It isn't about power, it's about deferred power. To answer the original question, we are comparing vs nVidia parts because they have the only mainstream ray tracing parts on the market.What I need to know is how many Kyro 2s worth of power are in the new consoles.
The point isn't to downplay the PS4, only to look at what a mainstream PC was capable of in 2013 compared to PS4 and use that knowledge to project what a relative performance spread would mean for PS5. For example, if a $800 PC would equal a PS4 at time of launch, roughly, then what would a 2020 $800 PC be, and you would have a ballpark performance profile for PS5. At current pricing that would put us in the range of a higher end i5/r5 or previous gen i7/r7, with 16ish GB or ram, an SSD and a spinning disk, and a RTX 2060 or 2070, give or take a sale here or there. It should be a bit better in a year, and there might be some secret sauce in the form of tweaked caches or command processors that let some of those parts punch a bit above their weight, but stuff like that usually doesn't affect launch software that much.And what's the point exactly ? What was the price a the PC equivalent in 2013 ?
Why absolutly wanting to downplay the ps4 in the console section ? Honest question i'm curious.
Everything is baked!
Everything is baked! Just baked better!
I did not notice the reflective shadow map stuff on the flash light this time around in the footage, but saw a lot of baked shadows!This isn't necessarily true. The Last of Us (PS3/PS4 Remastered) and PS4 Uncharted series uses a combination of real-time global illumination and pre-baked material. So, if anything The Last of Us 2 should do these combination of things much better from that aspect.
I did not notice the reflective shadow map stuff on the flash light this time around in the footage, but saw a lot of baked shadows!
SSS/SSLTSure. Could be a tradeoff for better SSS/SSLT. Which TLoU2 has one of the better (more natural) implementation that I have seen in awhile.
SSS/SSLT
Sub-Surface-Scattering / Screen-Space Light Transmission?
IMO, It will probably have that same "issue" that Uncharted or many game's have unless they changed how it works on a fundamental level. SSS will look great in real time dynamic/direct shadows and lighting, but lose much of its surface information and depth in areas primarily lit by bakes and probes.
I did not notice the reflective shadow map stuff on the flash light this time around in the footage, but saw a lot of baked shadows!
They don't have to explicitly say it, they simply implied it indirectly by saying "but the level of detail here is ridiculously high" as in direct comparison to RDR2. So if RDR2 is as high, they wouldn't have mentioned it at all. Also you don't need DF to spell it out for you, it's easy to spot the level of detail in the density of the trees, the quality of the trees, the shading on them and the level of incidental detail on the assets in general.Where did DF explicitly say that last of us 2 looks better or has more detail then RDR2?
The hardware is showing it's age, modern titles with GI/RT do a better job but that is for next generation.
RDR2 is an open world, you can waltz around and find a very highly detailed area. You can't take a single section of a trailer and compare it to the whole play area. There are some incredibly rich areas in RDR2. Their commentary is just commentary. There's nothing wrong with it, but once again you've cherry picked this comment.They don't have to explicitly say it, they simply implied it indirectly by saying "but the level of detail here is ridiculously high" as in direct comparison to RDR2. So if RDR2 is as high, they wouldn't have mentioned it at all. Also you don't need DF to spell it out for you, it's easy to spot the level of detail in the density of the trees, the quality of the trees, the shading on them and the level of incidental detail on the assets in general.
but with the streaming tech of the PS5, the difference between open world games and linear should be gone ?