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Next-Gen PS5 & XSX |OT| Console tEch threaD

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That would confirms what I am afraid. I don't think there is way around lack of deformation, which probably would require rebuilding data on SSD. Riggid animation could be achieved with multiple passes composed with each other, but that's don't seems to be achievable on current generation. That are exactly same limitations like in sparse voxel octree rendering.
If someone needs proof, then look at stones falling at beginning of the demo. They are not on scene when they show mesh view. Also rotating wheel used to open doors looks much worse than statues. Details are much softer on it.


Nanite is not the only new paradigm. Atomontage has a similar approach but with microvoxel paradigm, that might even have smaller voxels nextgen, and it has solved the animation issue.

I actually don't remember anything regarding MIPS in Nanite, just geometry. I mean, MIPS are still required, they are just streamed in pages on GPU requirement from the SSD to memory, don't they?
they said you don't need to create different lods, I assume that includes mip levels.

He didn’t deny they have marketing deal though, his answer isn’t really definitive.
he says there's no secret deal. Everything is public. And obviously there's not a public deal is there? That's a clear denial.
 
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HAL-01

Member
Roger that!

On the same track....anyone have any guesses as to how much of a load it would take off of that demo to use 4k assets instead of 8k? Estimates on what that might do to frame rate and/or resolution? I know it's super early tech and we can't REALLY know the answers until we know and see a LOT more....just looking for any educated guesses?

They said its fully scalable, i'd say performance would greatly benefit from 4K textures and a lower per frame polygon cap (15 mill instead of 20). They only used 8K textures for the sake of the demo, in real gameplay 4K would look just as good from a reasonable distance without being as taxing.
 

patsu

Member
Google won't translate from the video, so I don't doubt the veracity of it but it would be cool to have someone who speaks the language translate from the source.

What google translation tells me though is that the thread in that forum is just 6 or so guys fanboy warring each other, and one of them apparently called the guy from the video and the EPIC guy told him it was a 2080 but had forgotten about which SSD, or indeed any other detail beyond that. It's hard for me to believe that story of his, you know, that he called the guy and he just so happens to respond with the most obvious of answers.

 
i gotta say i love how tim sweeney himself is owning these fools. its so fucking hilarious to see the CEO of Epic Games engage with these idiots.

i wish cerny did this.
U saw how they changed the translation to fit their narrative?

yjLk9mY.jpg


Basically it was said if we drop the fidelity it can run on slower ssd no problem . Meaning the engine is scalable. who would have thought UE5 is scalable ?

I m shocked 😂😂
 
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Bo_Hazem

Banned
They said its fully scalable, i'd say performance would greatly benefit from 4K textures and a lower per frame polygon cap (15 mill instead of 20). They only used 8K textures for the sake of the demo, in real gameplay 4K would look just as good from a reasonable distance without being as taxing.

Not to mention that those are raw models, uncompressed. Just a simple question to any gamer: Would you accept this type of detail in native 4K@30-60fps or 1440@60-90fps? 4K assets with 25% compression of quality is still insanely detailed up close.




If the answer is yes, then that's -3x less density assets in their original form (4K), then went again and compressed them by 25%, making them -4.3x times less detailed than PS5 demo. And that demo was using 1080Ti on semi-4K at 24fps, 2.39:1 aspect ratio. Don't believe me? Here:

Timestamped, watch for at least 2 minutes until 7:07




Note that it's using a fairly inferior set and older version of UE.
 
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SlimySnake

Flashless at the Golden Globes
U saw how they changed the translation to fit their narrative?

yjLk9mY.jpg


Basically it was said if we drop the fidelity it can run on slower ssd no problem . Meaning the engine is scalable. who would have thought UE5 is scalable ?

I m shocked 😂😂
thats actually how i understood it. if the ps5 is using say 8k textures, the xbox will probably use 4k textures. its weird how they said that you have 6 billion triangles compressed down to 20 million, well 20 million is still 12 million more than 4k, and 1440p is 16 million fewer pixels, so where are these triangles going? i think it will come down to the quality of the pixel. you can have more pixels on the series x, but the detail will be higher in the ps5 pixels.

but this is just the UE5, i have been saying that the character model LODs, draw distance and other world detail will be better on the ps5 despite its tflops disadvantage. basically any pc setting vram bound will be better on the ps5 whereas xbox should provide a higher resolution.

it will be interesting to see just how downgraded the demo might be on the series x, but i suspect in motion no one will be able to tell. it will be hard to catch detail when flying that fast through an environment.
 
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thats actually how i understood it. if the ps5 is using say 8k textures, the xbox will probably use 4k textures. its weird how they said that you have 6 billion triangles compressed down to 20 million, well 20 million is still 12 million more than 4k, and 1440p is 16 million fewer pixels, so where are these triangles going? i think it will come down to the quality of the pixel. you can have more pixels on the series x, but the detail will be higher in the ps5 pixels.

but this is just the UE5, i have been saying that the character model LODs, draw distance and other world detail will be better on the ps5 despite its tflops disadvantage. basically any pc setting vram bound will be better on the ps5 whereas xbox should provide a higher resolution.

it will be interesting to see just how downgraded the demo might be on the series x, but i suspect in motion no one will be able to tell. it will be hard to catch detail when flying that fast through an environment.
Yea ps5 will have a more detailed scene due to through put brining in more assets but xsx will have higher resolution frame
 
What a wonderful input. That's why I'm addicted to this thread, learning every day. Although I might not fully comprehend everything, but it's like visiting a perfume shop, you'll smell good by testing even if you end up not buying any.

The CELL tech is still too confusing to me because it has varied jobs and calculations from Road to PS4 video and other videos and posts here.

Sony first made use of stream processors in its 6 gigaflop PS2 (released in 2000). Stream/vector processors are also called SIMD (single instruction, multiple data) processors, and were notably used by Cray in their first supercomputers. The Cray-2 in 1985 was capable of about 2 gigaflops with four processors. The Cell was built around SIMD, utilizing a high throughput ring bus and on-die I/O controllers. Because this multiprocessing architecture was very data hungry, making sure that memory access would not stall was key to achieving high sustained performance. Rambus’s XDR high bandwidth memory was capable of servicing many simultaneous requests, and though expensive in 2006, it kept the Cell fed. The architecture was conceived from the start to scale, but the advent of GPU compute made it obsolete. It was just far more convenient, cheaper, and efficient to leverage stream processors within mass market GPUs than to continually develop this competing computing architecture.


https://arstechnica.com/features/2000/04/ps2vspc/ (PS2 architecture, missing images)

https://en.wikipedia.org/wiki/Cray-2?wprov=sfti1 (Cray 2 supercomputer from 1985)

https://arstechnica.com/features/2005/02/cell-1/ (Cell processor architecture)
 
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FranXico

Member
Can't believe people are still harassing Sweeney for some answer about the XsX. They created the demo to PS5 spec, they either havent tested it or it hasnt been optimized to run on a Series X, whats the big conspiracy
Some people are very triggered that he made a demo that made the PS5 look good. How dare he market the PS5?

That demo stopped the narrative that the PS5 is a potato on its tracks, that's why it's being attacked.
 
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And now that a revolution in I/O performance is upon us, we are probably going to find the capacity limitations of SSDs and 100 GB optical discs unacceptable. Maybe the industry will finally get around to producing a super cheap multi-terabyte holographic storage cartridge? Downloading terabyte-sized games might even work if everyone had super cheap and reliable gigabit network connections.

And we could eliminate global poverty and the climate problem by dramatically raising energy-per-capita with a cheap, highly scalable and sustainable power system with incredible energy payback.....
 

Bo_Hazem

Banned
And now that a revolution in I/O performance is upon us, we are probably going to find the capacity limitations of SSDs and 100 GB optical discs unacceptable. Maybe the industry will finally get around to producing a super cheap multi-terabyte holographic storage cartridge? Downloading terabyte-sized games might even work if everyone had super cheap and reliable gigabit network connections.

And we could eliminate global poverty and the climate problem by dramatically raising energy-per-capita with a cheap, highly scalable and sustainable power system with incredible energy payback.....

I'm Ok with 200-300GB games if the game is worth it! I would love a more sustainable game from Sony with an interesting world. Better be space interstellar that rivals Star Citizen (beats it easily)!
 

Bo_Hazem

Banned
wasn't there a horizon zero dawn rumor saying Aloy has more polygons then the entire list of characters in the first game combined? Seems believable now.

It's a trend, here:

latest


Horizon: Zero Dawn’s Thunderjaw is made up of 550,000 polygons according to game director Mathijs De Jonge. In comparison – Killzone 3 used a maximum of 250,000 polygons for everything on the screen combined.




That statue in the demo had 33,000,000 polygons! So yes, that's already true to some extent.

ps5-unreal-engine-5-demo-1941565.jpg
 
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HawarMiran

Banned
It's a trend, here:

latest


Horizon: Zero Dawn’s Thunderjaw is made up of 550,000 polygons according to game director Mathijs De Jonge. In comparison – Killzone 3 used a maximum of 250,000 polygons for everything on the screen combined.




That statue in the demo had 33,000,000 polygons! So yes, that's already true to some extent.

ps5-unreal-engine-5-demo-1941565.jpg

yeah lets see how much polygons they can use for a moving character. and give me some boobs and ass physics on Aloy :pie_drooling:
 

pasterpl

Member
It's a trend, here:

latest


Horizon: Zero Dawn’s Thunderjaw is made up of 550,000 polygons according to game director Mathijs De Jonge. In comparison – Killzone 3 used a maximum of 250,000 polygons for everything on the screen combined.




That statue in the demo had 33,000,000 polygons! So yes, that's already true to some extent.

ps5-unreal-engine-5-demo-1941565.jpg


just wondering what native resolution and FPS some of these games will be targeting, even though I am big fan of tech pushing native resolutions up, I cannot ignore increase in fidelity that comes with lower res
 

PocoJoe

Banned
Damn tim is owning few shook fanboys. Why r few xbox fanboys shook to the core by this demo ? I don't get it. Each system has its own strength. And this engine scales on everything .

I assume They were hoping ssd is just for load tiems but they r understanding 8k assets will be allowed on ps5 thanks to the io through put

Because xbots have some mental problems I guess, they MUST see xsex as the ultimate winner of their imaginary war or they lose it.

It is the same attitude all around, any time some talk something positive about PS5 or speculate about what it can bring on the table with its custom tech -> butt hurt xbots must come to "defend" their praides xsex, remind how 12 > 10 and how their box have this and that tech too!

Honestly it is kind of tired and sad how insecure they are about a product, like if they dont run around yelling how amazing it is and how bad ps5 is, their product will vanish or something.

They just dont get that people that like playstation and want more info about PS5 dont give a shit about xbox or xbox vs ps5, even if xbox would be 2x more powerful they would still get PS5.

So, they just continue to fight their imaginary war and think that every time they downtalk ps5 and uptalk xsex = one ps5 buyer turns into xsex buyer :messenger_beaming:

Many have literally spammed "bbut it is only 1s vs 2s loading times" for months, while there arent even games shown or systems released. And I'm pretty sure that 2x the bandwidth allows devs to do things that half the bandwidth would allow them to do.

PS5 with half the bandwidth vs PS5 like it is now = people seriously think that only thing it would affect is loading times?

But I guess that they cant think so far, they just always compare it to xsex.
 

FeiRR

Banned
And it made me wonder. Is that the reason why Microsoft chose to use a single decompression block on the Series X? I mean they've basically been trying to cater to the pc community since 2016 when they started bringing their games to the Pc platform while attempting to unify pc and xbox as one platform. Since the pc already has nvme gen 4 drives with speeds faster than those of the ssd in the Series X. There's one that i have in my build, the Aorus gen 4 nvme ssd from Gigabyte which manages 5.5GB/s and 4.5GB/s in read and write speeds respectively. Could it be that Microsoft chose to use an ssd with speeds of 2.4 GB/s raw and 4.8GB/s compressed to match the speeds already available on pc in order to make games easier to port? It might sound a little outrageous, but if you think about it for quite a bit, it really starts to make sense. I don't know guys, that's just my two cents based on stuff I've already read, publicly available information as well as my own knowledge. What do you guys think? I would love to hear your thoughts on this.
That drive of yours is half the price of a next gen console, give or take. The reason why Microsoft went with what they have is budget. Sony invested a lot of money in R&D and they have a custom design which they can utilize to the fullest. When you just go shopping for ready modules like Microsoft did, you have to face the music.

However, Microsoft does look for ways to port easily to PC because they also have Windows and promote their services there. That's why DX11/12(U) is more and more cross-compatible and why Xbox consoles are more or less just custom small PCs.

10 Million, that's insane. For comparison the Series X gameplay reveal hasn't even reached 1 million. Which is weird because Xbox has around 3 million subs in their channel while Epic is around 500k.
Plus 6M in the IGN account and probably a few more in others. It's basically free marketing for Sony at this point. I've already heard from at least two people who are PC gamers right now that they'll seriously consider PS5.


As for the Polish studio acquisition part of those rumours, we know now that Bloober Team is developing Medium for XSX/PC and they signed a deal for making other games for Microsoft. I also googled a bit about Farm 51 out of curiosity, because I live like 2 km from their studio. Since they're a public stock company, it's pretty easy to get information. Less than 2 months ago three of their shareholders sold around $1M of stock (about 5% total) and the company announced they're in negotiations with "a major worldwide publisher who specializes in online multiplayer games". The deal is about their World War 3 FPS game which is available for Windows now. It might be an Xbox port but it doesn't seem like Microsoft bought them.
 

HAL-01

Member
yeah lets see how much polygons they can use for a moving character. and give me some boobs and ass physics on Aloy :pie_drooling:
Only somewhat related but i hope they show off some soft body physics simulation for characters, im tired of watching these super detailed character models move around like they're action figures. Show me muscles flexing, rolls forming when they bend down, meaty hands that realistically bunch up when making a fist.
 

DrKeo

Member
Only people that use DirectX call them BC - because the underlying techniques they derive from weren't by Microsoft-and I'm pretty sure the BCpack compressor is even fed with a DXTn flag from a link I checked out about 900 pages ago in this thread :)

As for pop-in, how does that work when you are loading the entire detail per frame? A delay is half frame-rate, yes? Or...it is a reduction in IQ for the frame you do load on time, and that's still not accounting for the noise issue in the lossy compressed textures you needed to use to avoid another magnitude of lost IO bandwidth compared to the PS5 IO/SSD solution. UE5 seems to be rendering at such fine grain I would speculate lossy textures using linear gradients will cause pixels in the final image to flash between two shades if a lookup is on an lossy error in a texture.
Everyone calls them BC, OpenGL has been calling them BC for years, there isn't even a DXT name for BC4 through 7. Some poeple still refer to BC1-3 as DXT, old school I guess :) And I'm not really sure what DX or MS has to do with it. Actually, what you are saying is pretty ironic because DXT1 through 5 were named after MS's fourCC code for them :)

Regarding the delay, it works just like any LOD delay today, but instead of taking 4 seconds, it takes 33ms. Most streaming is textures anyway, so you should more FUD about textures than polygons :)

Even the demo had "pop-in":
EYMkuzXU0AALYf_


No one noticed it, because it's so quick. So I'm assuming more of that on the XSX.

Yes, the MIGHTY RTX 8000 has been struggling yesterday with their latest tech demo with stutter/resolution drop/shitty VRS with below 30fps most of the time with downgraded aspect ratio from 16:9 to 23.9:1 for semi-4K. Brute-forcing can't solve everything.
The marble demo is the most impressive real-time demo I've ever seen, I'm not sure why you are trying to nit-pick it, it's something the XSX and PS5 could never do.
 
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Bo_Hazem

Banned
The marble demo is the most impressive real-time demo I've ever seen, I'm not sure why you are trying to nit-pick it, it's something the XSX and PS5 could never do.

I think I've explained it thoroughly here:


And for it being $5,500 USD and still not capable of providing solid performance with a true native 4K@30fps with 16:9 ratio, and stutter and frame rate drops. Let's not compare it to complete devices that would cost nearly 10x less than "a" part of a gaming set (as they advertised a game there).

148978.jpg
 
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HawarMiran

Banned
Only somewhat related but i hope they show off some soft body physics simulation for characters, im tired of watching these super detailed character models move around like they're action figures. Show me muscles flexing, rolls forming when they bend down, meaty hands that realistically bunch up when making a fist.
DOA was the future :pie_drooling: :pie_drooling: :pie_drooling: . Still unparalleled :messenger_tears_of_joy::messenger_tears_of_joy:
 

psorcerer

Banned
8K textures are actually 8192 X 8192, not 7680 X 4320 like TV resolution. When developers talk about texture sizes they are talking about 1:1 ratio and always in the 2^x. So 1K is 1024x1024, 4K is 4096x4096, and so on. But even if you are using 8K textures you are still paging them and using different MIPS so it's not like there are 24 8K textures in memory at the same time. Also, BCPack and Kraken will make them 30%-60% smaller to stream on average.

It's obvious to me that UE5 demo did not have "textures" at all. The traditional ones.
They stream some sort of different representation of the model, some clustered solution, maybe SDF. Where polygons, textures and all the other static geometry data is clustered into small pieces and connected into some BV hierarchy.
This way you can compress things enormously good. After all they do have original models on disk. So essentially all the 1.6bln polygons exist on disk, but not in a traditional structures, so they are much smaller in size and only small part of that is rendered (20 mln polys).
 

geordiemp

Member

So, your translation

He was going to guarantee that he will [hit 60fps]. But stopped short of completing his statement and then as a matter of fact, said that he already got laptops to run at 40fps near the beginning of the demo in the editor. [He didn't mention the resolution, effects, and general settings for his test]

Suggests the start bit is possible in editor but unknown resolution.

So the 1080p comment context is still unknown ?

and then Sweeny tweets it was just a video anyway and shuts it all down///.



 
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