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

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GRIEVEZ

Member
This is what I'm afraid of, they bundle the remaster together to charge full $60.
Ive only played a tiny bit of Spiderman on PS Now (was mostly playing Control)

But id be down paying $60, that seems like a pretty good deal to me if it has the same enhancements as Spiderman MM.

Am I missing something?....
 
T

Three Jackdaws

Unconfirmed Member
What would be the difference in practice? Can you give an example?
Well the way I understand it is, with higher frequencies the rays can "bounce" more and onto more surfaces. However with more CU's, you can generate more rays.

For example, if CU-1 generates a ray, CU-2 cannot help "help" calculate what is happening to that ray, however a high clock speed on CU-1 will allow the ray to bounce more.

As for actual examples in game, well I'm not honestly sure, perhaps someone on the thread could help.
 
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Bo_Hazem

Banned
Finished it, and yeah overall they were pretty critical about it. John is generally honest about his takes, and he chimed in with good points. Alex was trying to be professional while channeling his inner fanboy, mostly fine but couldn't help himself with few jabs like 'RT reflections are better looking than GT7'. Of course, they are Alex, remember Forza is running at 30fps while GT7 is at 60fps? Funny how John immediately pointed that out. Lastly, perhaps the most disappointed in the entire showing was Richard, he's likes Xbox and he seemed crushed by the end.

Watching that was a roller-coaster in itself, pretty entertaining.

Forza was running at 24fps not even 30fps, and the movements of the cars suggests it's not even ready and very floaty. It's pre-rendered trailer.
 

Sinthor

Gold Member
Forza was running at 24fps not even 30fps, and the movements of the cars suggests it's not even ready and very floaty. It's pre-rendered trailer.

I agree. I didn't think Forza looked better than GT7 at all! The road and the scenery passing by looked worse on the Forza clip. The cars didn't look as shiny (which could be lighting though) but looked very good with the raytracing in those garage segments. But, as you noted, that wasn't gameplay at all and wasn't running in XSX either. So we can't legitimately tell anything solid about Forza. The only think I CAN actually tell is that, to ME at any rate, the Forza clip didn't look quite as good as the GT7 clip. I'm sure it will be great though when it releases.
 

LucidFlux

Member
What would be the difference in practice? Can you give an example?

Just off the top of my head, if PS5 RT cores are decoupled from the CUs then there is no longer a correlation between the two. So for instance, they wouldn't necessarily be limited to 36 RT cores (or however many there are per CU) and would possibly sit in a different place in the pipeline.
 
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I don't see that as him being "triggered". If you actually read the comment he clearly states that he isn't sure to what extent (if any) RT implementation will have in alleviating the game's flatness. He saw a common criticism in the game looking flat (which it does) and decided to break down a range of lighting techniques at use in the industry and highlight how the demo did okay with those in some areas, and failed in others.

Personally I liked his, NXGamer's and Cherno's analysis of the demo and all three kind of focused on different things pertaining to it. I don't get the persecution complex some of you have against people like Alex on this thread or in general particularly for, in this case, not tearing the demo a new asshole. The general sentiment from their analysis is that the game could visually be better, and he wanted to focus that on the aspect of the lighting to distinguish what they're doing is different from static light sources but, of course, comes with its own complications.

And let's keep in mind they're on Era of all places; they certainly can be a damn crappy forum a lot of times even on video game-related topics. If people are taking statements in their video out-of-context or exaggerating them, he has the right to defend himself, just like any other content creator. I don't agree with him that the lighting was the largest factor for the game's tepid visuals in a lot of areas per-se (I think NXGamer's and Cherno's videos highlight those larger factors pretty well), but I don't think that invalidates anything Alex has mentioned regarding lighting, either.

Alex have clearly a problem with Sony.. and its very visible believe me...

Regarding his video is nothing wrong per si but what it did was take what should be a graphical analysis of the demo and turn it in a educational video about how RT global illumination is a much better implementation regarding traditional light systems.. the problem is that he could make that same video using any open game today in the market...

What it did was completely dismiss himself from criticize the game using it as a base showcase how things could be much better with RT GI (which is obvious by the way) and completely gloss over every technical issues the game have.. and they are a few as pointed by nxgamer and others..

Of course people see this as an obvious and poor escuse to not put any more pressure on Microsoft, which is very unethical and unprofessional from DF.
 
A few more pics Of PS5’s “supposedly” swappable covers

Rqa8vz3.jpg


lcQ3ir1.jpg


9jJFWWD.jpg


👀


Probably something like this (From another thread here on Era):

nuBMeaN.jpg
 

GRIEVEZ

Member
People who already bought Spiderman on PS4 will think they're entitled for a free upgrade, being forced to pay more just feels like a scam.
Hmm... Im not sure Playstation would request money for next gen upgrades. For third parties, I can definitely see it happen though. Perhaps im too optimistic here...

I would pay $10 max for a next gen upgrade, anything higher for an already owned game seems a bit greedy... its not like Playstation is starving for money, with all the increased sales and successful launches.
 
Does PS5 has some cool RT secret sauce and we just don't know it? (yet)
As I said before Tempest Engine (or half of it as the other half is used for audio) is more than capable of handling just the BVH transversal and intersection portion of RT calculation, there are other parts to RT but this portion is just basic vector math and since Tempest Engine is made to calculate sound bounces off of objects, it must be almost exactly the same when geared towards light bounces off of objects.

And this part needs branch prediction for collisions and I believe it is best offloaded to components that can do parallel calc and in this case mainly CUs. So if Tempest Engine is offloading BVH part of RT completely from the CUs and with this lessening the impact of having less # of CUs for RT, then it can really be considered secret sauce.

On the other hand, the rest of the RT is still done on GPU, but I think the rest, like shading, more dependent on the clock speed of the hardware, so in that case too higher clock speeds on PS5 can in fact prove more stronger in terms of RT. Remember RT is not Floating Point Operation at all, and its capabilities are not TFLOP dependent at all too, that is why nVidia (as being first to market) invented Giga Rays for measuring their RT capabilities. And that part, for both consoles are completely missing from official technical specifications released by MS and Sony. But what I figure is PS5 can do (mostly because of higher clocks alone, and not even figuring Tempest into it) more Giga Rays per second intersections than Series X.

This is speculation on my part, but that is mostly dependent of scouring the white papers of nVidia's RT & RTX GPUs and AMD's proposed RT patents, and Tempest part is mostly how Cerny decided to frame his explanation of Tempest Engine. Remember that he purposefully let one half of TE's reason of existence out of his presentation but only alluded to it. When someone like him goes out of his way to explain how it is similar to PS3 Cell's SPUs and how they are strong at something, it is best to really give attention to it. It explains why they chose to make a CU behave like a SPU for audio, but then says TE is much more than just audio and game developers will have access to half of its power for 'other reasons'.

Now I will put a partial transcript of what Cerny said and will let you decide

At 44:35 explaining what Tempest Engine is

"It is based on AMD's GPU technology, we modified a Compute Unit in such a way as to make it very close to SPUs in PS3. Remember when I said that they were ideal for audio. So, the Tempest Engine has no caches, just like an SPU, all data access is via DMA (Direct Memory Access), just like an SPU. Our target was that it would have more power than a CPU thanks to the parallelism that a GPU can achieve, and it would be more efficient than a GPU thanks to the SPU like architecture. The goal being to make possible near 100% utilization of CUs vector units."

At 46:03 mark explaining what TE can actually do

"We want to be able to throw an overwhelming amount of processing power at the problem.... In fact with the Tempest Engine we even got enough power that we can allocate some to the games, to the extent that games want to make use of convolution reverb and other algorithms that are computationally expensive or need high bandwidth..."

and back when talking about RT, at 30:02

"The CUs contain a new specialized unit called the Intersection Engine, which can calculate the intersection of rays with boxes and triangles. To use the Intersection Engine, first you build what is called an acceleration structure, it is data in ram that contains all of your geometry. There is a specific set of formats that you can use, they're variations on the same BVH concept. Then in your shader program you use a new instruction that asks the Intersection Engine to check a ray against a BVH. While the Intersection Engine is processing the requested ray/triangle or ray/box intersections, the shaders are free to do other work. Having said that, the ray tracing instruction is pretty memory intensive, so it is good mix with logic heavy code."


To me this is like an open book; geometry data of the game (or that exact frame to be precise) resides in the RAM which is also streaming on the fly thanks to the incredible speed of the SSD (within 1 second margin); Tempest Engine utilizes half of it's overwhelming processing power to build the acceleration structure or a BVH if you will and constantly updates these each frame; finally Intersection Engines in the CUs checks in-game light sources' rays against the acceleration structure made by the tempest Engine. This way BVH isn't made by CUs and isn't subtracting power from it, and also the number of CUs are unimportant, you are not limited by # of CUs but the processing power and DMA bandwidth of Tempest Engine. Let me remind you that sound is processed much much more frequently per second than a frame in graphics, like in 192kHz sounds vs 60Hz or even 144Hz screens, and that can provide you with necessary power of simple vector calculation prowess of Tempest Engine.
 

LED Guy?

Banned
Alright, I'm going to sleep now it's 12:06 AM 🤣🤣🤣

But man, even Domino's Pizza is making fun of Xbox and Halo Infinite, but hey, let's listen to Digital Foundry's Alex Battaglia's "It's only lighting" and not that the graphics themselves look like 360 games.

TLOU 2 & RDR 2 DESTROY Halo Infinite in every graphical aspect!!

Guys, I recommend you to watch this video of NX Gamer analyzing Halo Infinite graphics way better than what Alex Battaglia did, I mean even John Linneman said it looks bad in a tweet yesterday.

 
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FranXico

Member
No it was HeisenbergFX4 HeisenbergFX4 i remember well... I know he is here, let’s see if he answer and shed some more light into it :messenger_grinning_sweat:
I have heard from day 1 the RT solution used by Sony was more "elegant" than Xbox so yes from what I understand they have different methods.

Is one better then the other? That I have no idea as of yet.
I remembered it wrong then. I wonder what your friends meant by more "elegant", maybe they meant that it consumed less resources?
 
I have heard from day 1 the RT solution used by Sony was more "elegant" than Xbox so yes from what I understand they have different methods.

Is one better then the other? That I have no idea as of yet.
And I tried to make an educated guess on the matter in my post. I know for the layman it doesn't make any sense but the wording is in there that PS5 can have the better RT comparable to nVidia solutions.


Getting that Heisenberg quote and adding 2 and 2 together, should I make a thread?
 
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geordiemp

Member
As I said before Tempest Engine (or half of it as the other half is used for audio) is more than capable of handling just the BVH transversal and intersection portion of RT calculation, there are other parts to RT but this portion is just basic vector math and since Tempest Engine is made to calculate sound bounces off of objects, it must be almost exactly the same when geared towards light bounces off of objects.

And this part needs branch prediction for collisions and I believe it is best offloaded to components that can do parallel calc and in this case mainly CUs. So if Tempest Engine is offloading BVH part of RT completely from the CUs and with this lessening the impact of having less # of CUs for RT, then it can really be considered secret sauce.

On the other hand, the rest of the RT is still done on GPU, but I think the rest, like shading, more dependent on the clock speed of the hardware, so in that case too higher clock speeds on PS5 can in fact prove more stronger in terms of RT. Remember RT is not Floating Point Operation at all, and its capabilities are not TFLOP dependent at all too, that is why nVidia (as being first to market) invented Giga Rays for measuring their RT capabilities. And that part, for both consoles are completely missing from official technical specifications released by MS and Sony. But what I figure is PS5 can do (mostly because of higher clocks alone, and not even figuring Tempest into it) more Giga Rays per second intersections than Series X.

This is speculation on my part, but that is mostly dependent of scouring the white papers of nVidia's RT & RTX GPUs and AMD's proposed RT patents, and Tempest part is mostly how Cerny decided to frame his explanation of Tempest Engine. Remember that he purposefully let one half of TE's reason of existence out of his presentation but only alluded to it. When someone like him goes out of his way to explain how it is similar to PS3 Cell's SPUs and how they are strong at something, it is best to really give attention to it. It explains why they chose to make a CU behave like a SPU for audio, but then says TE is much more than just audio and game developers will have access to half of its power for 'other reasons'.

Now I will put a partial transcript of what Cerny said and will let you decide

At 44:35 explaining what Tempest Engine is

"It is based on AMD's GPU technology, we modified a Compute Unit in such a way as to make it very close to SPUs in PS3. Remember when I said that they were ideal for audio. So, the Tempest Engine has no caches, just like an SPU, all data access is via DMA (Direct Memory Access), just like an SPU. Our target was that it would have more power than a CPU thanks to the parallelism that a GPU can achieve, and it would be more efficient than a GPU thanks to the SPU like architecture. The goal being to make possible near 100% utilization of CUs vector units."

At 46:03 mark explaining what TE can actually do

"We want to be able to throw an overwhelming amount of processing power at the problem.... In fact with the Tempest Engine we even got enough power that we can allocate some to the games, to the extent that games want to make use of convolution reverb and other algorithms that are computationally expensive or need high bandwidth..."

and back when talking about RT, at 30:02

"The CUs contain a new specialized unit called the Intersection Engine, which can calculate the intersection of rays with boxes and triangles. To use the Intersection Engine, first you build what is called an acceleration structure, it is data in ram that contains all of your geometry. There is a specific set of formats that you can use, they're variations on the same BVH concept. Then in your shader program you use a new instruction that asks the Intersection Engine to check a ray against a BVH. While the Intersection Engine is processing the requested ray/triangle or ray/box intersections, the shaders are free to do other work. Having said that, the ray tracing instruction is pretty memory intensive, so it is good mix with logic heavy code."


To me this is like an open book; geometry data of the game (or that exact frame to be precise) resides in the RAM which is also streaming on the fly thanks to the incredible speed of the SSD (within 1 second margin); Tempest Engine utilizes half of it's overwhelming processing power to build the acceleration structure or a BVH if you will and constantly updates these each frame; finally Intersection Engines in the CUs checks in-game light sources' rays against the acceleration structure made by the tempest Engine. This way BVH isn't made by CUs and isn't subtracting power from it, and also the number of CUs are unimportant, you are not limited by # of CUs but the processing power and DMA bandwidth of Tempest Engine. Let me remind you that sound is processed much much more frequently per second than a frame in graphics, like in 192kHz sounds vs 60Hz or even 144Hz screens, and that can provide you with necessary power of simple vector calculation prowess of Tempest Engine.


Great post, I often go back to Cernys presentation like you when he talks about the new Geometry engine and what it does, as Cerny just uses standard AMD terminology and uses the word NEW a few times, everybody does not listen or believe there is something really custom here.

The patents suggest otherwise. It would be very interesting if Tempest is Ray tracing and Audio parallel processing, it is telling us allot that first showing the ps5 games shown had RT already, so something is up. Personally I am good at 60 FPS and GI, done for me.

Cerny presentations are like a fine wine, you can go back to them 10 times and find new information, every word is calculated and he does not boast, so when he says something is powerful best write it down.

What did you make of Cernys new GE comments ? We need more.
 
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geordiemp

Member
And I tried to make an educated guess on the matter in my post. I know for the layman it doesn't make any sense but the wording is in there that PS5 can have the better RT comparable to nVidia solutions.


Getting that Heisenberg quote and adding 2 and 2 together, should I make a thread?

Too early for new thread, I think its enough for now we have new Geometry engine, new Cerny patented VRS tier 2 techniques, and possibly custom RT and audio solution with cell type SPUs.

It wont be long before we see Cerny again IMO
qdEIV0B.jpg
 
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FeiRR

Banned
that's a whole lot of thigh.

Like a super Turkey.

Get in there FeiRR, you know you want to.
Wtf. I don't remember admitting that I like Abby. Which is true.

Exactly! I love the work they are capable of. I dislike the concept they can be bought. In the end, they have to make money to pay people, .. somehow.
Greed and dishonesty is exactly why our civilisation is going to end soon. Fuck people like that, seriously.

Guys what do think about this requirements of The Medium? specially for the GPU in 4k, I think this requirement are for reach 30 fps as XSX.
I think that mediocre devs need more power to achieve average results. That's all.

So does this mean that X-Box fans won't ever order at Domino's ever again?

:messenger_squinting_tongue:
I ordered from them once and never again. You know I'm no Xbox fan.
 

Handy Fake

Member
Well the way I understand it is, with higher frequencies the rays can "bounce" more and onto more surfaces. However with more CU's, you can generate more rays.

For example, if CU-1 generates a ray, CU-2 cannot help "help" calculate what is happening to that ray, however a high clock speed on CU-1 will allow the ray to bounce more.

As for actual examples in game, well I'm not honestly sure, perhaps someone on the thread could help.
As an utter troglodyte when it comes to this, my common sense tells me that more CUs will produce sharper shadows and higher frequency will produce better ambient illumination.
 

Bo_Hazem

Banned
nah, MGSV is a last gen game running at 30 fps on last gen consoles, and 60 fps on current gen consoles.

and no, it doesnt look as good as Halo Infinite. everything about MGSV is last gen. From lighting to foliage to material quality. Please dont make me defend Halo Infinite. thats like defending Hitler.

metal-gear-solid-v-the-phantom-pain-shot4.jpg


Man, MGSV released in 2015 and was running 60fps on base PS4.
 
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SSfox

Member
Alright, I'm going to sleep now it's 12:06 AM 🤣🤣🤣

But man, even Domino's Pizza is making fun of Xbox and Halo Infinite, but hey, let's listen to Digital Foundry's Alex Battaglia's "It's only lighting" and not that the graphics themselves look like 360 games.

TLOU 2 & RDR 2 DESTROY Halo Infinite in every graphical aspect!!

Guys, I recommend you to watch this video of NX Gamer analyzing Halo Infinite graphics way better than what Alex Battaglia did, I mean even John Linneman said it looks bad in a tweet yesterday.



I actually don't think Halo look this bad, it looks just fine but not impressive, specially for a game that seems/meant to be the pillar of Xbox, and the backlash is also (if not mostly?) because Phil and the other Xbox guys opened their mouth a bit too much (i mean it's not the first time, but you would think they would learn, but... outch), and it also looks downgraded compare to the trailer they showed few months ago.

Because i'm in good mood today, if i can give advice for Xbox and Phil Spencer:
tenor.gif
 
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geordiemp

Member
As an utter troglodyte when it comes to this, my common sense tells me that more CUs will produce sharper shadows and higher frequency will produce better ambient illumination.

My simple way of thinking is anything that can be done in parrallel = win. Some calculations in frequency domain like sound are much better done with specfic logic that is powerful at doing that, like the cell SPU was designed for that purpose. If the SPU design is good for some of the ray tracing calcs....very interesting.
 
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People who already bought Spiderman on PS4 will think they're entitled for a free upgrade, being forced to pay more just feels like a scam.
If they end up charging $60 for including a remaster from a 2 year old game... there is going to be a lot of backlash. Best option: Offer the update for free and make the bundle optional. This way people who already bought Spider-Man on PS4 just need to spend $40 dollars SM:MM and people who haven't played it can get them both at the same time. If they get all greedy people will not be happy.
 

Bo_Hazem

Banned
I actually really liked MSGV, it's in my top 5 but I might be a minority.

I loved it, and played it for straight 51 hours once. But I give it 8/10 due to the unfinished story and content. Kojima got betrayed in this game. He's a very demanding guy, but he needs an understanding company like Sony that has thrown $100 million in the shitter for Cory just to come up with the concept that he needs, and it paid off as we all know.
 
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T

Three Jackdaws

Unconfirmed Member
If MGSV had a great story, it would be my GOTG.

It's definitely in my top five.
I loved it, and played it for straight 51 hours once. But I give it 8/10 due to the unfinished story and content. Kojima got betrayed in this game. He's a very demanding guy, but he needs an understanding company like Sony that has thrown $100 million in the shitter for Cory just to come up with the concept that he needs, and it payed off as we all know.

Agreed, the story felt a little short for me and it felt unfinished towards the end, I didn't get the closure I would have wanted too.
 

icerock

Member
I think folks are going OTT in regards to follow-up video on Halo from DF. However, I do think Alex is inconsistent with his critiques. While watching the DF direct, when they are going over Halo gameplay, John makes an observation about stigma surrounding XGS who have to compete with Sony WWS, and how they are known for pushing visual boundaries, Alex immediately cuts him off 'at 30fps though!'. John tries to elaborate on it before he cuts him off again, 'really? really? I think it matters'. The thing is, he is not even wrong here. But, the the tone is telling. Part of the reason why Sony WWS games look so good is due to them running at 30fps, yes, but there goes a ton of work to make them look that good. There are many games from XGS who run at 30fps too and they can't stack up visually.

This performance metric goes AWOL when he is talking about RT in Forza trailer, quick to point out how much better RT reflections are from GT7 but fails to mention it's running at half the frames compared to GT7. These are among many inconsistencies folks find when he is giving his views on these games, can't be having different yardstick and benchmarks when you're just discussing visuals.

I don't even mind folks being biased, inherent bias is a real thing. But, at least own up to it, instead of playing the victim and pointing how others have a persecution complex, which btw is an absurd overused term these days. Anyways, my 2 cents on this non-sense.

lol i meant there is no anti-aliasing in the game.

tenor.gif


I was so confused by your initial post. Yeah, there are jaggies all over the place in screenshots so their rendering pipeline is not complete. Surely, it'll be improved upon in the retail version as they implement AA?
 
Too early for new thread, I think its enough for now we have new Geometry engine, new Cerny patented VRS tier 2 techniques, and possibly custom RT and audio solution with cell type SPUs.

It wont be long before we see Cerny again IMO
qdEIV0B.jpg

This PS5 has so many customisations. Nothing is stock build. Sony engineers have full control over its hardware & OS. This might be the first time. Definitely a unique box. I have been fully confident in Sony & PS studios finding a solution to RT. If not now but later down the gen. Nvidia ,AMD do not have the dev talent to find the solutions for games. It's really done to console heavy devs. This going to be a good gen.
 
I loved it, and played it for straight 51 hours once. But I give it 8/10 due to the unfinished story and content. Kojima got betrayed in this game. He's a very demanding guy, but he needs an understanding company like Sony that has thrown $100 million in the shitter for Cory just to come up with the concept that he needs, and it payed off as we all know.
I love MGV but that second phase of the game well is not recommendable is just unfinished.

The relationship Konami and Kojima was very complex, one wants more revenue and the other do what he wants, Kojima should understand he cannot release any game
per years while you company is putting you more pressure for release something while him for example discard many of the songs Konami already pay for only choose one
or two for you project.

I don't think was only the fault of konami that break also Kojima is Kojima but the reaction of Konami against of its employees well that doesn't have excuse.
 

Bo_Hazem

Banned
If MGSV had a great story, it would be my GOTG.

It's definitely in my top five.

Actually MGSV showed me the true next gen lighting I was seeking. The midday lighting is extremely convincing and nearly as identical as I see in real life. Night time is of course looked gorgeous as well but as most games more light than in real life for gameplay purposes.

YOOOOOOOOO NO SPOILERS!!!!!!!!

Won't spoil what happened, relax. I thought I can fight that flying whale, so I got angry.:lollipop_hushed:
 
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