There, fixed it for you :D
Fair enough haha.
Is this the part where we start dreaming about an OutRun revival and end up inevitably disappointed?Think of a game where we could take different paths across different worlds and converge at the final level checkered flag. That would be amazing. A challenge to develop also!
that would be cool but i have long dreamed of games doing the kind of intercutting of scenes movies do. especially nolan movies where he has different characters in different places doing different things and it all comes together beautifully as one scene.
Is this the part where we start dreaming about an OutRun revival and end up inevitably disappointed?
I wonder how expensive it'd actually be to produce a game like this on UE5.
The question is probably too broad and complex.I am no expert, but I think machine learning will help. Matt may be able to help us all.
I think at the moment I'm most interested in fighting games. Nothing revolutionary but this technology promises to bring you back to the days of the arcade or SNES/Genesis. Instant loading, instant stage swaps for rematches, stage transitions ala MK3 without loading like Injustice, Shang Tsung morphs, etc.
Man, this is a really good point that I didn't even think about. The ability to do hard cuts in real time will be a game-changer for cinematic titles.
I certainly can see a certain game developer making full use of that...Man, this is a really good point that I didn't even think about. The ability to do hard cuts in real time will be a game-changer for cinematic titles.
Oh no ...I certainly can see a certain game developer making full use of that...
I certainly can see a certain game developer making full use of that...
I think if we look at everything as information it would help. You'll get higher quality visuals of course which will result in bigger open worlds with more details. But there are a ton of "invisible" details you will get as well. More realistic and sophisticated sound, more complex and intelligent AI in enemies, more realistic physics simulation, etc. All of this is data that can now be loaded much faster.Anyone have any ideas on how this tech could be used in a way that isn't just bigger more open worlds? That use case is so boring to me. I think what will actually blow everyone away will be what devs do with this tech in a more closed space or the new gameplay mechanics that come from it.
I think this is probably why so many people are a little down on SSD's, thinking that they will only bring loading increases. Once designers get their hands on PS5 and Series X, I am sure they are going to make some radical shifts in how they make games but I don't see it happening at launch. Maybe in the 2 or 3 year of the systems.We have internalized the ways modern games are limited so much that it can be a challenge to imagine what could even be possible under a new set of restraints.
This is really solid to point out. Anything the game needs access to is available quickly.I think if we look at everything as information it would help. You'll get higher quality visuals of course which will result in bigger open worlds with more details. But there are a ton of "invisible" details you will get as well. More realistic and sophisticated sound, more complex and intelligent AI in enemies, more realistic physics simulation, etc. All of this is data that can now be loaded much faster.
I think this is probably why so many people are a little down on SSD's, thinking that they will only bring loading increases. Once designers get their hands on PS5 and Series X, I am sure they are going to make some radical shifts in how they make games but I don't see it happening at launch. Maybe in the 2 or 3 year of the systems.
I am sure they have. They certainly have to show off the tech of course. The SSD is their main talking point for next-gen, so it would be silly to launch without something that really raises the bar. Spiderman PS5 is probably one of them, since they have shown tech off already for that. What else is to be seen but I doubt they would leave room for people to question their SSD capability.I'm willing to bet Sony has at least one showpiece game ready for launch. They've been quiet for years and they need a "drop the mic" game to silence any doubt about their hardware.
Yeah, I've finally got a chance to watch Cherno's videos and I I think I finally understand the excitement. I have absolutely no experience with programming, etc but from what I gather the PS5 will be able to load up to at least 5.5gb of data per second. That's 5.5gb of gaming information (visuals, sound, ai, physics, whatever really) for every second from the disk alone. This could free up more RAM because you won't need to store that information onto the ram as much as you did before. This is 5.5gb without compression. 8-9gb a second typically with compression.This is really solid to point out. Anything the game needs access to is available quickly.
I think this is probably why so many people are a little down on SSD's, thinking that they will only bring loading increases. Once designers get their hands on PS5 and Series X, I am sure they are going to make some radical shifts in how they make games but I don't see it happening at launch. Maybe in the 2 or 3 year of the systems.
Agreed on the 3rd party side. The good thing is that both the PS5 and Series X have fast SSD's, so the sooner the last gen is dropped, 3rd parties should have a better foundation going forward.I agree for the most part, and I think it's going to be a long while before this really comes to full fruition.
I'm talking like, people that are kids today growing up in a world with SSD's will later on grow up to be designing games in fundamentally different ways than we can even wrap our heads around at the moment.
For now though we'll likely see a lot of indies cooking up wild new ideas along with first parties. I think 3rd parties will be the slowest due to their insistence of making things as multiplat as possible.
I agree for the most part, and I think it's going to be a long while before this really comes to full fruition.
I'm talking like, people that are kids today growing up in a world with SSD's will later on grow up to be designing games in fundamentally different ways than we can even wrap our heads around at the moment.
For now though we'll likely see a lot of indies cooking up wild new ideas along with first parties. I think 3rd parties will be the slowest due to their insistence of making things as multiplat as possible.
Is this the part where we start dreaming about an OutRun revival and end up inevitably disappointed?
I wonder how expensive it'd actually be to produce a game like this on UE5.
I don't think it will take that long. The current crop of developers have spent years slamming against walls trying to make their games work. Once a couple of those walls are gone it's not going to take a long time for them to notice and take advantage. It will take a while for big orgs to alter their existing tools, but I don't even think that will take super long. This is a change everyone is ready for.
Every RTX GPU has dedicated Ray Tracing units. Enabling RT on games reduced performance. It's just a fact. It takes power, bandwidth, cycles, causes heat. It's not going to be free.I also seem to remember Cerny stating the opposite about RT on PS5, that using RT means sacrificing GPU power to it (which suggests RT hardware isn't dedicated). He mentioned this while talking about how extensively he expects RT will be used on PS5. But honestly? I wouldn't read too much into that at this point.
PS5 is the same. The dedicated hardware intersection engine can be finding an intersection at the same time as shaders are executing. In both the PS5 and XSX the the intersection engine is memory intensive, so you would have a very hard time using it to effectively "double the performance/compute power" of the system as MS/DF claims. As Cerny puts it, it works best in parallel with logic heavy code that has a lower demand on system memory.I am referring to DF's discussion in 'The ray tracing difference' section of this article.
There seems to be a distinction drawn here between standard RDNA 2 architecture and custom, dedicated hardware designed by the engineering team. "The shaders" here is referring to the Series X's 3328SU/52CU GPU. I could be wrong however.
I still don't understand how these games are going to get away with the level of detail a 100x's faster SSD can provide without creating massive games that reach into the terabytes.
I could see a game maybe occasionally absolutely requiring those speeds without too much trouble for DETAIL, but just doing the math.. you can't lean on 5.5GB/second too often without your game massively ballooning in size.
The truth is Outrun-dev could have pre-rendered/cached the animations of growing plant life and just have them play at specific points in levels. So after all this work that took much longer comparably, what was actually gained?
How about a open world racing game where the map is evolving in realtime? A way more detailed and interactive Split/Second type game.
Yeah yeah, I get it. I was just pointing out how Microsoft and Sony were emphasizing that particular point in opposite directions, but to seriously not read much into it. In the end the most likely scenario is that they're just using AMD's built-in RDNA 2 RT solution anyway.Every RTX GPU has dedicated Ray Tracing units. Enabling RT on games reduced performance. It's just a fact. It takes power, bandwidth, cycles, causes heat. It's not going to be free.
I also seem to remember Cerny stating the opposite about RT on PS5, that using RT means sacrificing GPU power to it (which suggests RT hardware isn't dedicated). He mentioned this while talking about how extensively he expects RT will be used on PS5. But honestly? I wouldn't read too much into that at this point.
I think at the moment I'm most interested in fighting games. Nothing revolutionary but this technology promises to bring you back to the days of the arcade or SNES/Genesis. Instant loading, instant stage swaps for rematches, stage transitions ala MK3 without loading like Injustice, Shang Tsung morphs, etc.
Yeah yeah, I get it. I was just pointing out how Microsoft and Sony were emphasizing that particular point in opposite directions, but to seriously not read much into it. In the end the most likely scenario is that they're just using AMD's built-in RDNA 2 RT solution anyway.
Exactly the opposite. I am suggesting that they were in fact talking about different aspects of the exact same, standard RDNA 2 technology.Could you clarify? Are you suggesting MS is using more of a dedicated block for ray tracing like Nvidia while Sony is using a GPU hardware accelerated approach? Because as far as I've seen both consoles have the same CU-accelerated RDNA2 ray tracing approach.
Every RTX GPU has dedicated Ray Tracing units. Enabling RT on games reduced performance. It's just a fact. It takes power, bandwidth, cycles, causes heat. It's not going to be free.
Epic has a vested interest in the PS5. Individual developers at third party studios are the most reputable source of info right now and I think it is perfectly fine to believe their statements.
Add to that, hopefully next year we can see 3rd parties have a ssd listed as the minimum spec on PC.Agreed on the 3rd party side. The good thing is that both the PS5 and Series X have fast SSD's, so the sooner the last gen is dropped, 3rd parties should have a better foundation going forward.
A PS5 will be worth it alone if the SSD somehow reduces SFV loading times.
This is probably the big thing. Until games specify SSD on PC, they will always have to program around a much slower HDD.Add to that, hopefully next year we can see 3rd parties have a ssd listed as the minimum spec on PC.
I would hope that is the minimum we can hope for. I wonder if we will get a PS5 version of SFV announced this year.
The XSX is going to be more capable with RT because of their higher CU count and memory bandwidth. Do I expect them to focus on it more then Sony.Exactly the opposite. I am suggesting that they were in fact talking about different aspects of the exact same, standard RDNA 2 technology.
I just thought it was curious how they worded it in such different ways. That's why I originally said to "not read into it", "it" being the fact that they emphasized different aspects of the technology.
Boom! Spot onYeah, I've finally got a chance to watch Cherno's videos and I I think I finally understand the excitement. I have absolutely no experience with programming, etc but from what I gather the PS5 will be able to load up to at least 5.5gb of data per second. That's 5.5gb of gaming information (visuals, sound, ai, physics, whatever really) for every second from the disk alone. This could free up more RAM because you won't need to store that information onto the ram as much as you did before. This is 5.5gb without compression. 8-9gb a second typically with compression.
Of course, I can be pretty off base and most likely missing a lot of details with my lack of experience.
This is so correct.We have internalized the ways modern games are limited so much that it can be a challenge to imagine what could even be possible under a new set of restraints.
A first-party developer will have a bigger impact on how we view the medium in the future. I don't expect Microsoft, considering their publicly documented strategy, to show how an SSD can change how we play. I do expect to see more innovation from an organisation that has publicly stated they want exclusive PS5 experiences.How exactly can Sony confirm their gameplay designs aren't possible on series x? By definition their first party software will only be on ps5, so wether they would have worked on an ssd with half the speed or not is just a theoretical question that never can be confirmed.
Like would a 360 port of last of us run well? We will never know for sure.
It seemed like you didn't know so I was just correcting you. Nothing more.I honestly don't know how many times I need to explain I believe basically everything Cerny said on Road to PS5, including the PS5 specifications. That is not what I was talking about.
And if you don't see how someone speaking about a product the production of which he was involved in, regardless of the specifics of his contractual status, could be reasonably believed to have a conflict of interest, that's on you.
Yup, im expecting a PS5 PRO monster on 3nm. Say 2023, 2024?Yep die shrinks becoming expensive .
Guess it will depend on how much they sold and maybe they will be a higher price and they market that way .
That would be nice since i like the idea .
I rather they wait 4 years than 3 since i feel it's another 7 year gen upcoming .