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Are PS5 exclusives the flag bearers of Ray-Tracing this generation?

Are Sony games/exclusives the flag bearers of Ray-tracing for this coming generation?


  • Total voters
    247

Warnen

Don't pass gaas, it is your Destiny!
Your very welcome for the assistance.

Maybe make a little bit more sense next time?

giphy.gif

Sure I‘ll use smaller words next time
 

Husky

THE Prey 2 fanatic
The headline stated for THIS generation. PCs don’t have generations.
That why I figured it was for console.

That said everything you said is 100% true!
I do think that though PCs don't "have" generations, they're still participants in the ecosystems of each generation in the same way consoles are. For example, I still think of my PC copy of Alien: Isolation as an eighth-generation game. But yeah, it could be that they just mean for consoles.
 
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acm2000

Member
control on pc with rtx offers a more complete ray tracing example than any game either console will have this gen.

Max it out and you get ray traced reflections, transparent reflections, indirect diffused lighting, contact shadows, and debris.
 
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geordiemp

Member
It's funny to me, because everything was degraded to just TFLOPS and fill rate. It looks like wordplay to simply not admit that the XSX appears to be stronger.
You can have a higher fill rate, but you still can't discount the higher bandwidth and the higher amount of CUs.

In reality it's not even going to matter that much. But the console wars must go on, right...?

And it was even more funny to me when I mentioned that neither will be great at ray tracing but that the XSX will likely have the advantage, and I get a reply from the person saying that I say that without proof... Just a reminder... ROP stands for RASTER operations pipeline. The XSX will have the advantage in RT because of its CUs. The faster pixel output of the PS5 will not help with this, because the ROP will only come into play after the RT operations have already taken place. The PS5 might get better post processing or anti-aliasing techniques. That is assuming that the XSX will hit a limit in its pixel output, which realistically is quite possible.

What matters is cache bandwidth and speed to feed CUs. You will see in 3 days how TF is traded for fast cache.

BVH is 50 % faster if data is in cache than going to memory, its got nothing to do with Cus.
 

Ascend

Member
What matters is cache bandwidth and speed to feed CUs. You will see in 3 days how TF is traded for fast cache.

BVH is 50 % faster if data is in cache than going to memory, its got nothing to do with Cus.
Actually, in 3 days we will see how bandwidth is reduced and traded for fast cache, not CUs... The 80 CU card exists for a reason...
 

geordiemp

Member
Actually, in 3 days we will see how bandwidth is reduced and traded for fast cache, not CUs... The 80 CU card exists for a reason...

Just come back and tell us about TF and memory bandwidth is all that what matters when 23 TF vs 30 TF results are discussed on a 356 bit bus.

Of course CU is important, you need something to do the work and something to feed them faster.
 

Ascend

Member
Just come back and tell us about TF and memory bandwidth is all that what matters when 23 TF vs 30 TF results are discussed on a 356 bit bus.

Of course CU is important, you need something to do the work and something to feed them faster.
I never said that is all that matters. But it is a good metric of performance when it is the same architecture.
 

geordiemp

Member
I never said that is all that matters. But it is a good metric of performance when it is the same architecture.

Its not the same architecture.

14 CU per shader array vs 10 CU per array
Both have 4 x L1 cache
Likely L2 cache sized by PHY.
2.23 Ghz with smart shift vs 1.825 Ghz.

Not even close. Ps5 L1 cache is already much faster and feeding less CU before we even get into finer details.

At least we cna see the pC architecture, as it has allot moe in common with ps5, XSX is an odd arrangement unlike any others RDNA2 parts.
 
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Ascend

Member
Its not the same architecture.

14 CU per shader array vs 10 CU per array
Both have 4 x L1 cache
Likely L2 cache sized by PHY.
2.23 Ghz with smart shift vs 1.825 Ghz.

Not even close. Ps5 L1 cache is already much faster and feeding less CU before we even get into finer details.
They are both RDNA2 based but...
jlaw-whtvr.gif
 

geordiemp

Member
They are both RDNA2 based but...
jlaw-whtvr.gif

Not too sure what you mean, are you referring to the kitty and rogame tweets which mostly refer to for the RDNA2 PC space information prior to the event ? He did not clarify the below tweet so..



Does not matter, 3 days we can see PC part and design and compare.

Ps5 might be same as XSX, might not be, might be like the pC part...

PC part might be same as XSX.....nobody knows.

Do come back. 28th.
 
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Guilty_AI

Member
3 months later and i still think its minecraft.
It has all the array of effects and the type of game it is makes it perfect to showcase said effects.
 

Raonak

Banned
PS5 seems to be the early flagbearer of raytracing in this launch period. I'm kinda shocked how common it is on PS5 so far.

PC has had it for a while, but the amount of people who have RT compatible cards are still a small minority, where consoles have it as a baseline.

It is kinda mindboggling how MS has nothing new to show off the power of the XSX. Ironic since they were the ones championing raytracing in their marketing.
 

Bo_Hazem

Banned
Haven't seen raytracing yet on the other side, even this late. And that Watch Dogs Legion was SSR as well. Sony will pioneer with great talents they have as usual and great quality control.
 
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It's Series S though. Not too far from launch, gonna enjoy enjoy the comparisons.

I was under the impression all you had to do was scale down resultion and quality of textures.... wasn't that the pitch for the S? Is reality setting in?
 
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FlyyGOD

Member
2 weeks out until ps5 comes out and no word on variable rate shading or Machine learning and you guys still think Sonys machine will be better at raytracing with less CU's?
 
There are 12 PC games right now with Ray Tracing, are their 12 PS5 RT games in the fist month of launch?
That's kind of pathetic, I have not kept tab on either side... But I would not be surprised if the PS5 was within spitting distance of 12 (if there aren't 12 games with RT patches of some sort... mind you it could drive up the amount of PC RT titles along the way).

Still, the fact that there are only 12 RTX games on PC after two years is no accomplishment.
 

thelastword

Banned
Well, Miles Morales is leading the console raytracing team with the anchor baton for the moment.....Though it will be eclipsed soon by Gran Turismo 7....
 
2 weeks out until ps5 comes out and no word on variable rate shading or Machine learning and you guys still think Sonys machine will be better at raytracing with less CU's?

You mean ML via something like Tensor cores or software based?

Both machines are capable of ML via software.
 
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FlyyGOD

Member
You mean ML via something like Tensor cores or software based?

Both machines are capable of ML via software.
Microsoft has actually come out and talked about Series X having machine learning in hardware while Sony has not.

 

Justin9mm

Member
The only place you'll see significant ray tracing is on PC. Because it absolutely tanks the performance of superior tech to what is in the next gen consoles.
That is true but majority of PC Gamers don't have the rig or money to output that RT performance and Res to tank next gen consoles.

It's kind of obvious that PC is always going to be superior so it is kind of irrelevant to the purpose of this thread.
 
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