Intel is working on its own neural denoiser and its own version of Mega Geometry's Partitioned TLAS.
https://community.intel.com/t5/Blogs/Tech-Innovation/Client/Path-Tracing-a-Trillion-Triangles/post/1687563
It appears to be a remaster of the Ultimate Edition which used a heavily-modified version of Unreal Engine 3, not a full remake on a new engine. We'll have to wait until E-Day to see Gears on UE5.
It does seem like the right way to do it, but I think such a system would increase the burden on QA. The game as a whole would become less deterministic, certain hard-to-reproduce bugs can appear, and QA would have to test with an even wider variety of hardware configurations than they already do.
There are multiple possible measures to hasten the transition to a new generation that Sony did not take for the PS4 to PS5 transition:
Immediately ceasing production of the prior generation consoles
Making next-gen patches free
Ensuring there is no cost difference between last-gen and new-gen...
My understanding of what was said is that the NvRTX branch of UE5 hasn't added support for these features yet, not that Mega Geometry in its current state is incapable of supporting these features.
Comparing reviews for the RTX 5090 at launch with the driver available at launch with RTX 5090 benchmarks for the newest titles with the newest drivers is not a like-for-like comparison. Reviewers need to go back and test those older titles with the latest drivers alongside the newer titles to...
This is ultimately the root issue. If someone is fine playing 1080P low or sticking with low-spec e-sports titles they might as well save money by getting an older card or waiting for the RTX 5060. If they actually want to be able to play new games at 1080P 60FPS on the medium preset as you used...
Doing the math, 32GB GDDR7 on a 256-bit bus (I doubt there will be a bus width increase with the PS6, the PS4 also had a 256-bit bus) requires a clamshell design with 2GB modules or for 4GB modules to be invented. We can't assume that 4GB module will be invented and available with adequate...
Does it have Nanite? If so, that's a big step up over Starfield. I hope Bethesda is planning serious upgrades to the Creation Engine 2's renderer for TES VI, because it would be embarrassing if it was worse than this remaster.
This is the great irony of DX12. It started out with tech demos like this that boasted of how many draw calls the CPU could dispatch compared to DX11, and now we have work graph demos that seek to minimize the amount of CPU dispatches.
Were there any technical barriers at the time DX12 was...
If by "UE6 era" you mean "10th-console generation" then yes. It seems most studios/publishers with their own engine make major changes approximately once per console generation, so we're not going to see much usage of work graphs until the 10th-gen arrives. Once studios are willing to drop...