Yeah!
I understood it as virtual texturing, so there is no 8K texture sitting on the ssd. Its generated on the fly?Why the fuck are they using 8K textures. Jeebus. I mean it's good to know they can but why would someone do that in an actual game on PS5?
Didn't even think of those. Next gen is going to be insane. Just a little over 5 months to go. Hopefully we get a couple of next gen only tittles that push the system more than current gen games.
The last 30 seconds of it ARE FUCKING INSANE! That's the power of streaming 10GB/s on a custom SSD.
People on this site constantly made it seem like there is this massive insurmountable different between the series X and the PS5 when the reality is that both have advantages and disadvantages owing to their different hardware approaches. The demo will likely not be much different on the series X.How?
Nobody said it wasn't powerful, they just said it wasn't powerful in comparison to the XSX. Which hasn't been proven to be untrue.
The question now is how much better will this demo run on the XSX?
Oh yeah for sure, but at the same time I also think it will be possible to use some of the tech here to squeeze more out of the Switch which is also exciting.There's no way the y get stuff like Global Illumination working on a Switch. I was always an advocate for the fact that the Switch is more powerful than most people believe but everything seen in this reveal feels far beyond what is imaginable on the Switch.
Horizon ZD's Thunderjaw was 550,000 polygons.Has this eurogamer article been posted?
This is next-gen: see Unreal Engine 5 running on PlayStation 5
We've seen the specs, we've heard the pitches - but what we haven't experienced is any demonstration of a genuine next-…www.eurogamer.net
They mentioned 33 million triangles per statue, and billions of polygons of polygon every frame. For reference, how many triangles would we expect from a similar statue in a game like Uncharted 4 or God of War on a current gen machine?
I have a feeling the PS5 will be even noisier than the PS4, like ROCKET LAUNCH loud lol
This isn't a console thing, and you won't see games using it until 2022 or later.Can we get next gen consoles now, pretty please wwith a cherry on top?
Yes, I did miss that conversation, but I don't see how this would scale down reasonably well with everything going on.Did you miss the conversation about scaling? It sounds like this is perfect for cross gen.
Ah, makes a lot of sense, though I'd imagine most would still not want the highest quality assets to always be pulled in if ultimately they are background stuff, which was more what I mean by not using them. More a super high end PC setting for actual games.The point of what they were saying was that you can just pull in assets like that, which is insane.
A lot of the time, game assets are done at far far higher poly count than they appear in game. That's what they were talking about at the start. Artists have to pare things down to make them work. Here, they just drop them in and it works. This is a really huge advancement. I didn't even know like, it was a thing we could look forward to. This is going to be yet another thing that makes dev's lives easier. They can just take their production quality models and drop them in without having to painstakingly pare them down manually. That's how I understand it.
Go on things like Artstation and you'll see assets that have appeared in games but they look way way better. That's usually because they are higher poly and the lighting is baked, with the image able to take as long as it needs to render.
I could be wrong about this since I haven't looked into modeling and zbrush and all that good stuff in a while, but that's how I remember it.
I understood it as virtual texturing, so there is no 8K texture sitting on the ssd. Its generated on the fly?
Yeah. I was just wondering yesterday what could happen if devs target 1440p or 1080p even next gen. Extremely pleased devs, moreover engine developers, are not letting some march to 4K native get in the way of new rendering techniques.
They never do and it fucking SUCKS!
I understood it as virtual texturing, so there is no 8K texture sitting on the ssd. Its generated on the fly?
Sorry I misunderstood, you probably know more than me lol. No idea! I am also confounded. But fascinated!Sorry I should've clarified, as someone who's in the industry and uses UE4 for game development, it still confounds me. Wish they went into more detail, like a pipeline of how things work. Will it be relegated to a simple GOZ button?
Wow. Do you have ANY actual facts as of why this is only possible because of "the power of streaming 10GB/s on a custom SSD"?
This is an amazing piece of marketing/PR on Sony's behalf. And to think that it doesn't even form part of their 'official' PS5 reveal.
The casual gaming audience are going to see "running on a PS5" plastered all over this footage and assume that it alone is capable of this level of performance, especially given the massive own goal that was Microsoft's XSX 'reveal event' last week.
I'm sure that MS are going to pull out some similarly impressive stuff over the next couple of weeks but they are waging a marketing war with Sony and they just took a major victory against the XSX and they didn't even have to 'do' anything.
I still dont believe it and question how this is all supposed to be possible. Just like that Epic basically deletes every technical constraint that has been around for years now? There has to be some downside or limitation to all of this.
Holy fuck, adding to my previous post, straight from the official site:
"Lumen erases the need to wait for lightmap bakes to finish and to author light map UVs "
AAAAAAAAAHHHSJDGHSKDGHKFSDGFJDSJFLDS!!!!!
From a creators point of view, even if it's not gaming related, I almost feel like crying. This brings me joy.
Because they're working with companies across all different kinds of media and are trying to merge those streams. You're not likely to see games running 8K textures, though.Why the fuck are they using 8K textures. Jeebus. I mean it's good to know they can but why would someone do that in an actual game on PS5?
That was impressive in terms of detail to say the least with the nanites technology in Unreal Engine 5, and everyone should be excited about the potential for next generation games. But there are a couple of disappointing things with this demo: (1) This was mostly at 1440p with dynamic resolution per Digital Foundry and only 30 fps. Sure it looks nice, but that isn't exactly top tier performance expectation here for next generation gaming when we don't even have a ton of things going on in the world for the demo. (2) It was really strange for them to include a "shimmy through a crack in the wall" segment that has been described by many as a current gen "trick" to hide world loading in a next gen engine demo where they talked about SSD performance making world streaming such that we won't need this.
Totally. Microsoft are already all in with Epic anyway so Sweeney didn't need to boost that partnership. It's interesting because we don't even know if Sony first party are using Unreal yet so basically a great PR moment for Sony.
Has this eurogamer article been posted?
This is next-gen: see Unreal Engine 5 running on PlayStation 5
We've seen the specs, we've heard the pitches - but what we haven't experienced is any demonstration of a genuine next-…www.eurogamer.net
They mentioned 33 million triangles per statue, and billions of polygons of polygon every frame. For reference, how many triangles would we expect from a similar statue in a game like Uncharted 4 or God of War on a current gen machine?
Why the fuck are they using 8K textures. Jeebus. I mean it's good to know they can but why would someone do that in an actual game on PS5?