There really is no argument against this. It happens gen after gen. The games end up being leagues ahead of what one would expect given the specs. It won't matter.But it will also be a colossal CPU jump next gen, which will do wonders for scene complexity, draw calls, AI, NPC count, physics etc. Combine that with a baseline GPU improvement of 1.3 TF to 8 TF (and that's worst case scenario remember) as well as at least doubling RAM to 16GB (which likely means around triple RAM availability to devs, assuming the OS will use roughly the same, maybe another 1-2GB), and I still think that puts us on course for games that will look truly next gen. Regardless of how that shapes up % wise to previous gen over gen upgrades.
We've got to remember that God of War, Spider-Man, Uncharted 4, and Horizon Zero Dawn, all run on 1.8 TF machines with a god awful CPU, and look absolutely stunning. If an 8 TF machine means we'll still need dynamic res with checkerboarding until another mid gen refresh... honestly I don't think that's so bad at all.
EDIT: And I wouldn't be surprised if this is Microsoft's strategy with multiple boxes: Here's the 8 TF baseline box that upscales. Here's your 12 TF native 4K box, but you'll be paying a lot more for it...
Whatever the changes are I hope they implement "Concurrent Execution of Floating Point and Integer Instructions".Obviously there is a lot which goes into the design of a compute unit than the amount of ALUs.
The competition just went down to 64 ALUs per compute unit with Turing and the perfromance/watt was retained.
The performance/mm² decreased a lot but Turing also has twice as many registers and larger caches, together with Tensor and Ray Tracing cores.
You could cut that down and you would improve the perf/mm² , at least for current applications.
There really is no argument against this. It happens gen after gen. The games end up being leagues ahead of what one would expect given the specs. It won't matter.
The complaining is unnecessary.
He's so right. Every single console reveal I can recall has been met with frustration and concerns from hardware enthusiasts. And yet every console gen has produced phenomenal results with said hardware.
Thinking about it... while the Pro and X have 4-6 TF the games they run look equally gorgeous on the respective 1-2 TF machines. If 8 TF becomes the new baseline now instead of 1.3 TF... coupled with more RAM and a colossal CPU upgrade (the one thing we are guaranteed lol) there really isn't anything to worry about. Devs will still produce mindblowingly gorgeous games, and maybe checkerboarding will just still be a thing for performance profiles trying to hit higher frame rates.
Good point, the weak CPU of the consoles allowed for 144fps to flourish because the game complexity was made for consoles and not for i5 or i7. Does this mean that high end on PC will become even more expensive?
He showed he's not really a technical guy back in the gaf days, not sure why his opinion would mean much in regards to this.Those comments by Pennell are very telling. Hes no longer employed by them and has no skin in the game anymore, so he could hype people with vague hints without getting in shit. But instead he's tempering expectations
So he fits right in with the 8TFers :PHe showed he's not really a technical guy back in the gaf days, not sure why his opinion would mean much in regards to this.
What's a 8TFer ? ;)So he fits right in with the 8TFers :P
In reality, he can't even hint without possible repercussions. That's why he talks about things almost entirely in the past tense. He's not going to give us hints.
On the subject of the Nextgen strategy discussion, it's somewhat amusing that so many in this thread have been bullish on the importance of hardware power and services over games in consumer puchasing decisions. whereas, this thread clearly indicates otherwise.
Don't know if this has been posted
Edit: it seems it has been translated from Japanese so there are some spelling mistakes
https://www.reddit.com/r/PS5/comments/akqdr8/new_ps5_info_leaked/
Summary:
PS5 official information from Sony not soon (Sony will not participate in E3). Announcement - "Apple" type more than release. I will even say official announcement in PSX in the first quarter of 2020.
Sony will be a little quiet this year
- PS5 99% release, November 2020
- Backward compatibility
- Physics game & PS store
-ps plus and ps plus premium (premium beta early access, private server creation, 4k free remaster)
-specs custom CPU ryzen [email protected]
GPU Navi architecture 10TF, Sony in conjunction with Amd for Navi, more raytracing, but that is not the focus.
os 16GB Gddr6 + 4gb ddr4, a new mem controller for os ram, we already have 32 GB development kits
- 8k up scaling
-2 tb hdd Some NAND flash
2020 - PSVR 2, ps 5, resolution boost, 90 - 120 hz, 220 view, eye tracking, some foveate rendering, wireless, headphone integration, less movement, no breaker box, cable management for much less aaa games Focus on VR, price is around 349 $
-dualshock 5, inside the camera for VR, usb-c
- Price 399 dollars, original loss of 40 to 60 dollars per console
Ps4 exclusive release game I know
Gran Turismo Sports has better graph.fidelity, ray tracing, complete VR support.
Pubg remaster 4k f2p using ps + only with ps5
Our last 2 ps 4 / ps 5
Tsushima Ghost ps 4 / ps 5
First 6 months + 2 AAA games + psvr 2 games
Non-limiting ps5 game 2020
Battlefield Bad Company 3 established in Vietnam, already developed for 2 years
Harry potter
cyber punk
Gta 6 has heard rumors about Miami and New York, the two largest cities so far probably have not heard anything related to ps 4, a 2021 holiday
Had a dream last night that PS5 was announced at 16TF.
Conclusion?
...I'm a sad bugger.
It's rather unusual for all games to make full use of peak math throughput. Certainly doesn't happen often on current gen h/w.
It's rather unusual for all games to make full use of peak math throughput. Certainly doesn't happen often on current gen h/w.
I asked the german user dargo if he could run some scaling tests with his Vega64 LCE.My point about power efficiency was in relation to GDDR6 versus 5. My comment about bandwidth was GDDR6 versus HBM2, which is why I cited the stack count. If you normalized the speed, the efficiency would be even higher than 16%. The fact that it can run at twice the speed at lower voltages than GDDR5 is significant. It also has a granularity advantage. It's a game-changing difference between the technologies. If we were still stuck with GDDR5, we'd be wringing our hands about how even with a 384-bit bus, we still can't feed Vega/GCN derivatives with the bandwidth they obviously seem to need based on desktop parts.
This seems to me that people should get more realistic even about expensive Anaconda model.
As long as you have a reasonably priced box (and the PS3 casts some shadows even on that), software always been and always will be king. I mean, Nintendo is still in the game and the sole reason for that is that their software is desirable.
It's rather unusual for all games to make full use of peak math throughput. Certainly doesn't happen often on current gen h/w.
I think the post wasn't making the assertion that it would be 100% utilised, more that the majority of games would get full benefit from 100% of the silicon - not having a significant amount being used for a specialised feature that many devs would not leverage
The best thing to happen in this thread is 8TFers being recognised as the equivalent of Flat-Earthers lmao
I like the demo but it is nowhere as complex as a scene for a modern game.. BF5 is a much better example. After shading is not optimize for raytracing. All modern engine have tons of specialized shaders and it is a problem for cache instruction. For raytracing they need only a few generalized shaders and it will improve performance but currently we can't have multple rt effect with software raytracing on the same time. It is a demo at 1080p and the GDC demo on Volta was running with 1 ray per pixel when you improve the quality with more ray per pixel it becomes to be difficult for Volta.
Reading devs they expect raytraced shadow and raytraced ao for next generation. Because it is the easier to do and shadow secondary ray are memory coherent(cache friendly).
With Power VR solution Raytraced shadows are two times faster than shadow maps with better quality. Imo ugly shadow maps artifact are the worst artifact in real time rendering:
https://www.imgtec.com/blog/ray-traced-shadows-vs-cascaded-shadow-maps/
Other artifacts non solved by raytracing are undersampling, motion blur quality, depth of field quality and much better geometry complexity*.
* in Dreams you can do much better hair, round object and better foliage easily compared to current rasterization
EDIT: Explanation about shaders and raytracing by a dev
That would only be good news then because they could get away with a 256-bit bus, even with CPU bandwidth needs. We'll have to see how games' demands on memory change over time. TW3 will be what, 5 years old by next gen hits?I asked the german user dargo if he could run some scaling tests with his Vega64 LCE.
He run the HBM2 memory at three different speeds with 384 GB/s (100%), 448 GB/s (~117%) and 512 GB/s (~133%).
Now the core clock suffered here and there because of the power budget but under three games the difference between 384GB/s and 512GB/s (+33% more BW) was fairly low.
The Witcher 3 runs 6% faster (104 vs. 98 FPS), Wolfenstein II ~7% and For Honor ~9%.
The difference between 448GB/s (100%) and 512GB/s (114%) is really low.
https://www.forum-3dcenter.org/vbulletin/showthread.php?p=11739346#post11739346
You would get 384GB/s with a 384-bit @8Gbps GDDR5 interface and 320 GB/s if you went for 256-bit GDDR5 @10Gbps (1,55V).
Obviously GDDR6 makes it so much easier to reach the bandwidth without a wide interface and efficiency wise you would take everything you could get but the improvement is far lower than the memory bandwidth some anticipate.
Without higher energy consumption for the memory you won't get much higher (>20%) bandwidth than before.
I think without blowing the consumption and production costs up, many technical aspects will be far lower than some imagine.
Or the price will need to get up, which the customer and/or the producer needs to pay.
A coworker today explained ray tracing to me and showed me this video.
I was quite impressed by it.
Do these graphics seem possible to y'all on the new consoles or are these too advanced for the rumored specs?
Sorry, I'm kind of a noob when it comes to this stuff.
The best thing to happen in this thread is 8TFers being recognised as the equivalent of Flat-Earthers lmao
Finally got around to watching that DF video and it was interesting! Doesn't feel like we learned a ton aside from knowing that both manufacturers have dev kits out there in some form by now. I don't see why people are so focused on the "prepare for disappointment line". Reasonable folks in this thread have been saying that for quite some time. Literally every console that comes out has people fawning over the revolutionary tech that "could" be inside. The raw specs almost always disappoint on paper, but what devs accomplish with said hardware is always impressive to me.
I watched the whole DD presentation it actually runs only 1 ray per 4 pixels and after quite a few approximation and upscaling tricks gives a result equal to around 1ray per pixel. Their ray budget for the demo is just 0.5 gigarays. Also, Tomasz (lead programmer on this thing) says that they actually need more raw shading power to get RT stuff better, not more rays per se.
Personally, I'm not sold on RT yet. Yeah, new tech is cool and all, but we have only 1 game with HW RT so far and it is really underwhelming. I know that it not only can make games more photorealistic and such, but also will make lighting artists' work easier. But so far handmade "hacked" solutions looks just as good. Lighting in ND games or reflections in new Hitman 2. I won't be upset if we don't get any real RT nextgen
Those comments by Pennell are very telling. Hes no longer employed by them and has no skin in the game anymore, so he could hype people with vague hints without getting in shit. But instead he's tempering expectations
I am still not sure what I am looking at. It's basically better (and real-time) reflections, right? That's nice and all, but do we really think we are gonna miss this when playing a fast paced shooter? Or is it more than that?
That's what honestly confuses me about RT. I know that it's an exciting concept to talk about right now, but I just don't see it feeling revolutionary in the long run. If anything, I think we'd just get used to it and maybe be a bit confused when we go back to games that don't have it.
Ray tracing is a huge leap in realism for me. It's the little things like realistic reflections and real time dynamic shadows that make a game come alive and can lead to some crazy gameplay elements. Imagine a Splinter Cell game where gameplay changes with each playthrough depending on where real time shadows are cast. Or a Jason and The Argonauts game where you battle Medusa and have to rely on the reflection on your shield because you cant look at her directly. Some really cool shit will be done in the future for sure.
Biggest thing about RT is not how much better it will make stuff look, but that it's about as simple and straight-forward as it gets. No hacks, no shortcuts, just pure brute force. Place a light and you'll get accurate shadows, indirect lighting, AO etc, for it, without need to compute and bake GI, bake shadow maps, etc.
You can achieve 95% of the visuals you'll get from RT by going with some other technique, like SVOGI, for a fraction of the computational cost, but then you have to deal with implementation, with how things will interact with it, etc.
I don't think Albert wants to ruin any relationships with folks at Microsoft just for 5 minutes of internet fame in a next-gen speculation thread. He's also posted in this thread already with a similar goal. Make people aware that consoles have to compromise to get to an acceptable price point. His last set of posts also did a great deal to explain why BoM isn't the only factor in deciding MSRP.
That's what honestly confuses me about RT. I know that it's an exciting concept to talk about right now, but I just don't see it feeling revolutionary in the long run. If anything, I think we'd just get used to it and maybe be a bit confused when we go back to games that don't have it.
I watched the whole DD presentation it actually runs only 1 ray per 4 pixels and after quite a few approximation and upscaling tricks gives a result equal to around 1ray per pixel. Their ray budget for the demo is just 0.5 gigarays. Also, Tomasz (lead programmer on this thing) says that they actually need more raw shading power to get RT stuff better, not more rays per se.
Personally, I'm not sold on RT yet. Yeah, new tech is cool and all, but we have only 1 game with HW RT so far and it is really underwhelming. I know that it not only can make games more photorealistic and such, but also will make lighting artists' work easier. But so far handmade "hacked" solutions looks just as good. Lighting in ND games or reflections in new Hitman 2. I won't be upset if we don't get any real RT nextgen
in that case, why not just use ray tracing in dev kits, have developers render the lights in real time and do all the needed adjustments and then switch off the RTX for the game itself to run at a steady performance?Biggest thing about RT is not how much better it will make stuff look, but that it's about as simple and straight-forward as it gets. No hacks, no shortcuts, just pure brute force. Place a light and you'll get accurate shadows, indirect lighting, AO etc, for it, without need to compute and bake GI, bake shadow maps, etc.
You can achieve 95% of the visuals you'll get from RT by going with some other technique, like SVOGI, for a fraction of the computational cost, but then you have to deal with implementation, with how things will interact with it, etc.
I don't see that being an issue either.The problem is not the specs, the problem is the resolution. 4k is extremely power hungry. I'd be wetting my pants if the PS5 was 6Tf at 1080p but it is probably 8TF at 4k which is not that impressive. Yeah the games will look great but I can't imagine the jump being crazy. Red Dead runs at 4k on the One X with 6TF, the PS5 having TF in 2020 is suspicious. I trust the devs and the console makers to make great products, they just have to prove that 4k is not sucking the life blood out of next gen.
Biggest thing about RT is not how much better it will make stuff look, but that it's about as simple and straight-forward as it gets. No hacks, no shortcuts, just pure brute force. Place a light and you'll get accurate shadows, indirect lighting, AO etc, for it, without need to compute and bake GI, bake shadow maps, etc.
You can achieve 95% of the visuals you'll get from RT by going with some other technique, like SVOGI, for a fraction of the computational cost, but then you have to deal with implementation, with how things will interact with it, etc.
RT produces a better more accurate representation of the reality without the need to rely on graphical workarounds and hacks like the methods mentioned above. This is why it is called "the holy grail of graphics". Though it requires more performance compared to the methods we are used to.So the benefit of RT is more so to ease game development.
Because while RTX reflections look like very good reflections in terms of the overall visual look its not a drastic improvement.
After watching RTX quake 2 gameplay it seems that RT is essentially behaves like real lighting, so in quake 2 case you turn RT on and the light sources behave like they would in real life, they change the look and colour of surfaces and produce reflections on reflective surfaces, where other methods are done by trickery and reflections and certain textures have to be manually placed to produce a realistic look.
The best comparison I can think of, is a character in a game with ragdoll physics, you can manipulate that character in 1000s of different ways and get 1000s of different results, where pre canned animations have to be individually created.
So RT is like the ragdoll?
Biggest thing about RT is not how much better it will make stuff look, but that it's about as simple and straight-forward as it gets. No hacks, no shortcuts, just pure brute force. Place a light and you'll get accurate shadows, indirect lighting, AO etc, for it, without need to compute and bake GI, bake shadow maps, etc.
You can achieve 95% of the visuals you'll get from RT by going with some other technique, like SVOGI, for a fraction of the computational cost, but then you have to deal with implementation, with how things will interact with it, etc.
Rasterization
Advantage:
– Use graphics hardware / GPUs
(fast, growing faster than Moore's Law)
– 1-2 orders of magnitude faster than ray tracing
• Disadvantages:
– Local illumination
– Performance ~ linear to # triangles
• Well studied for 25+ years
• 1-2 orders of magnitude slower than rasterization
• But: asymptotic performance ~ logarithmic
Thank you. Welcome to the dark side (8TFers club). We have cookies!I think whoever said cheap Xbox next (Lockhart) is going to be 6TF (an Xbox One X with better CPU), PS5 8TF and Xbox (Anaconda) 10TF is probably right on the money.
RT produces a better representation of the reality without the need to rely on graphical workarounds and hacks like the methods mentioned above. This is why it is called "the holy grail of graphics".
I believe that their next proper microarchitecture will be considerably different and, quite possibly, revolutionary. Their patents kinda point at something with much more flexibility. If I'm correct (and I might very well NOT be), each SP (or whatever they'll call them) will be able to behave a bit like the RT cores, so, in thesis, the entire GPU could be leveraged for RT acceleration instead of using fixed function units.
I don't expect it any time before 2021, though.
I think whoever said cheap Xbox next (Lockhart) is going to be 6TF (an Xbox One X with better CPU), PS5 8TF and Xbox (Anaconda) 10TF is probably right on the money.
Thank you. Welcome to the dark side (8TFers club). We have cookies!
6-10TF ... Don't forget Lockhardt ;)