A remake and a sequel, that would be nice.I want a remake of The Order 1886 with everything fixed for PS5
I remember a few people comparing The Order 1886 to Uncharted 1
Fluid simulation on gpu ? So you tell me most games on ps4 and xone has fluid simulation on gpu for example in rdr 2 or Assasins Creed Odyssey ? Really doubt it. Do you have some paper of Remedy Control physc ? As for as I know majority games that use Physx sdk compute it on cpu.Particles, cloth physics, fluid simulation, every visual physics effect works well on GPU because of the parallelism of the task. Rigid body physics and gameplay physics requiring more precision are better done on the CPU.
Fluid simulation on gpu ? So you tell me most games on ps4 and xone has fluid simulation on gpu for example in rdr 2 or Assasins Creed Odyssey ? Really doubt it. Do you have some paper of Remedy Control physc ? As for as I know majority games that use Physx api compute it on cpu.
And that Infamous: Second Son would be Sucker Punch's "Uncharted 2" moment. Expectations for every studio were really high at the beginning of the gen.By everything fixed I mean nearly 50% of the game altered
I remember a few people comparing The Order 1886 to Uncharted 1
Every time the game was shown, I remember people asking "when are they going to show the real gameplay?" all the way up until release.The Order 1886 is a mediocre game. I cannot see how it's reviewed unfairly, there is tons of problems with the game. And tbh. I could gloss over the gameplay, but the story ain't great either.
True, I expected even more generation defining SP IPs this gen than the PS360 era....lol. Expectations were altered very quicklyAnd that Infamous: Second Son would be Sucker Punch's "Uncharted 2" moment. Expectations for every studio were really high at the beginning of the gen.
they will be ready at the dawn of the new generation
Fluid simulation on gpu ? So you tell me most games on ps4 and xone has fluid simulation on gpu for example in rdr 2 or Assasins Creed Odyssey ? Really doubt it. Do you have some paper of Remedy Control physc ? As for as I know majority games that use Physx sdk compute it on cpu.
Nope
yep, I believe it to be mostly cpu ad well. GPU compute physics for these things was a Havok FX usp, but that pretty much got killed when MS bought Havok. Among many other things.
Sea of Thieves posed a unique challenge - developing a stylised, open world game in Unreal Engine 4, a demanding and contemporary game engine focused on photo-realistic rendering. Our game contains a large number of dynamic elements and is designed to run on hardware ranging from integrated GPUs on a laptop, to the most powerful modern gaming PCs. Over the course of development, we have come up with a number of innovative techniques focused both on keeping an open world game like ours performant and visually appealing.
We introduced several techniques that we used to stylise and supplement the look of our FFT water implementation for the game's oceans. We also created a new cloud rendering and simulation system for this game, allowing for fast rendering of three-dimensional, art-directed cloudscapes without using expensive raymarching techniques.
To bring the world to life, we also developed other graphical features, including a physically-based system of rendering rope-and-pulley systems, our use of baking simulation data to textures and real-time surface fluid simulations to model incidental water behaviour on the GPU.
Physics and AI isn't really a CPU vs. GPU thing, it depends on specific algorithms. For instance, pathfinding was traditionally done on CPUs because the classic algorithms were pretty scalar in nature. That is, until GPGPU became a thing and new algorithms were created to make use of the parallelism. One GPGPU pathfinding algorithm I've seen mentioned a 100x speedup in relation to classic A* implementations, and scales much, much more gracefully when dealing with multiple agents - think of the hordes in Days Gone. So, there's no reason to go back to calculating this stuff on CPUs anymore.
Same thing happens when solving all kinds of physics things.
I think we'll still be asking the same thing 6 months from now
We almost surely won't.I think we'll still be asking the same thing 6 months from now
True and with raytracing we will probably see some usage of the acceleration structure for physics too.
Wrong and some studios continues to use Havok physics like Naughty Dog or Guerrilla Games for example.
Yeah, most likely February.There's a 6 week window where I expect PS5 to be revealed, from about January 21st to the first week in March.
Most likely though, February, like PS4
You mentioned Housemarque likes to work with cutting edge tech. For instance, Nex Machina had ray tracing before everyone was talking about it. Will that continue with your AAA game? What kind of new tech will we see?
A lot of the expertise that we've accumulated over the last decade from making our own tech will of course transfer to our future games. So, we have a really sophisticated GPU-driven particle system. You're going to see a lot of those features utilized in our future games as well.
I'd like to see one or both of them being really aggressive and start marketing in JanuaryThere's a 6 week window where I expect PS5 to be revealed, from about January 21st to the first week in March.
Most likely though, February, like PS4
Gears 5 switched to havok from PhysX interestingly enough. No idea why though (modern PhysX seems really multithreaded and all that).Wrong and some studios continues to use Havok physics like Naughty Dog or Guerrilla Games for example.
Didn't MS acquire Havok? Maybe they wanted to use their own techGears 5 switched to havok from PhysX interestingly enough. No idea why though (modern PhysX seems really multithreaded and all that).
I think most certainly before 2020 GDC. (it starts March 16)
I think supporting the Cell processor/RISC architecture was more of a pain than the "just a PC"/X86 architecture of PS4/5 is going to be. I don't see why Sony would stop selling the PS4 any time soon and it's going to be very very easy for devs to continue to support it.
Fluid simulation on gpu ? So you tell me most games on ps4 and xone has fluid simulation on gpu for example in rdr 2 or Assasins Creed Odyssey ? Really doubt it. Do you have some paper of Remedy Control physc ? As for as I know majority games that use Physx sdk compute it on cpu.
Physics and AI isn't really a CPU vs. GPU thing, it depends on specific algorithms. For instance, pathfinding was traditionally done on CPUs because the classic algorithms were pretty scalar in nature. That is, until GPGPU became a thing and new algorithms were created to make use of the parallelism. One GPGPU pathfinding algorithm I've seen mentioned a 100x speedup in relation to classic A* implementations, and scales much, much more gracefully when dealing with multiple agents - think of the hordes in Days Gone. So, there's no reason to go back to calculating this stuff on CPUs anymore.
Same thing happens when solving all kinds of physics things.
Good that you post this video as an example, because the dev that made that particular demo is a very good friend of mine ;) GPU accalerated physics do exist, but R6 Siege is the only case where they tried to push Havok FX. I know, because my friend worked on that. But full GPU accelerated phycics are rare, except for some particle stuff. It hasnt happened on the scale that Cerny talks about in that demonstration. I can ask in what level Havok FX ended up being integrated in Havok Physics if you want.
Yeah I need a sequel the game looks next gen in alot of areas to me.A remake and a sequel, that would be nice.
Especially thinking of the SSD and the streaming possible on the Zeppelin or even a detailed London with 4k textures...
Funny enough I would like them to keep the cinematic feeling and render at less than 4k.
Xbox scarlett cpu is 1 core 1 thread 20ghz clock confirmed ;pGears 5 switched to havok from PhysX interestingly enough. No idea why though (modern PhysX seems really multithreaded and all that).
Its GOING TO BE MASSIVE.I hope there's still bigger jump than it was from PS3 to PS4. I think all the rumors point to a crazy upgrade.
Studios use some custom physics too to complement Havok or PhysX physics engine
Just asked, for fun: Havok FX is pretty much dead. PS4 bouncing balls demo was a stand alone demo in the spirit of Havok FX in its early days, not Havok Physics. Later on they discovered some ways to bring things back to CPU in a more optimal & flexible way so Havok FX (as in, GPU physics) didnt got that far; except for R6 Siege. When MS took over they killed a lot of Havok projects.
Lolol Lockhart.There is this youtuber by the name of colteatwood (don't know how reputable he is ) that showed up on my YouTube feed who claims ps5 devs kits are 20% stronger because they r being compared to Lockhart (he uploaded the video 2 days ago well after we know 2 model doesn't exist). He says MS has kept anaconda secret and will unveil it secretly and that will be miles ahead of ps5 .
Is he reliable person or just tries to creat random info for clicks from certain demographics? And can you surprise unveil a platform ? WHat happens to the games if devs didn't know about it ?
They probably already had some of those things in the works with DX.
Lol I swear that's what he says and he has like 40k hits in 2 days so I assumed he is somewhat popular/ knows stuff
According to my source, MS (at that moment) wasnt that interested in Havok Physics itself but more in some other things the company was exploring. But I see that Havok Physics last stable release is over a year old so it's still somewhat actively developed I guess.
Misterxmedia has more followers.Lol I swear that's what he says and he has like 40k hits in 2 days so I assumed he is somewhat popular/ knows stuff
Wut
Ha Good point
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