digitalwanderer
Legend
"When the moon turns to ash and the stars grow cold."DXR 2.0 when
"When the moon turns to ash and the stars grow cold."DXR 2.0 when
So in about 2-4 years then?"When the moon turns to ash and the stars grow cold."
Sounds about right.So in about 2-4 years then?
it's not my intention to stretch this topic here, but i remember reading some article of a cost efficient method to make carbon nanotubes from regular coal by being blown inside a pressurized chamber with high consistency but unfortunately can't find that article.It's all memey shit anyway.
CMOS won because it's literally sand, and sand is cheap and ubiquitous.
Graphene isn't cheap or ubiquitous.
Like other said this is first AMD RT implementation. I think we will see midgen console and they will be much more interesting than base console from a performance point of view with AMD improvement made for 2nd generation RT.
And some Nvidia researcher are not very happy of DXR lack of LOD support.
Don't think we will see a mid gen console refresh until rdna 4 imo. Well sony might push forward with an RDNA 3 . Going by last generation sony launched a refresh 3 years in which would be 2023 and ms pushed for a refresh in year 4 which would be 2024. MS would likely have access to RDNA 4 is we assume every other year for amd refreshes ( RDNA 2 was 2020 and now RDNA 3 is 2023)
you could be right. We will have to see what both companies due. I just used last gen as an example of what we could expect. Both of them may wait for 2026 and we could get rdna 5 or whatever amd moves onto in the refreshes. who really knows. But the longer they wait the less likely hood they will use RDNA 3 which is second gen amd rt.I don't think we will see a midgen console refresh before 2024. This generation will be longer they have time.
Try getting this into mass productions at volumes necessary for semiconductor markets.it's not my intention to stretch this topic here, but i remember reading some article of a cost efficient method to make carbon nanotubes from regular coal by being blown inside a pressurized chamber with high consistency
You know, it's like, their 2nd implementation and it doesn't look like they're following anything.
You do realize that the console solution is AMDs first gen solution, right? The flexibility is there from hardwares perspective at least on AMD (could be for NV/Intel too, dunno), it's the software (APIs) limiting it on PC.
Like other said this is first AMD RT implementation. I think we will see midgen console and they will be much more interesting than base console from a performance point of view with AMD improvement made for 2nd generation RT.
Their not following anything indeed, i was implying they will, not that they are at the moment.
The consoles are in a even worse shape regarding RT and ML, their performances for said technologies are too slow no matter how flexible it is. But thats not the topic for this.
Right, this belongs in the console speculation topic. How fast and great AMD's implementation is can be tested with RDNA3/4 products perhaps, instead of speculating on next gen consoles (mid gen wont even see the light of day).
It is interesting to see on consoles not on PC with DXR 1.0.
Its not intresting to see on consoles at all, since theres no RDNA3 in any console, if there will be is speculation and doesnt really belong in this discussion.
Like I said wait and see.
Yes, it is needed. But your comparison of Lumen SDF for GI is not suited, as for GI geometric or material precision is neither needed nor good.Define precise. Lumen s/w is using SDF representation for those which are considerably less precise than proxy meshes used for Lumen h/w.
If you want 1:1 mapping then Nanite must be done in a different way - but is it really needed?
No, LOD is the independent problem here. Triangle meshes work for both raster and RT.RT doesn't prevent any progress with LOD, what it does is prevent using said progress inside the results of RT itself. These are two completely different issues.
Which one? Just don't say Avatar again, which won't require RT. So which game will be the first with RT on minimal specs? (just out of interest)There is at least one
Not sure. Less precision can actually halp for GI, as a prefiltered sample gives a good average otherwise requiring many point samples for the same result.It can "beat" h/w by being considerably less precise and glitchy while running at the same or lower performance.
Misunderstanding? The first UE5 demo (Land of Nanite?) used heavy kitbashing. They mentioned up to 20 layers of models, like onion skin. This can't be optimized away for a shipping game, because all those 20 models are somewhere visible.But these even if used during content creation aren't present in the shipping code as is anywhere for the same reasons why they are introducing issues in UE5 - they are bad for actual rendering, with or without TR.
Ahrg. You can't deal with your shiny god having some fails too, no?There is, it's using the same proxy mesh as Nanite is using anyway. Proxy meshes there are not for RT.
No. Because PC holds back consoles just as much as consoles hold back PC. It isn't worth to make specific solutions just for one platform.We can safely say that this is not the case as otherwise we'd already see the h/w being used this way if not in Vulkan IHV EXTs then on PS5 at least.
Let's see if the platform lives long enough to require this.DXR 2.0 when
Why would you think so?i was implying they will
Why would you think so?
They very much no likey rigid blackboxed FF bullshit in anything client GPU.Why would you think not?
bullshit in anything client GPU.
No need to get upset.Sums it up, your clearly not ready for any serious discussion.
Meh.it's not my intention to stretch this topic here, but i remember reading some article of a cost efficient method to make carbon nanotubes from regular coal by being blown inside a pressurized chamber with high consistency
Meh.Don't think we will see a mid gen console refresh until rdna 4 imo.