Personally i would love if playground next game would be some sort of wipeout clone instead of fable. And this hot wheels dlc only made me more hungry for wipeout....
There is a wipeout VR for ps4. But yea i’d want a ’next-gen’ wipeout too.
Personally i would love if playground next game would be some sort of wipeout clone instead of fable. And this hot wheels dlc only made me more hungry for wipeout....
Wuuuutttt! switch! Goooooo! Love the flex here.
PS5 has 12.5 gig available for games at launch.
PS5 has 12.5 gig available for games at launch. First time we've got some form of numbers.
There's also discussion of the news that Xbox Series S has more memory given to developers via a new update to the GDK development environment. The question is, can the 'hundreds of megabytes' added to the existing 8GB of memory make a significant difference? Alex suggests that we may see more RT modes, with the new RAM allocated to the BVH structures required to trace rays. As a counterpoint, I suggest that with 12.5GB of RAM available to developers on PS5 (at least at launch - and it's 13.5GB on Xbox) there's still a yawning chasm between Series S and other systems. I think any extra RAM is useful but I'm not sure how much of a game-changer it will be.
Why are developers being told that it's 'hundreds of megabytes' more memory and not a more concrete figure? Since recording the Direct, I've discovered that the amount of memory is somewhat fluid. There's a block of new memory available to all developers, but this can be augmented by disabling system level features the game may not be using, freeing up extra memory that otherwise wouldn't be used anyway.
good discussion here. Nice to see the return of dee eff triple after the summer break. Alex is right about the version differences, turn up something else that isn't resolution. Especially as you get into that higher dynamic resolution, it's so hard to tell anyway without analysis.
PS5 has 12.5 gig available for games at launch. First time we've got some form of numbers.
Still wonder why series s still goes below 1080p in so quite some titles. It is more a PS4 pro so why does it dip so low. Settings are also almost always turned back. It more or less seems like lack of optimization so far. Don't think that a bit more memory will make such a big difference but it is always good to have more. Still don't understand why the os needs so much. After all xb360 is used just a few megabytes ...good discussion here. Nice to see the return of dee eff triple after the summer break. Alex is right about the version differences, turn up something else that isn't resolution. Especially as you get into that higher dynamic resolution, it's so hard to tell anyway without analysis.
I get your point, but to be fair ...Still don't understand why the os needs so much.
I wonder what system level features a dev would be able to turn off. Dolby Atmos or Vision? HDR related stuff? Xbox Live related stuff?Why are developers being told that it's 'hundreds of megabytes' more memory and not a more concrete figure? Since recording the Direct, I've discovered that the amount of memory is somewhat fluid. There's a block of new memory available to all developers, but this can be augmented by disabling system level features the game may not be using, freeing up extra memory that otherwise wouldn't be used anyway.
FSR 2.0 is arguably already pretty close, and it should improve.Can current consoles ever get something like DLSS? Or rather, can FSR ever improve to come even remotely close to DLSS 2.0 original in terms of IQ? That would be a complete game changer.
At 1440p and above input resolution they are all pretty close now.
Lower than that and DLSS starts showing its advantages.
Yep, I don't disagree.It depends how we define pretty close though. You could argue DLSS Performance is pretty close to DLSS Quality so if 4k DLSS P is comparable to 4k TAUU at 1440p internal then there's a pretty big performance saving to be claimed there.
Also apparently dsr2 is better and there was opinion consoles doesn't need much dsr2 as they already use similar reconstruction techniques
If what's shown here in this video is representative (posted by @snc in the other tech thread), then it looks like there are still types of detail where DLSS rules supreme over other reconstruction techs. Insomniac's technique appears to come in last, but I guess I should know more about what "balanced" means for each of them before I say that with any high degree of confidence.
DLSS continues to offer the most optimistic view of future reconstruction technology, IMO.