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COO of Geomerics: DDR3 (X1)/GDDR5 (PS4) "more than sufficient for realistic lighting"

Found it interesting that he notes developers will be able to squeeze more out of the PS4 in the future. I wonder how that will translate to multiplat games later in both console's lifecycles.

We had a chance to speak founder and COO of Geomerics Chris Doran, whose company created Enlighten which is used for creating lighting for games like Battlefield 4 on the subject of – what else? – next generation consoles.

He stated that, “Both of these are more than sufficient. To understand why, you have to remember than on the current generation we had around 512MB of memory to play with. This meant that developers would routinely ask us to fit our global illumination calculations into 10-20MB.

“On the next-generation consoles, developers are happy to give us 10 times more space to play with – in some cases even more! And with 8 CPU cores and powerful GPUs, there is plenty of compute resource for us to make use of. It is this massive increase from current generation to next generation that really excites us – that factor of 10 increase is going to be far more significant than the additional memory on the PS4.

I’m sure as the cycle evolves, developers will look at ways to squeeze more out of the PS4, but we have a long way to go with exploiting the opportunities presented by the massive jump in resource over PS3 and 360.”

Thanks Gamingbolt

Here's their website if you're interested: http://www.geomerics.com/
 
Sure, that's why voxel based indirect lighting was cut from UE4...

Don't be silly.

There will be other less costly implementations of the same effect as the generation goes on.

Case in point... Voxel based indirect lighting, isn't as accurate or realistic as real-time raytracing of light. And yet... That was going to be the less costly alternative.
 
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