Tkumpathenurple
Veteran
Yes, if there werent a 12 tflops Xbox to compete with we would have gotten a ps5 with jaguar cores and 8 tflops gpu.
You're mistaking Mark Cerny for @HBRU
Yes, if there werent a 12 tflops Xbox to compete with we would have gotten a ps5 with jaguar cores and 8 tflops gpu.
if it wasn't for PSVR, i would not have upgraded to a PS4 pro, as I still have a 1080p TV, it's not much of an improvement in normal games for me.
What? You're not on the 8k bandwagon yet?This is a good point. Almost the entire focus of the mid gen consoles this generation has been on increased resolution. There's no-where to go from 4K so the allure of a mid-cycle upgrade this gen may be significantly reduced.
This is a good point. Almost the entire focus of the mid gen consoles this generation has been on increased resolution. There's no-where to go from 4K so the allure of a mid-cycle upgrade this gen may be significantly reduced.
Proper RT on >20Tf consoles sounds like a good upgrade in ~3 years.Honestly I dont see a point for mid gen refresh this time around. These consoles compare to PC counterparts much better then 2013 and as others said, there is no 4K this time around so why?
In reflections, wouldn't the obvious use be the shading of reflected surface?No, not really ...
If we take reflections as an obvious example and reused the shading results from the previous frames via sampler feedbacks then you'd get inaccurate reflections. There are also failure cases with dynamic global illumination too when the lighting conditions in a scene change quickly, it won't be able to properly compute the change in global illumination.
What if we also want to simulate dynamic scattering/transmittance effects too with ray tracing ? How are sampler feedbacks going to be useful if want detailed caustics from non-static bodies like water waves or moving objects like glass ? Will sampler feedbacks behave nicely with ray traced dynamic volumetric effects like explosions or participating medium with varying densities over time ? There's not nearly as many opportunities to apply texture space shading with ray tracing.
Really depends on how it's made.I was surprised to know global illumination is the less intensive RT effect. Is by far IMO the most shocking one. I would like if is performat all games to use it like Metro did.
Really depends on how it's made.
without simplified shaders/surfaces or use of some kind of probes or sample feedback, it is ridiculously expensive.
This technical memo describes a fast point-based method for computing diffuse global illumination (color bleeding). The computation is 4-10 times faster than ray tracing, uses less memory, has no noise, and its run-time does not increase due to displacement-mapped surfaces, complex shaders, or many complex light sources. These properties make the method suitable for movie production.
The input to the method is a point cloud (surfel) representation of the directly illuminated geometry in the scene. The surfels in the point cloud are clustered together in an octree, and the power from each cluster is approximated using spherical harmonics. To compute the indirect illumination at a receiving point, we add the light from all surfels using three degrees of accuracy: ray tracing, single-disk appoximation, and clustering. Huge point clouds are handled by reading the octree nodes and surfels on demand and caching them. Variations of the method efficiently compute area light illumination and soft shadows, final gathering for photon mapping, HDRI environment map illumination, multiple diffuse reflection bounces, ambient occlusion, and glossy reflection.
The method has been used in production of more than a dozen feature films, for example for rendering Davy Jones and his crew in two of the ``Pirates of the Caribbean'' movies.
• Point-based
– little memory, no shader evaluations
Senior Graphics Researcher (12 month contract) - London
PlayStation London, GB
Research and develop graphics techniques like real time ray tracing and point cloud rendering for next generation console platforms.
Texture space shading as a concept is attractive for RT (and any other global lighting approach) because it can serve as radiance cache to give infinite bounces for free.Isn’t texture-space shading (sampler feedback) a good pair with ray tracing?
They'll probably keep the suspend and resume feature. But PS5 games will also have specific shortcuts to load just the level we want or even the MP map and such. So it'll make the loadings even faster.Was just thinking with how fast games will load next gen is suspend and resume even necessary?
Was just thinking with how fast games will load next gen is suspend and resume even necessary?