Its so fast that I can't even control it.
This is on a SATA SSD with no directstorage (io) or rtxio (gpu decompression).
A typical window has over 3 million trillions and a front door with steps has about a million triangles.
All textures are 4k.
This is compared to the 512-1024k texture the other demo was done in.
When you try to compare them...Its not even close.
That's pretty cool, but a shame you didn't do it as a youtube video with atleast the xbox gamebar overlayed showing real-time stats.
If you do decide to do it again, can you also do a segment with nanite view turned on - to view the triangles being drawn - because it is all well and good claiming that number of triangles as a comparison of data throughput, but without us seeing in action with nanite view, we -as observers have no way of knowing if nanite processes larger sized groups, less triangles, as the speed increases.
Also, how does it handle the hardware RT at those speeds - I assume it disables - or does it just use SW RT, and the lesser version of the SW RT path? (mesh distance fields? IIRC)
edit:
Also for a fair comparison where are all the people and cars in your version on that huge straight? To get a sense of the speed comparison of the two videos you really need to see how slow everything else seems to move in relativity to view, like it does in the other video. And also you keep making assertions about the texture sizes of the assets in the other video, but that isn't the released Spiderman game, but just a tech demo for shareholders, so texture sizes could be 16K for all we know, although in the base PS4 Spiderman I'd still be surprised if any of the textures sets on +10k polygon models - like the cars - are below 4K , so feel free to share a reference to the info about the 512-1024 textures if you've got it.