Well, yeah, but it's not like that extra budget isn't going to be used somewhere else, so the relative gap between the X and S should stay more or less the same.Awesome. So little bro XsS going to get even better.
Thats when the Series X might start showing bigger performance gaps compared to the PS5.Great presentation, really loved input from devs. Glad to see that it gets so much love now, not only VRS is getting faster but also more accurate wich produce better performance and better picture. Looks like they only just scratching surface with VRS now.
If Sony stand still and stop developing their APIs, yes. This is why competition is good. It incentivises companies to compete. To try.Thats when the Series X might start showing bigger performance gaps compared to the PS5.
Thats when the Series X might start showing bigger performance gaps compared to the PS5.
And not because of the extra power. But of an extra fully hardware supported feature.
Thats when the Series X might start showing bigger performance gaps compared to the PS5.
And not because of the extra power. But of an extra fully hardware supported feature.
@1:02:00 Overshaded triangle edges.
Was that the problem with Quantum Break? I only tried that on Gamepass. Don't know if they ever fixed it.
Update
Game Stack - Variable Rate Compute Shaders on Xbox Series X|S | Microsoft Developer
Variable Rate Compute Shaders - Halving Deferred Lighting Time - YouTube
"The talk is on Variable Rate Compute Shaders (VRCS) with a focus on Xbox Series consoles. A basic understanding of Variable Rate Shading is assumed. We provide details of an early variable rate compute shader implementation that shipped with Gears5. We then present a new algorithm than can halve deferred lighting time by exploiting the duplication of g-buffer values, and with only a very small overhead, particularly on Xbox Series consoles. We compute whether to light 1,2,3 or 4 pixels per 2x2 pixel block for the required quality level per screen tile, and perfectly respecting triangle coverage. This same technique is applicable to any deferred or post process pass, including: SSAO, SSGI, SSR, fog, clouds, atmospheric scattering & etc.. Perhaps most significantly, VRCS can be used to reduce the number of rays required to ray trace various graphical effects with minimal or zero perceptible quality loss."
Weren't most of the issues with Quantum Break that they rendered at 1280x720 with 4x MSAA and then used 4 frames to reconstruct the image to make it look higher ?
It looks amazing at native 4k with ultra settings to be honest even though it was an earlish base xbox one title it looks really good on modern hardware
I was referring to this:
Visible triangle edges, similar to the issue Martin talked about in the VRCS video.
It was introduced in the initial patch for the Xbox One X. I don't know about the PC version. And since I don't own the game, I have no idea if it was ever fixed.
It's installing on my pc right now. I will try and look for it. Is there an original source for where the issue pops up ? I'd like to try and match up with the picture you posted