The high fidelity of textures in the 2nd flight test suggest that Indexed Value Blending might be involved. If true, IVB seems to be a revolutionary tech as fidelity is conserved even on old potato PC rigs with bare minimum of ram.
A new patent from Mark Cerny seems to indicate that SIE could have implemented an automatic asset streaming mechanism on the PS5 (https://patentimages.storage.googleapis.com/0b/54/29/45ad05727f7942/WO2021002949A1.pdf). Importantly, it uses a LOD clamp to ensure that the GPU will only render with...
All those games are GaaS platforms with well-defined gameplay modes and a recognisable gameplay loop. Star citizen is still a mishmashs of concepts that always teases more vast possibilities but never delivers (hello, squadron 42). It should be renamed The plight of Tantalus: a Space Odyssey.
True, a SATA SSD should do the trick in terms of cutting down latency. But what about the awesome software rendering that your team has implemented? How does it stack up to mesh/primitive shaders in terms of cache behaviour and minimizing roundtrips to VRAM Do you envision a time in the near...
The claim of the Epic China engineer was that the demo runs ''fine'' on a laptop, not that it matched the performance of the PS5. This was in the context that the general thinking at the time was that PCs, irrespective of CPU/GPU grunt, will not be able to run this specific demo at all because...
Tiled resources is simply a way to provide an indirection layer, has been supported since 2013-14 in GPUs and is the crux around which Granite and the UE4 Streaming Virtual Texturing (both are which are tiles-based) are built. The "acceleration" is a hardware page table that facilitates tile...
Both Unity (Granite) and UE4 have tiled-based VT systems implemented ages ago. It is definitely not something particular to Gen 9. And what do you mean by "software derived VT system".
All modern texture (Gen 9) streaming engines does exactly that, i.e Granite and UE5 where offline calculations are done to determine visibility and determine the required mip in the mip chain. Let's now go back to said presentation:
At the 8:20 time mark, the guy doing the presentation...
Sampler feedback is a feature already available in RTX 20 series cards (introduced 2 years back). The only hardware customization (although significant) on series console not included (as of now) in available GPU cards are specialized texture filters and the feedback map implemented in caches...
The greater the frametime, the better SFS should work as it will give a little bit more time to DMA the requested tile from the SSD. It is at high framerates that I think SFS may get into trouble.