peach hair on her cheeks because you can only see that shit in photo mode against the sun zoomed in 300%. Like yeah ok, they have more detail but at what point do you actually enjoy that upgrade when its almost impossible to notice unless under specific conditions. This flex is just pointless.
And just proves how this companies burn money and graphical assets with nonsense.. and the games takes 3 to 4 years to make and are expensive as fuck nowdays. So we can see facial hair with 300x zoom.
 

leizzra

Member
Yep. My favorite image to drive this point home is this one:

2486940-0248877224-ChsSw.png


We're pushing more pixels, polygons, effects, and geometry than ever before by a wide margin but the more we have the less we notice.

As much as I agree with that the more complex the graphic become the less improvement we see (it starts to be all about the details that make the difference), this picture is not a good comparison. The model used has no good details to show the proper differences that are still between 6k and 60k. But for general purpose it shows the point.

Through years we were making tricks to make viewer believe that he is looking at more complex models. And the industry get good at it - normal maps, screen space subsurface scattering, PBR, AO, proper mesh optimisation.

There are allegedly 100k polygons for Aloys hair alone, more polygons in Aloys hair than the entire character from past gen.

I believe it was more like 194k for hairs but it's LOD0 used in cut-scenes and maybe photo mode. Still you can see there's not enough polygons on hairs, especially closer to face (which could be proper optimised - more polygons closer to head and less at the back of the head).

Optimising by replacing 3D geometry with more efficient baked textures instead, like specular maps, bump or normal maps isn't a bad idea but we are still getting noticeable improvements with higher polygon budgets, I would argue that's where this gen has seen a big noticeable demonstration in Nanite. That improved geometry detail is noticeable

We are at the point where 100k polygons is quite sufficient number for character model (depends on character - his clothing, hairstyle, ect.). Sure if you'll be picky then you will find things to improve, but generally speaking you don't need much more in many situations. Normal maps served us well for long time and will be still because they are efficient. Then again there is a difference in scale of details that were baked to normal map back in Xbox era to what it is baked now. Back then you need to make a lot of geometry, now you are leaving it more for details (like texture of the materials), and less for bigger shapes. And that's good because real geometry and normal map caches light differently - normal maps will have more leaking lights because it's not real geometry, so it approximates the lighting information.

As for Nanite and more polygons - well it still doesn't work on skinned meshes and who knows if it will be or is it even needed. Working with hundreds of millions of polygons in programs like Zbrush is fine (well to the point because performance can be not good), but those models need to be skinned to rigs for animation. Working on dense wire frame in software like Maya is painful and at some point not even possible. Not to mention importing such big models to the programs or then animating it. Also those files are heavy - like model itself is like 20 GB (but probbaly can be compressed) in OBJ/FBX.

In offline rendering you are still using less complex models but then durring rendering they have dispalcement and tesallation applied. Maybe there could be better tools for managin this but for now they still aren't here and I don't believe they will be in forsible future.

when it comes to face deformations you always want a higher poly count

About 30k is enough and still we could work with less. More important are good blend shapes (geometry plus normal maps).

because you can only see that shit in photo mode against the sun zoomed in 300%

Can't agree on that. You can see it in normal cut-scenes, espceially that Guerrilla is using this perfect lighting setups for most of the game (so it emphesize the effect). Sure they are more visible when you zoom in photo mode but it's not like you see it only there. They were added for a reason and it's not only for photo mode.

As for the difference between generations, PS4 and XO had not only better poly counts or lighting, but also it introduced new rendering solutions like PBR. It was a real game changer and made asset/characters production more guided then previously. It provided nice jump in general fidelity (although without proper lighting setup it can be rather flat and underwhelming, because we don't bake into textures things like AO, cavity, lighting, etc.).

I do agree though, that PS4Pro and XOX made the jump to PS5 and XSX less noticeable. Without upgraded consoles we would get from 1080p to 2160p (targets) this gen. It wouldn't be a huge difference but still it would be something for marketing.

This generation has Ray Tracing yet it is still in it's infancy because of the power that it needs. SSD's were supposed to be this great feature but for now they aren't used properly by the engines and the gameplay design. The rest of graphical features is just an improvemet on what we already had.
 

Three

Member
Back then you need to make a lot of geometry, now you are leaving it more for details (like texture of the materials), and less for bigger shapes. And that's good because real geometry and normal map caches light differently - normal maps will have more leaking lights because it's not real geometry, so it approximates the lighting information.
Agreed that they get the job done for efficiency. You can notice textures don't look quite right though compared to 3D geometry when you have a set polygon budget. even in alloys model you can see the wicker on her hand has no real depth for example.
 

leizzra

Member
even in alloys model you can see the wicker on her hand has no real depth for example.

Yes, but I'd say it's good enough. Maybe the depth could be better simulated with some tricks (parallax occlusion come to mind). You need also think about how to make this with higher polygon count. The most obvious would be to make wicker as in real life (and that's probably on high poly). Then you need to reduce the polygon number (or make a low poly version of each strand, so it would be a lot of work ;) ). Then you need to make na UV for each strand, so it'll be a lot of them. On top of that you would like to optimise it so that the parts that aren't visible are removed (so less polygons and less UV space needed). This type of approach makes the process even more time consuming so it's not only making the polygon and texture budgets bigger but also time (and by that money).

For few months we ware working on benchmark characters for future projects. I was making many additional details in polygons just to check if it's something worth of doing (well I assumed that it's not but still was worth of testing for internal use). In the end people don't see the difference until you tell them where to look. So you can do that maybe even in reasonable polycount. Time spent on it is something different thought ;) .
 
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