sounds like the shadows aren't, otherwise they would mention itActually I did have another question, Would fully Raytraced Lighting mean no shadow maps? Are all shadows fully Raytraced as well?
Shadows are the lack of light, so they are a byproduct of every RT simulated light. If all light is RT simulated, all shadows should be too and for "free".Actually I did have another question, Would fully Raytraced Lighting mean no shadow maps? Are all shadows fully Raytraced as well?
How is a tiny studio in no-where Europe able to pull off what AAA studios cannot?
This. You just put lights and shadows, ssao and every shadow, small shadow and global illumination bounces "just happen". No more work creating shadowmaps, optimizing ssao or using workarounds to simulate bounce lighting. Lots of saved time for devs.Shadows are the lack of light, so they are a byproduct of every RT simulated light. If all light is RT simulated, all shadows should be too and for "free".
In addition, if all GI data is RT simulated and has multiple bounces, AO should be another "free" byproduct because AO is a result of less bounce light hitting occluded areas.
Yup. No more GI probs placing, no more GI and shadow baking, no more faking baked lights and shadows into textures, and everything is dynamic so it removes limitations which will help scenes be more dynamic (distraction and less static objects). It also makes time of day changes zero effort and solves classical problems like long shadow casting.This. You just put lights and shadows, ssao and every shadow, small shadow and global illumination bounces "just happen". No more work creating shadowmaps, optimizing ssao or using workarounds to simulate bounce lighting. Lots of saved time for devs.
Work then would shift to make materials react accordingly and properly I guess.
I barely know anything about this specific subject, but that says software-based VRS has better performance and quality than the hardware-based implementation of it but I thought it was the other way around? At least with the Xbox Series'.I highly recommend people to read about software VRS vs hardware VRS.
.Software-based Variable Rate Shading in Call of Duty: Modern Warfare
This lecture covers a novel rendering pipeline used in Call of Duty: Modern Warfare (2020).research.activision.com
Well they were both already remastered for for Xbox One/PS4 era systems, PC too I believe. I doubt they will be remastered again.Never played the Metro series...any news on remasters or upgrades for the first two?
I barely know anything about this specific subject, but that says software-based VRS has better performance and quality than the hardware-based implementation of it but I thought it was the other way around? At least with the Xbox Series'.
I'd honestly be shocked if it isn't native 4k on ps5/Series x.1440p with reconstruction is just a smarter use of resources than 4k native, especially when AMD reveals whatever solution they have to officially compete with DLSS. Dev-specific implementations can be hit or miss, but most consumers won't notice the difference.
I'd honestly be shocked if it isn't native 4k on ps5/Series x.
I think DF already covered this in the article below:
DF Article covering the original release.
It's already Native 4K on One X, with a little over half of the paper gpu frequency of the ps5
and a considerably slower CPU (disregarding advantages in bandwidth, improvements at the hardware
level with a current gen GPU, etc.)
Native 4k at 60fps is a real possibility.
Huh? That is not what was said at all in this Interview. They are quite literally using low Level AMD exclusive Code to make the RT run on consoles.4A Games Tech Q&A - RTX 3000 Is in a 'Different League' for RT Performance, But AMD's Approach Is More Flexible
4A Games CTO Oleksandr Shyshkovtsov talks to us about next-generation consoles and GPUs, ray tracing implementations and a lot more.wccftech.com
Good interview talking about the differnce between platforms and how AMD appraoch with hybrid RT is different. They are praising AMD approach for hybrid RT, yet they didn't use it. If they did they would have gotten RT reflections without any brute forcing. Hopefully they would use it in their next projects when they shift to more adequate hybrid approach.
I'd honestly be shocked if it isn't native 4k on ps5/Series x.
I think DF already covered this in the article below:
DF Article covering the original release.
It's already Native 4K on One X, with a little over half of the paper gpu frequency of the ps5
and a considerably slower CPU (disregarding advantages in bandwidth, improvements at the hardware
level with a current gen GPU, etc.)
Native 4k at 60fps is a real possibility.
It's doubtful once RT is introduced. If it was just the same settings as last gen then sure they could mod 4K60FPS.
was Demon's Souls gonna have RT but was removed or was that an early error?1440p with proper reconstruction at 60fps is always always always the way to go, over native 4k.
Demon's Souls is the crown example of this
I believe that it was an error. I think the details for the game stated that it'd have raytraced shadows? But it was removed before launch and we learned that it didn't have RT a few weeks prior to launch.was Demon's Souls gonna have RT but was removed or was that an early error?
It was supposed to have RT but they ditched since they wouldn't be able to implement it before launch because deadline, small team etc.was Demon's Souls gonna have RT but was removed or was that an early error?
1440p with proper reconstruction at 60fps is always always always the way to go, over native 4k.
Demon's Souls is the crown example of this
I believe that it was an error. I think the details for the game stated that it'd have raytraced shadows? But it was removed before launch and we learned that it didn't have RT a few weeks prior to launch.
EDIT: From the official blog
"From Japan Studio and Bluepoint Games comes a remake of the PlayStation classic, Demon's Souls. In addition to beautiful shadow effects*, players can choose between two graphics modes while playing: one focused on fidelity, and one focused on frame rate.
*This entry has been updated"
So it was a miscommunication from them.
Latency will be better than without it. They are probably talking about taking advantage of DLI or whatever it's called.Improvements on controller latency only on Xbox? So that means Exodus has even worse latency on X than PS4? Wow, I dropped the game because it felt like shit to play (on PS4).
They are comparing it to Tier 1. VRS is divided by Tiers, think of it like version 1.0, 2.0, ... . Hardware based implementations will always be better than software based solutions.I barely know anything about this specific subject, but that says software-based VRS has better performance and quality than the hardware-based implementation of it but I thought it was the other way around? At least with the Xbox Series'.
Demons Souls is just straight up 1440p, ive said it like 50 times, 4K is a big meme once TAA was introduced, the resolution chase was only such a thing because MSAA being more or less removed in 7th gen.1440p with proper reconstruction at 60fps is always always always the way to go, over native 4k.
Demon's Souls is the crown example of this
What about game saves? I don't want to replay the campaign all over again, but I want to experience the DLCs
You don't need to complete the campaign to be able to play the DLC. You just choose it from the menu. And it's fairly detached from the main story, so you don't even need to play the campaign first, really.
Should TAA be considered as reconstruction along with cb and the various other temporal techniques?Demons Souls is just straight up 1440p, ive said it like 50 times, 4K is a big meme once TAA was introduced, the resolution chase was only such a thing because MSAA being more or less removed in 7th gen.
there's temporal upsample, or TAAU which is derived from TAA, I guessShould TAA be considered as reconstruction along with cb and the various other temporal techniques?