viveks86
Member
Without OMM, SER etc? 540p 30 may be. Not to mention that code branch likely being Nvidia exclusive…I really wanted to see a PT 30fps mode on the Pro. They got 120fps, come on...
Without OMM, SER etc? 540p 30 may be. Not to mention that code branch likely being Nvidia exclusive…I really wanted to see a PT 30fps mode on the Pro. They got 120fps, come on...
He said that when the PS3/360 to PS4/X1 transition happened, and it was fair comment back then with him coming off the back of optimising on 360/PS3 where each had discrete CPUs and GPUs.
Now you are holding up discrete parts with twice the combined memory paired with CPUs above the consoles with far more cache and with unoptimized games and holding up his comment out of context.
He wouldn't make that same comment now, because it isn't true now mainly because of the software and area constraints on an APU within that wattage budget.
I clearly showed your 9060XT vs a Pro GPU was completely unfair with the discrete part having the most vital spec: fillrate as an entire console from this gen extra.
IIRC KeplerL2 said the other day that infinity cache effectively doubles or triples memory bandwidth on RDNA GPUs, and the 500GB/s for the Pro GPU is still interrupted in an interleaved way by the CPU because it is an APU, which ironically if it had an LLC of 30MB that would make a huge difference, as would an extra 50Gpixels.9060XT has 322.3 GB/s of memory BW. It needs L3 cache to not shit the bed vs. GPUs that have more than 500GB/a.
Separate memory was always the thing in PC space so I don't get why you bring it now, DDR is also super slow compared to GDDR.
Yep, you're right. Path tracing is only available on NVIDIA cards in this game.Without OMM, SER etc? 540p 30 may be. Not to mention that code branch likely being Nvidia exclusive…
Watching a highly compressed YouTube video?God after playing on my OLED the RT on Pro looks so bad…. Ton of delays once a light source changes and it's boiling all over the place, it reminds me of the worst implementation of Lumen. How did DF not noted this ? I am really disappointed tbf
God after playing on my OLED the RT on Pro looks so bad…. Ton of delays once a light source changes and it's boiling all over the place, it reminds me of the worst implementation of Lumen. How did DF not noted this ? I am really disappointed tbf
IIRC KeplerL2 said the other day that infinity cache effectively doubles or triples memory bandwidth on RDNA GPUs, and the 500GB/s for the Pro GPU is still interrupted in an interleaved way by the CPU because it is an APU, which ironically if it had an LLC of 30MB that would make a huge difference, as would an extra 50Gpixels.
God after playing on my OLED the RT on Pro looks so bad…. Ton of delays once a light source changes and it's boiling all over the place, it reminds me of the worst implementation of Lumen. How did DF not noted this ? I am really disappointed tbf
God after playing on my OLED the RT on Pro looks so bad…. Ton of delays once a light source changes and it's boiling all over the place, it reminds me of the worst implementation of Lumen. How did DF not noted this ? I am really disappointed tbf
But I suspect they were losing by fillrate, not memory bandwidth or there was a sponsorship deal for Nvidia or maybe he was describing the benefit on RDNA4. Either way an RX 9060XT discrete GPU with 30MB of L3 and on PCie5 mapping the GPU driver in RAM isn't at a memory bandwidth disadvantage to a PS5 Pro GPU that has no L3 cache at all.It can't be that high. Ampere GPUs with more than 700GB/s memory speed were beating RDNA2 top dogs in 4k even if performance in 1440p was very similar or better:
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RTGI taking a little time to process changes is a pretty normal optimization in most games that use it, nothing new and something you won't notice 95% of the time unless you really go looking for it. Low quality reflections with denoising issues is also quite common. Having both RT effects along with a huge increase in image quality while retaining smooth performance in a game with cutting edge visuals is still quite impressive though. After seeing so many recent games launch with 720p resolutions and god-awful RT you can barely make out, it's definitely worth gushing over even if it's not perfecthmm.
This sounds like another game DF tested a few months ago, I can't recall exactly which one, where they said that in the RT mode you can often see the lighting 'catch up' on camera cuts and visibly load in.
Between this and the RT flickering, it seems like John just wanted to gush on the game more.
God after playing on my OLED the RT on Pro looks so bad…. Ton of delays once a light source changes and it's boiling all over the place, it reminds me of the worst implementation of Lumen. How did DF not noted this ? I am really disappointed tbf
Wut? It's not the PSSR the cause of such stuffYep, crawling and sizzling is all over the place, it's not as bad as Alan Wake 2 or SH2Re but it's there, which brings me to : how the heck didn't DF/John notice it ?
Friggin' PSSR man...
But I suspect they were losing by fillrate, not memory bandwidth or there was a sponsorship deal for Nvidia or maybe he was describing the benefit on RDNA4. Either way an RX 9060XT discrete GPU with 30MB of L3 and on PCie5 mapping the GPU driver in RAM isn't at a memory bandwidth disadvantage to a PS5 Pro GPU that has no L3 cache at all.
Yep, crawling and sizzling is all over the place, it's not as bad as Alan Wake 2 or SH2Re but it's there, which brings me to : how the heck didn't DF/John notice it ?
Friggin' PSSR man...
Probably just low-quality RT. It has to run at 60fps after all, so there probably aren't that many rays being cast and the denoising part might be lacking.Yep, crawling and sizzling is all over the place, it's not as bad as Alan Wake 2 or SH2Re but it's there, which brings me to : how the heck didn't DF/John notice it ?
Friggin' PSSR man...
I mean the latest Resident Evil which use RE engine.Did you play the classics? Pretty sure those are 30fps.
No playing for 3 hours on my 55 OLED.Watching a highly compressed YouTube video?
It's something which was already visible in RE Village. In a minor way because if I'm not wrong raytracing was limited to the indirect light but this time is full GI so obviously quite more visible. Isn't it exactly the most precise raytracing used.No playing for 3 hours on my 55 OLED.
It reminds me of the poor Layers of fear remake which was one of the first games on UE5.
When you are playing Grace with the interruptors switching, it takes 2 seconds for the lighting to update, with huge artefacts. It's worse than SH2 Remake imho
No playing for 3 hours on my 55 OLED.
It reminds me of the poor Layers of fear remake which was one of the first games on UE5.
When you are playing Grace with the interruptors switching, it takes 2 seconds for the lighting to update, with huge artefacts. It's worse than SH2 Remake imho
No playing for 3 hours on my 55 OLED.
It reminds me of the poor Layers of fear remake which was one of the first games on UE5.
When you are playing Grace with the interruptors switching, it takes 2 seconds for the lighting to update, with huge artefacts. It's worse than SH2 Remake imho
Not feeling so bad about missing out on RTGI on base consoles now.
Still think they should have atleast tried to get RT reflections on them.
Not feeling so bad about missing out on RTGI on base consoles now.
Now I'm crossing my fingers that my 10 year old LED doesn't show itNo playing for 3 hours on my 55 OLED.
It reminds me of the poor Layers of fear remake which was one of the first games on UE5.
When you are playing Grace with the interruptors switching, it takes 2 seconds for the lighting to update, with huge artefacts. It's worse than SH2 Remake imho
Looks great in AC Shadows.and that right there is why I am not a fan of RTGI.
the hardware is simply not there yet to make it look good.
in order for RTGI to be visually pleasing, it basically would need so many rays per pixel that a denoiser was almost not needed anymore... which we are a good way away from still... well, maybe a 5090 could do it lol
baked GI + RT reflections is the way to go for now. and developers should focus on that.
Looks great in AC Shadows.
In the case of RE, it's true there is no real reason not to bake the GI. As far as I'm aware, there's no dynamic time of day, so it's not like they would have to redo a bunch of lightmaps for every instance.it's serviceable in some instances, but especially in horror games it's just a REALLY bad fit.
for example, in Silent Hill f, the game sometimes tries to do subtle handholding by having flickering lightbulbs guide the way... well, that flickering looks like someone installed a dimming switch and is sliding it up and down, because the RTGI reacts so slowly.
so anything where lights are moving fast, or where lights are flickering/are prone to go off and on in an instant, will make RT GI lool awful.
also really bad are dimmly lit environments with many light sources, as that tends to create insanse boiling issues. even in Doom TDA, which has generally really good RTGI, the GI breaks in such moments (which are thankfully rare enough to not get annoying)
In the case of RE, it's true there is no real reason not to bake the GI. As far as I'm aware, there's no dynamic time of day, so it's not like they would have to redo a bunch of lightmaps for every instance.
In the case of RE, it's true there is no real reason not to bake the GI. As far as I'm aware, there's no dynamic time of day, so it's not like they would have to redo a bunch of lightmaps for every instance.
Yeah, but upon learning that 1, PT is exclusive to NVIDIA, and 2, the RTGI is a bit slow due in no small part to a low amount of rays and we seem to have denoising issues, PT doesn't seem like a viable alternative for the Pro anymore. At least, not without a lot of flickering/noise.![]()
Didn't you want PT on pro just a minute ago? A couple of flickering shadows and you want to go back to raster?
Yeah, but upon learning that 1, PT is exclusive to NVIDIA, and 2, the RTGI is a bit slow due in no small part to a low amount of rays and we seem to have denoising issues, PT doesn't seem like a viable alternative for the Pro anymore. At least, not without a lot of flickering/noise.
I was looking to see how much performance RDNA4 loses going from PT to RT, but it's not available there. We do have the numbers for a 5070 Ti and...
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64% performance loss from RT lol. 1080p30 with PT wouldn't be feasible at all on the Pro.
It can't be that high. Ampere GPUs with more than 700GB/s memory speed were beating RDNA2 top dogs in 4k even if performance in 1440p was very similar or better:
God after playing on my OLED the RT on Pro looks so bad…. Ton of delays once a light source changes and it's boiling all over the place, it reminds me of the worst implementation of Lumen. How did DF not noted this ? I am really disappointed tbf
No playing for 3 hours on my 55 OLED.
It reminds me of the poor Layers of fear remake which was one of the first games on UE5.
When you are playing Grace with the interruptors switching, it takes 2 seconds for the lighting to update, with huge artefacts. It's worse than SH2 Remake imho
The RT in Resident Evil games was always low quality but at least it was extremely fast. On my PC I saw just 1fps difference in the RE4 remake between RT on and off.that's always so weird to me. baked GI is basically always superior (with current hardware) compared to RTGI if your environment is mostly static.
I understand why UE5 devs use it... it's a shortcut... but why Capcom added it here is kinda a mystery to me. and apparently you can't even toggle GI and Reflections separately on PC either... that's such a weird choice.
they take the time to bake the GI, then add inferior realtime GI, and then couple it with RT Reflections. so weird.
maybe a mod will decouple them lol
This can be clearly seen here on PC too
Patch tracing likely using ReStir or NRC ? Nvidia has not promoted which method as of now but even ReSTIR with ray reconstruction was very fast in cyberpunk 2077. RT is just not keeping up. I think all RT solutions, be it from Nvidia or Lumen, suffer that kind of lag.
alan wake 2 on consoles is using some settings which are lower than low on PC , those settings are not available for PC versionPS5 Pro provides roughly 78% more memory bandwidth than the 9060 XT
Now ask yourself, if 30MB of cache can make up for that difference. I think that there could be instances where PS5 Pro will win in memory BW vs this GPU. Like here:
Low resolution, Radeon wins:
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Higher resolution, Pro wins:
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I think it's just low quality RT, low ray counts and bad denoiser. Standard stuff for RE games.
I doubt PSSR (or whatever they use) is the issue here.
PS5 Pro provides roughly 78% more memory bandwidth than the 9060 XT
Now ask yourself, if 30MB of cache can make up for that difference. I think that there could be instances where PS5 Pro will win in memory BW vs this GPU. Like here:
Low resolution, Radeon wins:
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Higher resolution, Pro wins:
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I think it's just low quality RT, low ray counts and bad denoiser. Standard stuff for RE games.
I doubt PSSR (or whatever they use) is the issue here.
alan wake 2 is using some settings which are lower than low on PC , those settings are not available for PC version
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Actually Buggy Loop's image shows that it does double and triple the effectiveness of bandwidth on 6900XT compared to the other two if I'm not mistaken, and around notable workload data sizes (L1, L2, L3) does the relationship change, so the absence of the 30MB L3 on PS5 Pro compared to 9060XT is significantly different. And as I said, the CPU in Pro is interrupting the GPU in an interlaced fashion negatively impacting the L2 efficiency compared to how it would perform with a 30MB cache allowing it optimally reduce RAM access frequency by upto 7 times(30MB/4MB).
Even the 8MB CPU cache in the Pro tells us that even in an optimal situation at full workload the CPU is accessing the RAM and blocking the GPU's 500GB/s bandwidth at ~5000 per second (40(GB) 000/8(MB))
So that still looks like the PC with a mapped GPU driver in RAM and the ability to opportunistically pipeline data over PCIe5 into a large L3 does more than make up for the bandwidth deficiency, along with the disruptive L2 cache missing on the Pro - to then utilise VRAM bandwidth - and the XSS extra worth of fillrate on the 9060XT means even on VRAM bottlenecks it has a huge 33% capacity there to make up for even a 20% bottleneck buggy loop mentioned on VRAM - that the L3 can't get around.
alan wake 2 on consoles is using some settings which are lower than low on PC , those settings are not available for PC version
I would expect almost 18 hours after, DF confirming they don't know what tech is it, or confirming it's not PSSR2. But since they got independent... I wonder if they are using those rumors to get speak about themDigitalFegs ^^
God after playing on my OLED the RT on Pro looks so bad…. Ton of delays once a light source changes and it's boiling all over the place, it reminds me of the worst implementation of Lumen. How did DF not noted this ? I am really disappointed tbf
I mean he blames the ps5 pro hardware and the pssr but in the end it's how raytracing work in capcom engine. But I applaud the try.
I mean he blames the ps5 pro hardware and the pssr but in the end it's how raytracing work in capcom engine. But I applaud the try.![]()