Demon's Souls Remake [PS5]

When it comes to performance, we've added two modes. On the one hand, one that is native 4K at 30 FPS , a mode that is impressive to the eye: all active, lights for all ties, shadows, tessellation… it is magnificent. On the other hand, what we have called the performance mode, which is dynamic 4K at 60 FPS . This is the one that we think is aimed at the majority of players because it is more fluid; you have a better response in control.
Another word we've heard hundreds of times is ray tracing . Are we going to notice it so much? Lighting is a key element in Demon's Souls .
Indeed, one of the novelties is advanced lighting, now you will see more realistically when lightning hits a tree and sets it on fire. That is brand new and never existed in the original. Now we can do it because we have all that power with PS5. It's great.
Demon's Souls for PlayStation 3 is an incredibly dark game. What we have done is, after evaluating the power of the PlayStation 5, we realize that we no longer had to activate or deactivate any light source, but we have been able to include light in real time thanks to advanced lighting techniques. So every aspect of the game lighting is in real time. It is dynamic.

When it comes to teams, we are actually very small compared to some of the studios out there today. At SIE Japan Studio we have been just 25 people ; at Austin [ Bluepoint Games ] we had another 65 or 70 people
Machine-translated
https://as.com/meristation/2020/10/29/reportajes/1603976717_703395.html
:runaway:, both journalists are confused
 
PC version probably can handle RT, 6800XT at 20TF, true rdna2 and infinity cache, almost double CU and high clocks, 16gb dedicated to vram. Will most likely load faster too (7gb/s raw).
 
I don't know why everyone is so insistent on RT. Keep in mind that Unreal Engine won't be using it either and that also manages to look better than anything else, as does this game.

If you're RT or bust, then you'll be doing yourself and your games a disservice.

By the way, the PS5 is doing some of the most impressive RT shown so far as 4k@30hz. And yet THIS is the game we're all talking about saying it looks like the most impressive one in the launch line up.
 
UE5 will support RT for sure, the demo shown was not using it, and yes still looked awesome, but you could see SSR artifacts in the water reflections.

With virtualized geometry I have a big doubt it will use triangle RT maybe something like voxel or sdf reflection tracing.
 
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With virtualized geometry I have a big doubt it will use triangle RT maybe something lixe voxel or sdf reflection tracing.
you'll be able to do standard rendering in UE, nanite is a part of the engine, devs will be able to use it or not.
Note the character in the demo was not rendered using nanite.
But then lumen already achieves awesome lighting.
I could see RT being used only for reflections.
 

Looks like article was updated:

"Q: Another word we've heard hundreds of times is ray tracing . Are we going to notice it so much? Lighting is a key element in Demon's Souls .
A: Indeed, one of the novelties is advanced lighting, now you will see more realistically when lightning hits a tree and sets it on fire. That is brand new and never existed in the original. Now we can do it because we have all that power with PS5. It's great. Demon's Souls for PlayStation 3 is an incredibly dark game. What we have done is, after evaluating the power of the PlayStation 5, we realize that we no longer had to activate or deactivate any light source, but we have been able to include light in real time thanks to advanced lighting techniques. So every aspect of the game lighting is in real time. It is dynamic. We have used the lighting as a way to guide the player through the levels, as little hints of where to go.

* We asked Sony about advanced lighting technique; apparently not Ray Tracing, but different. In the official blog it does appear as ray tracing. We await official confirmation to avoid a possible nomenclature confusion."
 
RT was one of the highlights before, that changed fast.
I think RT wont be that popular going forward. Its costly, else we get solutions like in spider miles.
 
Looks like article was updated:

"Q: Another word we've heard hundreds of times is ray tracing . Are we going to notice it so much? Lighting is a key element in Demon's Souls .
A: Indeed, one of the novelties is advanced lighting, now you will see more realistically when lightning hits a tree and sets it on fire. That is brand new and never existed in the original. Now we can do it because we have all that power with PS5. It's great. Demon's Souls for PlayStation 3 is an incredibly dark game. What we have done is, after evaluating the power of the PlayStation 5, we realize that we no longer had to activate or deactivate any light source, but we have been able to include light in real time thanks to advanced lighting techniques. So every aspect of the game lighting is in real time. It is dynamic. We have used the lighting as a way to guide the player through the levels, as little hints of where to go.

* We asked Sony about advanced lighting technique; apparently not Ray Tracing, but different. In the official blog it does appear as ray tracing. We await official confirmation to avoid a possible nomenclature confusion."

This is probably SVOGI, Voxel cone tracing or other form of GI.

RT was one of the highlights before, that changed fast.
I think RT wont be that popular going forward. Its costly, else we get solutions like in spider miles.

Lumen of Unreal Engine 5 does not use triangle RT at all and it looks very good.



https://www.cryengine.com/news/view...-ray-traced-reflections-in-cryengine-and-more

Or later we will have hybrid voxel cone tracing and raytracing like in Cryengine
 
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In the end doesn’t it come down to a certain type of calculation that you can do and use to aid in the calculation of any surface to surface light transfer? It almost seems as if some people have started to consider reflections the only RT, but that is just ... ray traced (or partially ray traced) reflections. Surprisingly much of any kind of calculation in graphics comes down to tracing from a light source to a surface, including shadows, indirect lighting, etc, and even acoustics and hit detection aren’t that different, and in the end it’s all about how many of those traces you can do before you can realistically start to employ them for more and more complex tasks.

Certainly real-time lighting is a very important calculation whereas reflective surfaces aren’t actually that common in for instance nature, especially when there hasn’t been rain etc.

So in a sense talking about RT support in hardware I think is confusing some people, and I wouldn’t be surprised if even some of those people work for PR departments and so on ;).
 
In the end doesn’t it come down to a certain type of calculation that you can do and use to aid in the calculation of any surface to surface light transfer? It almost seems as if some people have started to consider reflections the only RT, but that is just ... ray traced (or partially ray traced) reflections. Surprisingly much of any kind of calculation in graphics comes down to tracing from a light source to a surface, including shadows, indirect lighting, etc, and even acoustics and hit detection aren’t that different, and in the end it’s all about how many of those traces you can do before you can realistically start to employ them for more and more complex tasks.

Certainly real-time lighting is a very important calculation whereas reflective surfaces aren’t actually that common in for instance nature, especially when there hasn’t been rain etc.

So in a sense talking about RT support in hardware I think is confusing some people, and I wouldn’t be surprised if even some of those people work for PR departments and so on ;).

Yes we have advance ligthing everything is dynamic, PR guy they have raytracing.

It seems the optimization for going from 1440p 60 fps to dynamic 4k 60 fps is very recent:
 
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It sounds like you can choose several options for playing, and dynamic 4k @60 FPS is one of them, along side black and white and classic (as dark as the original) filters.
 
It sounds like you can choose several options for playing, and dynamic 4k @60 FPS is one of them, along side black and white and classic (as dark as the original) filters.

There also seems to be some sort of filter that makes it look like the PS3 game, I read somewhere?
 
In the end doesn’t it come down to a certain type of calculation that you can do and use to aid in the calculation of any surface to surface light transfer? It almost seems as if some people have started to consider reflections the only RT, but that is just ... ray traced (or partially ray traced) reflections. Surprisingly much of any kind of calculation in graphics comes down to tracing from a light source to a surface, including shadows, indirect lighting, etc, and even acoustics and hit detection aren’t that different, and in the end it’s all about how many of those traces you can do before you can realistically start to employ them for more and more complex tasks.

Certainly real-time lighting is a very important calculation whereas reflective surfaces aren’t actually that common in for instance nature, especially when there hasn’t been rain etc.

So in a sense talking about RT support in hardware I think is confusing some people, and I wouldn’t be surprised if even some of those people work for PR departments and so on ;).
I think RT reflections can dramatically move graphics into next gen. It’s really a question of how much it’s implemented. In the real world everything is reflected, it’s how we see. If you have a solid PBR setup and you apply RT reflections to nearly all surfaces you’re going to approach a more much life like look than just applying to mirror reflections.

As we move deeper into RT as a norm, combined with improvements to PBR there should be a noticeable advancement from this gen.
 
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I think RT reflections can dramatically move graphics into next gen. It’s really a question of how much it’s implemented. In the real world everything is reflected, it’s how we see. If you have a solid PBR setup and you apply RT reflections to nearly all surfaces you’re going to approach a more much life like look than just applying to mirror reflections.

As we move deeper into RT as a norm, combined with improvements to PBR there should be a noticeable advancement from this gen.

Yes otherwise it was kinda stupid from MS, Sony, AMD, NV and even mobile to start implementing it. I can see for consoles its rather limited and compromises have to be made there if used, its atleast a start.
 
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