And cylinders suuuck to build computers in, dumb traschan mac pro checking in. Trying to jam roughly squares and cubes into the round thing is an exercise in frustration and wasted space. Only designers ever think "round shape cool" here, everyone else gets to suffer for it.
We shouldn't discount "the largest technical leap you have ever seen.", Xbox 360 NoScope could have "10x the raytracing power and 20x the AI power!!!" Let's not discount public relations here, these people are professionals.
FSR 3.1 looks guide good in motion (finally), so it's weird that anyone would be using checkerboard, actually it's already weird. The only anyone still using it is Capcom, and they have an odd internal development process, it's kind of all live builds all the time as soon as something is...
I mean, it was just in response to "on GPU decompression without a dedicated decompressor should be free right?" As you pointed out, the answer is "no". And it's all just under the assumption that things are GPU bound by default.
Besides, LZ4 decompression runs at over 4gbps decompression on...
Not often as saturated as GPU bandwidth and cache. Saturating with say a Series X level of decompression: 2.5gbs to the decompressor, about 5gbps over PCIE then. That's less than 10% of a 16x 4.0 link, less than 5% of a 5.0. Not a huge amount, a 4090 isn't hampered that much even by PCIE 3.0...
On GPU decompression isn't a good idea as bandwidth is often a bottleneck, cache lines are often a bottleneck, and using them just to shuffle compressed data to the GPU just to decompress it to VRAM isn't a good usage.
This operation on the GPU isn't free and never will be. On the other hand...
Looks quite good for that as a base too.
The sky is stunning and it's approaching a similar polycount to current gen only titles (of course like half the art was designed for that).
I do hope they got someone to work on the animation systems. The climbing makes me appreciate what Ubisoft has...
It's entirely CPU capped, lots of physics and AI that apparently goes into making random battles the funnest part of the whole game. I'm playing Forbidden West first so I'm just going off reviews right now, but apparently it works, even if other parts of the game are a bit clunky and outdated.
Could use that upcoming tessellation for LEADR mapping, or you could at least use a temporal fade between LODS. Noticing more and more lately that the LOD transitions aren't actually seamless. Look center frame and you can see the LOD pop below, you can also see LOD pops in virtualized shadow...
I mean, who knows what PS6 even is outside Sony, though some patents and prototypes from Sony about weird super haptic feedback VR stuff suggest they're at least trying out new and interesting to see if something works. It easily could be much faster than a 4090, or a mobile first platform that...
A bit, odd. Cached radiance transfer aint exactly new, and a major point of these new GI techniques is you don't have to bake anything. Look instant feedback and dynamic gameplay! Getting rid of all that so you can add "neural" as a bullet point seems silly.
They just parent the environment...
Most* consumers don't care about specs anymore. I mean the PS5 Pro will sell a few million units, was getting coffee a year ago and listening to two baristas complain about Call of Duty not running at 120fps on the PS5, so there's some audience there.
But a different experience is definitely...