Current Generation Games Analysis Technical Discussion [2023] [XBSX|S, PS5, PC]

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Mesh shaders are in use in UE5. Cross-gen games, and pc games that support RDNA1 and Pascal have no choice but to support the old vertex shader pipeline, and that's still a lot of consoles and gpus. Adoption was always going to be slow. People seem fairly upset that Alan Wake 2 may only support rdna2 and RTX 20x0 series and higher.
Yea, the rollout for new feature support has been relatively slow. Very few games are based on RT only for instance. I feel like it won't be until next generation of consoles, will all these features be the standard norm.
 
Aren’t mesh shaders solely an Nvidia creation? I don’t see why people are trying to draw parallels between DX on PC and a console that uses an entirely different GPU architecture and API with no restrictions.
 
Aren’t mesh shaders solely an Nvidia creation? I don’t see why people are trying to draw parallels between DX on PC and a console that uses an entirely different GPU architecture and API with no restrictions.
DX standardized mesh shaders from Nvidias implementation. But you are right that vendor implementation of the spec will be different for all IHVs with their own preferred workloads for optimum performance
 
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DX standardized mesh shaders from Nvidias implementation. But you are right that vendor implementation of the spec will be different for all IHVs with their own preferred workloads for optimum performance
But isn’t it the exact specification created by Nvidia? If so it probably isn’t optimal for Non Nvidia GPUs.
 
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pharma already posted the interview.
 
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I've never seen anything super compelling about PS5 being rdna1. Everything I've ever seen says it's a custom rdna2 gpu.
The ROPs on PS5 are more like RDNA1 ROPs when compared to Series ROPs (half as many, double pumped for most functions).
 
i had my 980ti for 8 years and just recently upgraded to a 4090 so yeah. i think last time i had a long-lived gpu was 8800 which i had for 4 (5?) years? or was it 3? time after corona lockdown is v hard
 
PS5 obviously has something similar to Mesh Shading. Their geometry engine is likely much upgraded compared to RDNA1, just like Ray intersection accelerators were added. It's likely the primitive shading on PS5 is a lot more sophisticated than what's possible on RDNA1.

Alan Wake 2 confirms the PS5 is using RDNA2.

Mesh shaders are in use in UE5. Cross-gen games, and pc games that support RDNA1 and Pascal have no choice but to support the old vertex shader pipeline, and that's still a lot of consoles and gpus. Adoption was always going to be slow. People seem fairly upset that Alan Wake 2 may only support rdna2 and RTX 20x0 series and higher.

I've rarely seen people upset by the DX12U requirements. I've seen a lot of praise that Remedy finally ditches old hardware and push the industry forward.

People complain that the system requirements are generally too high and require upscaling.

Also UE5 may use them, but they are essentially useless in this engine. We've had Nanite games in the past and never has there been a performance boost for DX12U compatible cards. I've also checked it personally in UE5 and there is zero difference between mesh shading support on and off.

Remember, Nanite uses Mesh Shading automatically for geometry bigger than a pixel. But since that doesn't matter at all, you may as well say Mesh Shading is not supported by UE5.
 
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I had been trying to preach this as much as possible ever since we learned the console specs(and even before). It was very clear that PC gamers were spoiled last gen and that this gen would not be the same. Especially if 30fps games on console returned, which would likely mean not just quite heavy GPU demands on PC, but also CPU demands that many people would absolutely not be prepared for. I can still remember how many people were extremely confident in telling people how a Ryzen 3600 would be 'totally fine' for this whole generation...
 
Can someone tell what exactly mesh sdaders do?

There is a lot of info about what mesh shaders are and what they do. But in the biggest tldr mesh shaders is conceptual change to rendering pipeline.



nvidia-turing-mesh-shaders.jpg


"The main goal of the Mesh shader is to increase the flexibility and performance of the geometry pipeline. Mesh shaders subsume most aspects of Vertex and Geometry shaders into one shader stage by processing batches of vertices and primitives before the rasterizer. They are additionally capable of amplifying and culling geometry."

Mesh Shader | DirectX-Specs (microsoft.github.io)
 
NVIDIA just published the performance numbers for Alan Wake 2 with max Path Tracing, at native 4K the 4090 can do 30fps. With DLSS3.5 it can do 134fps. Even a 4060Ti can run this game fine at native 1080p.

Cyberpunk was 2 bounces on path tracing right? that says high path tracing uses 3 bounces so that is probably why it's a bit heavier than cyberpunk even thought it's not open world.
 
Ideal is 4 bounces after which you hit diminishing returns? I recall reading that somewhere but can’t recall if it was 4 or 6
 
Cyberpunk was 2 bounces on path tracing right? that says high path tracing uses 3 bounces so that is probably why it's a bit heavier than cyberpunk even thought it's not open world.
Interesting. Based on the performance data by Nvidia it is a lot more performant than Cyberpunk Overdrive.

I'm sure we can count on @Dictator to see how well ray and path tracing scale down to lower cards like the 2060 and also how the performance of the game generally is. Atleast for RT, it seems they provide a nice set of options for scalability.

There is a chance the system requirements might've been totally overblown.
 
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