Current Generation Games Analysis Technical Discussion [2022] [XBSX|S, PS5, PC]


Apparently the world revolves around HW-Unboxed channel and Raytracing is therefore not important anymore.

RT is dead.

:mrgreen:

MLID is a clown but HWUB’s take on ray tracing is also pretty dumb. I get they’re all about end result for the consumer but that’s not how technology works. The option for “waste of devs time” implies that one day developers would just wake up and be experts at RT without spending years refining their craft.

It’s a very stupid poll.
 
I think the first use of an in-video 'framegraph' that I could spot - by just eyeballing it - was 25 November 2011, DF's visualisation of what a glorious juddery mess Skyrim was on PS3 and 360.
Wrong, it's Call of Duty World At War, back in 2008.


The video which seemed to signal Richard buying a microphone was 21 October 2014
Wrong again, it's this video from Nov 2013.

 
Apparently the world revolves around HW-Unboxed channel and Raytracing is therefore not important anymore.

RT is dead.

Most be a sore thumb for the console-only owners then. Their basically fed up with the lowest possible ray tracing implementations/hardware abilities, and theres no way to avoid buying 'ray tracing hardware' there. Guess the HBU community who is against RT to begin with hasnt seen what it really can do either. The differences are kinda massive looking at DF's videos.
 
Wrong, it's Call of Duty World At War, back in 2008.
As I said, I just eye-balled it from the thumb nails. Using larger thumb nails does show it is used in earlier videos but weirdly not all videos. There seems to be no pattern to its use, sometimes it was used and other times it wasn't. ¯\_(ツ)_/¯

Wrong again, it's this video from Nov 2013.
I was only looking at game analysis videos. And and I posted I was claiming claiming it was not used prior, that was the first video I viewed that had it. It is accurate to say that spoken commentary was not common on DF analysis videos until at least late 2015. I don't know it was used much in the latter half of 2015, that's just when I stopped looking.
 
It's a pretty laughable level of narcissism to believe the technical video arm of a long-established gaming website had to 'steal the idea' of doing more in-depth video coverage as that became the dominant medium by which people experience their gaming/tech news over the years. NXGamer could very likely have done these types of videos before DF sure, but to claim Leadbetter usurped his potential crown is just so embarrassing - they clearly wanted to move into more deeper analysis which is probably why he contacted him in the first place. Sorry you didn't get the job my dude, but you didn't patent "Talk more in-depth on video".
 
I get how it can be frustrating to be doing something few others are only for somebody else to come along and do something similar and get a lot more attention for it, but frankly, NXGamer couldn't ever hide his Playstation bias, he talked very quickly and would speed over stuff that would go over the heads of most people, and he just generally wasn't as engaging to listen to unless you were really into technical stuff in these games.

Digital Foundry slung a wider net, and when they started doing videos with commentary, they were generally better presented, while still going into enough depth that would appeal to anybody except the most hardcore of technical enthusiasts.

Frankly, it's quite unprofessional to be so bitter and petty about this all this time later. And it shows DF likely dodged a bullet not hiring him, assuming that story is correct(which I wouldn't doubt). Not a good sign of character.
 
Why post this in the console topic, no single console benchmark?
fsr2 already confirmed on xsx and with big probability will be also in future on ps5 + im not sure there is active topic like this for pc on this forum + its more presentation of technology available on cross platforms than benchmark of nvidia card
 
fsr2 already confirmed on xsx and with big probability will be also in future on ps5 + im not sure there is active topic like this for pc on this forum + its more presentation of technology available on cross platforms than benchmark of nvidia card

Well there is an active discussion going on just fsr2.0 in its own topic, with similar benchmarks on deathloop posted.
DF already explained why fsr2 is a pc centric feature, also as to the why's. Console devs already have their own implementations, like Insomniacs.

Youre posting a video with zero references to consoles, all based on what may happen in the future, avoiding the discussion going in the graphics forum. I have no idea as to why.
 
Well there is an active discussion going on just fsr2.0 in its own topic, with similar benchmarks on deathloop posted.
DF already explained why fsr2 is a pc centric feature, also as to the why's. Console devs already have their own implementations, like Insomniacs.
This forum is realy not the easiest to navigate and I don't know all active topics here so chillout. Imo fsr2 for consoles is more important than for pc as geforces has dlss and nvidia has bigger share of pc market than amd.
 
This forum is realy not the easiest to navigate and I don't know all active topics here so chillout. Imo fsr2 for consoles is more important than for pc as geforces has dlss and nvidia has bigger share of pc market than amd.

They are litterally discussing FSR2.0 in deathloop here: AMD FSR antialiasing discussion | Page 52 | Beyond3D Forum
I am merely pointing it out as i was actively following that topic, seeing videos of deathloop (FSR and dlss). Was just perplexed to see one of them straying into the console forum.
FSR2 for consoles aint more important than on the PC, far from it. On consoles, these solutions already exist, better at it aswell. Custom temporal upscaling solutions existed on consoles before, not so much on pc (UE has one though). Now it does with FSR2.0 though.

Digital Foundry explained all this over a month ago.
 
They are litterally discussing FSR2.0 in deathloop here: AMD FSR antialiasing discussion | Page 52 | Beyond3D Forum
I am merely pointing it out as i was actively following that topic, seeing videos of deathloop (FSR and dlss). Was just perplexed to see one of them straying into the console forum.
FSR2 for consoles aint more important than on the PC, far from it. On consoles, these solutions already exist, better at it aswell. Custom temporal upscaling solutions existed on consoles before, not so much on pc (UE has one though). Now it does with FSR2.0 though.

Digital Foundry explained all this over a month ago.
because insomniac has some nice solution doesnt mean general available fsr2 is not important for consoles, for example you see that deathloop looks better with fsr2 than with fsr1 as on ps5
 
because insomniac has some nice solution doesnt mean general available fsr2 is not important for consoles, for example you see that deathloop looks better with fsr2 than with fsr1 as on ps5

Maybe, but we have no clue what performance and detail loss would be on a PS5 for example. As DF pointed out, it is a pc centric feature that might see some use on consoles, atleast the Xbox consoles. There's a reason why its not really touted on consoles, generally developers there have been using their own TAAU solutions tailored to their games.
But alright, if there would come any examples as to how FSR2.0 might replace whats available on PS5 today i will probably see it here then.
 
This forum is realy not the easiest to navigate and I don't know all active topics here so chillout. Imo fsr2 for consoles is more important than for pc as geforces has dlss and nvidia has bigger share of pc market than amd.

I would argue it's more important that DLSS as it works on so much more hardware so is more likely to replace DLSS as the go-to solution.

Consoles already have an abundance of upscaling techniques so it's not really important for console like it is PC.

A developer can focus on DLSS and only have a select few people benefit (And not even all Nvidia owners benefit) from it or they can invest in FSR2.0 and get it on all consoles and a much, much bigger PC audience.

I know which solution I would go with.
 
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I'm hoping Intel XeSS is named as being used in some console titles. It seems (going by Intel's materials) very comparable to DLSS, but with a greater breadth of hardware support.

It might also be a chance to infer whether int8/int4 instructions can be useful on RDNA2 platforms to offer some kind of performance gain (or not). PC should allow for some pretty fair and direct comparisons between enabled and disabled, where as for consoles there's always some ambiguity in the kind of comparisons us outsiders might try to make.

I'm hoping Nintendo embrace DLSS for Switch 2. Clean, high resolution Switch games (particularly Nintendo's) would still look good on a big telly.
 
And as somebody said, I think most of the commentary is very close to the copy included the Eurogamer articles. Word for word sometimes.
Pretty sure that's just transcribing the commentary to make the article. Makes no sense to write a whole bespoke article that just says the same thing as the commentary.
 
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