geordiemp
Member
I still think you are on to something and you have kind of convinced me that Sony might not have put a lot of emphasis on VRS as it is normally viewed/implemented. I am far less certain this has to do with the timing of the console, but rather a design choice though. This is my logic - which goes back to my previous post.
In the GPU space for PC we have all seen the charts that determine success in the PC space: FPS at 1080p, FPS at 1440p and FPS at 4K across titles at various graphical settings. Within your cost bracket you need to be competitive to survive. Cost = mm2 of silicon.
VRS is a hardware feature that sacrifices some (not much, but some) graphical fidelity to increase FPS by having criteria per draw/ screen space and/or triangle (roughly speaking) and apply different amount of shading work based on these criteria. In other words, small reduction in IQ to get a substantial productivity increase in shading per mm2 of silicon. This makes an awful lot of sense in a PC context for the reasons outlined above.
If you have a design target of 4K/30FPS - that I can see Cerny have - that you have just loaded with a significantly higher VRAM budget than what any PC platform can achieve (i.e. more textures and higher resolution per texture) you want to ensure to maintain that IQ you have just invested in. What Matt at least in my mind eluded to, is that Cerny seems to have created priorities per triangle/ primitive on the geometry side. If you then use those priorities to guide which primitive shaders to use you basically have a VRS solution without VRS if that makes sense? Then you have full control of your IQ and as long as the API to set priorities on the geometry side is straightforward that gives very good control for the designer.
Maybe I am wrong (this is a speculation thread after all!) but the solution above would align with Cerny's speech and Matt's twitter comments and still give VRS capabilities but just without the standardised VRS solution (and this would also explain the lack of 'standard' VRS talk regarding the GPU). If this is correct we should assume a slighter larger than normal allocation of mm2 of silicon to both geometry and primitive shaders on the PS5 GPU.
Your assuming allot based on a first reveal of some games, last gen many Ps4pro games had a performance mode for 60 FPS. This new gen bluepoint already said demons souls with have both.
So 30 FPS modes will be full 4K by the looks of it and some RT on Ps5. A performance mode will pull out more frame time saving tricks for sure including temporal and others.....
We just have to wait, it was only a first showing at 1080p30 stream..
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