ChiefDada
Gold Member
That's actually not what it says at all, lol. That is regarding inline raytracing with DXR 1.0 for PC vs. 1.1 with Series X, where it actually shows GAINS. The optimizations are from the jump to 1.0 for PC to 1.1 with rdna2 for Series X , not regarding Vulkan, ffs.
This was NOT an API comparison with PS5.
And that all goes without the fact that RT is nearly identical across both consoles. Or, conversely, look at an actual UE game with RT with downgraded RT effects on PS5 vs. XSX, such as The Medium.
In reality, DXR is actually more mature than Vulkan regarding efficiency atm. Don't spread misinformation.
The presentation mentioned multiple issues relating to Series RT pipeline where again PS5 implementation was much more flexible. The DXR 1.1 update did allow for inline RT, but as i said before, that alone did not clear all inefficiencies of Series RT pipeline (DXR) relating to different techniques lumen was applying. As SenjutsuSage mentioned above there are instances in demo where ray generation sharers were more appropriate than inline. In those instances, the issue of occupancy penalty still applies. The budget between inline vs DXR 1.0 was NOT my ref point for saying PS5 was more efficient. It was the accompanying notes in article. I really don't have the energy to argue back and forth and repost quotes from the presentation. believe what you want.
Unless I missed something, at no stage does it actually claim the PS5 has any advantage over the Xbox Series X in the area cited? In fact, I don't see a single mention of the Playstation 5 anywhere in the document. The only mention seen is of DXR 1.0 leaving performance on the table, and how when using In-Line Ray Tracing the Series X saw a performance gain of between 0.3 - 1.7ms.
They cite that DXR 1.0 leaves performance on the table and isn't as inefficient.
Except Series X supports a more advanced tier of DXR called DXR Tier 1.1, which supports the very in-line ray tracing method utilized to bring additional performance in the UE5 document.
I'm guessing you saw some youtube video that literally took an opportunity to spread misinformation about what this info was saying?
DirectX 12 Ultimate solves the issue they were having in this document. It has a higher tier of DXR support. Maybe in the actual video or accompanying audio they mention PS5? But there's certainly no mention of PS5 in the powerpoint. They were highlighting a more advanced form of RT that Series X literally supports in DirectX 12 Ultimate. They were comparing to a less flexible form of DXR. Version 1.0.
https://devblogs.microsoft.com/directx/announcing-directx-12-ultimate/
In other words, there are cases where dynamic-shading ray tracing is better, and there are cases where in-line ray tracing is better. They can even be combined together.
JFC I'm too tired for this shit. You some good points from research here that I never even disagreed with but your decision to attack without proof just turned me off from potential conversation. Btw I suggest you read the accompanying notes to the slides.