Digital Foundry Article Technical Discussion [2020]

Discussion in 'Console Technology' started by BRiT, Jan 1, 2020.

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  1. PSman1700

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    Impressive. The instant loading/retry and the graphics have a next generation vibe to them.
     
  2. turkey

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  3. BRiT

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    Well in 2021 ...
     
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  4. AzBat

    AzBat Agent of the Bat
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    Later in 2021 for the released version of UE5. How long did it take for UE4 games to come after it released to developers?

    Tommy McClain
     
  5. TheAlSpark

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    Smaller titles trickled into the market throughout 2014. Gears 4 might be the first big budget release in 2016 though I don’t recall.
     
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  6. PSman1700

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    Amazing. Takes away the doubt hb2 wasnt possible, same graphics level. Since many games are UE powered, expect to see more games with that engine.
     
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  7. jlippo

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    Sweet.

    Cannot wait for the follow up with more information on tech.
     
  8. chris1515

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  9. JoeJ

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    Thanks for clearing it up, @Dictator! I was puzzling so hard :D

    I'd like to add two things: The GI lag can not really come from accumulating only one bounce per iteration (or frame). We would not notice this because each further bounce becomes more and more subtle. We would have visible latency of only one frame for the indirect lighting.
    The reason is probably stochastic updates. So they do not update all voxels each frame, only a smaller set of them, hidden by temporal filter to turn the abrupt change into smooth lag.
    (I assume they do not trace per pixel, but store some basis like SH per voxel, which explains the blurry specular limitation but is the right thing to do.)

    The main limitation of displacement mapping is not the restriction of a single direction (we could make this direction individual per texel). It is more the fact that it does not work across UV seams, so we see it only on heightmaps or other geometry that is somewhat flat (UVs have the topology of a disc).
    If we would use seamless UVs (which is hard to generate), we could use it also on spheres or characters, and any topology. The remaining limitation then is only we can not add holes, handles or tunnels to the surface.

    Just for your info. I guess the latter is widely unknown.
    Thanks again. I think i can get some sleep now, finally ;)
     
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  10. Pete

    Pete Moderate Nuisance
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    The Wonderful 101: Remastered (more like: Port) can’t hit a solid 1080p60 on a PS4, despite starting at 720p~40 on a WiiU. It also ships with the typical Platinum poor framepacing, which gets worse over time. Unfortunate that Thomas doesn’t mention it, though he was juggling four consoles plus PC.

    I’d also like to point out that a game that started on a 3 core 1.24GHz PPC lists a 4 core 3.9GHz i3-7100 as its minimum system requirement.

    Here’s the Steam Community thread discussing fixes.




    Edit: I didn’t see Dictator’s deeper dive yet, but did Epic include the ‘squeeze through a crack in the wall’ as a wink and a nod to current gen loading screens / transitions? It seemed much quicker than what I remember with God of War or AC Odyssey—which it should be given an SSD—but it still stuck out.

    Edit 2: Heh, so I wasn’t the only one. Thanks, guys. Here’s the Eurogamer source for that PushSquare article: https://www.eurogamer.net/articles/...ech-demo-crevice-shimmy-wasnt-a-loading-trick
     
    #550 Pete, May 15, 2020
    Last edited: May 16, 2020
  11. CeeGee

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    The i3-7100 is a dual core part.
     
  12. Pete

    Pete Moderate Nuisance
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    My fault. I was going by their store page description: "Intel(R) Core(TM) i3-7100 CPU @ 3.90GHz (4 CPUs)."
     
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  13. TheAlSpark

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    Flight of the Tomb Raider. :p

    It was done for "artistic" reasons, but maybe it was also to show a very close-up shot of the rocks.
     
  14. Globalisateur

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    Yes, they did it because of this and a few others things they wanted to show. But I think it was a mistake and they should have done it differently. First thing I thought when I saw this: "Super fast SSD ? why hide the loadings then ?"

    https://www.pushsquare.com/news/202..._was_not_a_disguised_loading_screen_says_epic
     
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  15. Pete

    Pete Moderate Nuisance
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    I would have been more impressed if they did a quick zoom on one of those scurrying insects. They could have avoided any gross out factor by making the beetle startle at the approach, then really scram. Bonus points for googly eyes and a scream, but that’s probably not the tone they were aiming for (though they did go a bit cartoonish, considering the protag’s huge eyes).
     
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  16. Osamar

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  17. Cyan

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    people are going to go nuts when they play games like Halo 2 Anniversary on the XsX at 4k 120fps. I am currently playing it at 165fps 1440fps, and it is a great experience. Also the sound of the game is top notch. I connected a good Hi-Fi system to the PC and the sound has no reason to envy the sound quality of movies. Crazy
     
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  18. TheAlSpark

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    They'll have to update the tic rate of physics/animations beyond 60. It probably has an impact in how they do online as well.
     
    #558 TheAlSpark, May 16, 2020
    Last edited: May 20, 2020
  19. see colon

    see colon All Ham & No Potatos
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    Interpolation should solve that client side, shouldn't it? Older games like Quake have really choppy animation that's smoothed out in modern source ports, regardless of framerate. But the server and logic tic rate is independent.
     
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  20. TheAlSpark

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    Hard to say given the nature of the Halo engine. :embarrased: I guess?
     
    #560 TheAlSpark, May 16, 2020
    Last edited: May 16, 2020
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