People that think Sony isn't going to respond to MS multiple SKU strategy are crazy.
My sources say Sony will offer two SKUs of their own: one packaged with Cerny's famous Alfredo sauce, and another with Yoshida's Marinara.
for the love of god, mary and joseph. i hope bluepoint games acquisition never happens
There will be a third with Kutaragi's BBQPeople that think Sony isn't going to respond to MS multiple SKU strategy are crazy.
My sources say Sony will offer two SKUs of their own: one packaged with Cerny's famous Alfredo sauce, and another with Yoshida's Marinara.
Who knows? Only Microsoft is attending E3, we know nothing about Sony's plans to further unveil PS5.Do people think we won't get anything substantial till E3?
Also, looking past E3, do we have any idea of when Microsoft/Sony will begin their marketing for their next-gen consoles?
Who knows? Only Microsoft is attending E3, we know nothing about Sony's plans to further unveil PS5.
I bet we won`t. Hope I`m wrong tho. The marketing engine will turn on next year.Do people think we won't get anything substantial till E3?
Also, looking past E3, do we have any idea of when Microsoft/Sony will begin their marketing for their next-gen consoles?
i expect a few watch dog-like reveals giving us at least a ball park of where we are heading. maybe not from MS though
Do people think we won't get anything substantial till E3?
Also, looking past E3, do we have any idea of when Microsoft/Sony will begin their marketing for their next-gen consoles?
can you even buy a non 5g band wifi chip at this point?What's everybody's expectations of the PS5's wifi capabilities?
In other words, will it suck? I hope they put a decent wifi chip in it!
this right here is what i want to focus on the most. everything else is just a side conversation.
A game cannot be both 'designed around a 6 tflops GPU' and then at the same time be a generational leap on a similar 6 tflops GPU a gen later. the fact is that they didnt push the foliage as high as they could have. the lighting engine didnt get reworked to take advantage of the insane 6 tflops gpu. the car models show more detail but clearly we both agree that next gen cars will look much better. its a clear upgrade, no doubt. but not a generational one you would get it if was designed on the xbox 1x.
and no, i have not seen it on the base xbox one console, but i have seen RDR2 running at 900p on my brother's Slim and it looked like a blurray mess on his tv. i am a 100% in agreement that there is a clear visual difference between a native 4k forza horizon 4 and a 1080p xbox one version, but it's mostly due to the resolution. the foliage, number of NPCs, some shadows dont amount to much, and certainly dont offer a massive visual leap.
check out the unity book of the dead tech demo running realtime on the ps4 pro. the foliage, the textures, the wind effects, the lighting everything looks way ahead of RDR2, Horizon, and even Ghosts of Tshushima. Because it is utilizing all of Pro's GPU horsepower.
With all that said, i will extend you an olive branch and accept that if we apply this logic in reverse to the anaconda version being the benchmark and lockheart version a watered down 1080p version with fewer NPCs, shadows, slight downgrade in foliage, less tesselation, reflections etc. then ok, it might work. but i am skeptical for the reasons i list below.
The project runs 30 fps in 1080p on PS4 Pro, Xbox One X and Windows/DX11 (mid-range gaming system). It is also supported on macOS/Metal, Windows/Vulkan/DX12 as well as on PS4, Xbox One and Xbox One S.
This is an interesting example. technically you can port current gen ps4 and xbox one games on the switch, though they tend to run at 360p-480p undocked. literally the three biggest games (wolfenstein, doom and mortal kombat 11) all spend most of their time in between those low resolutions going by DF comparisons. we dont know the exact tflops numbers of the tegra gpu in the switch and its a tough comparison due to the massive difference between nvidia and amd tflops but its safe to assume that its roughly half of the 1.3 tflops xbox one GPU, somewhere around 600 gflops and it is running these games at way less than half the resolution most of the time at HALF the framerate to boot. Although, MK11 runs at 60 fps, but it looks pretty bad.
i am not saying that a game designed on a 13tflops ps5 gpu to run at 4kcb will run at 480p or even 720p on the lockheart. i am saying these games next gen are going to have some really complex physics and simulations that will make it much harder to downport at just half the resolution or 1080p in these games. there is nothing really that complex about doom, mortal kombat and wolfenstein at least not when it comes to physics and next gen simulations but it still struggles mightily.
which brings us to the worse case scenario or concern trolling as you called it, which is that devs use the 6-8 tflops console as the benchmark instead and simply up res the game for the other versions with other smaller forza like upgrades like better shadows, slightly better foliage quality etc. and i dont want slight. i want devs to start with 13 tflops.
The Anthem example is the most recent one, but I can promise you that even if they didnt have a troubled development, they couldnt have produced those E3 2017 visuals on the base xbox one or ps4. That demo looked a gen ahead of RDR2 which is the current graphics king on consoles. are you saying that if bioware had enough time and resources they could make the game look that good on consoles? the funny thing is that they had 7 years and spent the last two years downgrading the game to get it to run on consoles.
if you dont like the anthem example, you can pick any other downgrade. dark souls 2, watch dogs, rainbow six. when they got downgraded on consoles, they also got downgraded on PCs which were most likely being used to create the vertical slices in the first place. the point is that the base consoles limited the vision of the devs. I fear the same will be the case for third party devs and first party MS devs who are limited to 6-8 tflops in the same way.
Yeah, Samaritan was bested or on par with Arkham Knight. With the rest there's RDR2, Days Gone, The Order, God of War, Hellblade, and upcoming TLoU2I'm going back and watching the old tech demoes (Samaritan, Agnes, Dark Sorcerer, Elemental) and I think in many ways they've been exceeded. Anyone else share this analysis?
Um, no. Not remotely. The Switch docked is about 352GF, if I remember correctly. I have heard that the Tegra X1 can potentially hit 1TF, but only with PC-level cooling, and that might've been referring to FP16.
That seems extremely low but looking it up the only thing I could find is early rumors like the one below. So you can be right. I'll correct that part in my post, thanks.
https://www.gamespot.com/articles/nintendo-switch-specs-report-1-teraflop-of-perform/1100-6446282
Add me to the CB/reconstruction camp...Some results on Pro titles have been stellar, so doing the same on a 12tf machine means they could throw the kitchen sink at the IQ dept and STILL have a monstrous budget to laivish each scene with as much detail and complexity as you could shake a stick at.
It's about what was expected, the PS3, 360 and Wii U all hovered around the 170-230GF area. Portable Switch is about the same - I think it varies from about 190-200GF, which is why it runs last-gen games similarly well to the older consoles - and then docked mode uses the fan to beef it up for higher resolutions. I'm pretty sure those early 1TF rumours were probably due to the Tegra X1 being initially announced with up to 1TF in 2015.
Ok, but what exactly is the RT hardware?Do you mean the CUs? If so it makes no sense to dedicate them to RT when developers can utilize the hardware for RT as needed or used for other tasks if RT isn't implemented.
Take the bet ) I think u gonna lose your avatar on the first day revealI will bet my avatar that majority of Sony's 1st party will not be implementing native 4K over the lifetime of PS5, especially if they wish to incorporate complex world geometry, loads of draw calls, increased alpha effects, various post processing effects like real time SSS and even perhaps limited ray tracing usage. This is especially the case given the success GG has had with their 4K CB, something for which Pro was customized. Furthermore, this gen has seen quite a few games successfully use dynamic resolution to preserve performance.
The expectation that of devs implementing native 4K more rigorously for comparatively simplistic looking titles with current gen parallels being Ashen, Abzu, Nex Machina, Earthlock, Absolver, The Gardens Between, Divinity Original Sin etc, is, however, quite valid.
I'll take that bet.I will bet my avatar that majority of Sony's 1st party will not be implementing native 4K over the lifetime of PS5, especially if they wish to incorporate complex world geometry, loads of draw calls, increased alpha effects, various post processing effects like real time SSS and even perhaps limited ray tracing usage. This is especially the case given the success GG has had with their 4K CB, something for which Pro was customized. Furthermore, this gen has seen quite a few games successfully use dynamic resolution to preserve performance.
The expectation that of devs implementing native 4K more rigorously for comparatively simplistic looking titles with current gen parallels being Ashen, Abzu, Nex Machina, Earthlock, Absolver, The Gardens Between, Divinity Original Sin etc, is, however, quite valid.
I totally agree...and moreover, I think 1440-1880 is the sweet spot for typical large 4K TVs and normal viewing angles
To truly resolve a ton of the detail of full 4K you need to sit extremely close to the TV and that makes games practically unplayable
I cannot really tell a huge difference between resolutions beyond 1440p or so.
I want next gen to hit the resolution sweet spot and then use all those TFs for graphical fidelity or framerate.
Which is also why I'm not a huge fan of a 2 SKU strategy, I want 1 high end SKU baseline
Not just that but the frame rates man! The frame rates!!Add me to the CB/reconstruction camp...Some results on Pro titles have been stellar, so doing the same on a 12tf machine means they could throw the kitchen sink at the IQ dept and STILL have a monstrous budget to laivish each scene with as much detail and complexity as you could shake a stick at.
Let's hope that. But the most important for me is > 60fps. At some point with 4K30fps, whatever flashy effects you implement in your game, you hit diminushing returns very quickly because everything becomes a blurry mess in motion (this is obviously aggravated by motion blur they keep thinking is best for us). The difference of image quality / fidelity between static >1080p resolutions and in motion, at 30fps, is incredibly huge for me. This wasn't the case for 720p games.I will bet my avatar that majority of Sony's 1st party will not be implementing native 4K over the lifetime of PS5, especially if they wish to incorporate complex world geometry, loads of draw calls, increased alpha effects, various post processing effects like real time SSS and even perhaps limited ray tracing usage. This is especially the case given the success GG has had with their 4K CB, something for which Pro was customized. Furthermore, this gen has seen quite a few games successfully use dynamic resolution to preserve performance.
The expectation that of devs implementing native 4K more rigorously for comparatively simplistic looking titles with current gen parallels being Ashen, Abzu, Nex Machina, Earthlock, Absolver, The Gardens Between, Divinity Original Sin etc, is, however, quite valid.
In lots other game the Implementation was horrible creating blurry images. So a no brainier depend who there's behind the game.If you watch Digital Foundry videos, there are cases where with magnifying apps and tools they fail to recognize CB instead of native 4K. They've publicly apologized in some cases.
Proper use of CB saves so much extra power native takes up, it literally makes native 4K a waste of resources. Frame rates, fidelity, iq, all can be increased with the resource savings.
It's honestly a no brainer if you want best image quality.
It's getting better. CB in the PC version of division 2 was something else.In lots other game the Implementation was horrible creating blurry images. So a no brainier depend who there's behind the game.
In lots other game the Implementation was horrible creating blurry images. So a no brainier depend who there's behind the game.
Add me to the CB/reconstruction camp...Some results on Pro titles have been stellar, so doing the same on a 12tf machine means they could throw the kitchen sink at the IQ dept and STILL have a monstrous budget to laivish each scene with as much detail and complexity as you could shake a stick at.
Let's hope that. But the most important for me is > 60fps. At some point with 4K30fps, whatever flashy effects you implement in your game, you hit diminushing returns very quickly because everything becomes a blurry mess in motion (this is obviously aggravated by motion blur they keep thinking is best for us). The difference of image quality / fidelity between static >1080p resolutions and in motion, at 30fps, is incredibly huge for me. This wasn't the case for 720p games.
If you watch Digital Foundry videos, there are cases where with magnifying apps and tools they fail to recognize CB instead of native 4K. They've publicly apologized in some cases.
Proper use of CB saves so much extra power native takes up, it literally makes native 4K a waste of resources. Frame rates, fidelity, iq, all can be increased with the resource savings.
It's honestly a no brainer if you want best image quality.
In lots other game the Implementation was horrible creating blurry images. So a no brainier depend who there's behind the game.
The thing is the vega 7 is not 1.8x smaller than vega 64.sure. i dont like the Radeon 7 comparisons because ive no idea wtf they were doing with that card, but they have said Navi GPUs will have twice the capacity, uses 2x less power and 1.35x performance which im assuming are the clock speed gains you usually get from going to a smaller node.
A few months ago, i looked at the clock speed gains for the Pro and X1X when they went from 28nm to 16nm and they were roughly 15% and 35% (with vapor chamber cooling) respectively. And the jump from 28 to 16 is less than the jump from 16nm to 7nm. Since they cant just double the 36 and 40 CU counts of the Pro and X1X due to the 64 CU GCN limit, i think they will top out at 60-64 CUs and use the rest of the die space to add RT cores.
60CU at 1.85Ghz=14.2 tflops.
Sony seems to have settled for a 56CU at 1.85Ghz if the latest rumors are true. it will give them even more space to add RT cores. I am no hardware engineer and no doubt completely out of my element here lol but the math just adds up:
- 16nm to 7nm = 2.3x reduction in size.
- 40 * 2.3 = 92 CUs for the same die size as the one they had in the Xbox one x with vapor chamber cooling
- Cant exceed the 64CU limit due to poor performance gains, architectural issues etc
- the space that could fit 28-32 CUs could be used for RT cores.
- The Nvidia RTX cards are fabricated on a 12nm process, consume only 200-250W and have dedicated RTX cores. not entirely shocking to believe that AMD can do the same at a 7nm process. People have no faith in AMD lol
Lastly, if AMD releases the Navi GPUs without ray tracing cores on july 7th of this year, then we are all fucked.
Some for of CUs customization possibly. Maybe even rt coresPage 65 is the first post regarding Lisa Su's PS5 special sauce comment. Thread moves fast!
Ray-tracing hardware acceleration is the current top bet?
I think it's only a few games that fail at doing it properly recently: mainly RDR2 and I think a few japanese games. Most games using doing CB on Pro actually do it rather well all things considered (Tomb Raider games, The Witcher 3, Anthem, Division, some COD games, BF1 & 5), I am talking about multiplats obviously.I think that is often more to do with the AA solution that is used. Games using CBR that also use TAA tend not to mix too well.
Add me to the CB/reconstruction camp...Some results on Pro titles have been stellar, so doing the same on a 12tf machine means they could throw the kitchen sink at the IQ dept and STILL have a monstrous budget to laivish each scene with as much detail and complexity as you could shake a stick at.
there is no need to explain that. sony will obviously give the option to developers to either do native or checkerboard or whatever other technique or resolution they want (heck some devs might even push beyond 4k because the PS5 can support up to 8k).It will work if they explain it correctly.
Cerny on stage:
We believe for a new generation the increase in visuals has to be vast. In order to achieve this goal we have refined our 4k reconstruction techniques which enables developers to use the resources saved by 4k reconstruction to make there games more rich and detailed but while still maintaining excellent clarity on 4k displays.
And maybe have slides of games made with 4k vs 4kcb, showing the 4kcb ones have more effects + polycounty.
there is no need to explain that. sony will obviously give the option to developers to either do native or checkerboard or whatever other technique or resolution they want (heck some devs might even push beyond 4k because the PS5 can support up to 8k).