"But power isn't simply about engine quality it's about the minutiae of what's being displayed and how. its counterintuitive but processing dense geometry typically consumes less power than processing simple geometry which is I suspect why horizons map screen with its low triangle count makes my ps5 pro heat up so much."
I was intresting about these sentence from Mark Cerny in the Video:
As polygon size goes down, so does GPU utilization.I was intresting about these sentence from Mark Cerny in the Video:
It's quite common problem in games when v-sync is not enabled.What are the chances that Simple Geometry (especially in the case of a map screen or menu screen) would cause really high framerates and therefore increase power usage?
When i see nanite enigne i think the real bottelnack are micro polyogons. I wathched these analysis of nanite egninge an also looked clother. Even whene there is no good lightning in the scene the polygon structure make it unike. I don't understand why whe invest so much in shader when micro polygons gif you so much picture quality:
It doesn't use "RTX". RTX isn't acronym for raytracing.I'm confused. At 3:40 the guy from Epic introduces Lumen with talking about RTX. But it does not become really clear if they use it or not.
I assumed for sure that Lumen was confirmed to not use RTX.
Did i get this wrong?
https://www.eurogamer.net/articles/...eal-engine-5-playstation-5-tech-demo-analysis"Lumen uses ray tracing to solve indirect lighting, but not triangle ray tracing," explains Daniel Wright, technical director of graphics at Epic. "Lumen traces rays against a scene representation consisting of signed distance fields, voxels and height fields. As a result, it requires no special ray tracing hardware."
Someone wants to benchmark on 4090.
Mesh Shader versus MultiDrawIndirect - Tellusim Technologies Inc.
Tellusim Technologies Inc. Mesh Shader versus MultiDrawIndirecttellusim.com
Maybe I'm stupid (I am) but I couldn't get the D3D12 path to work. It would just open and close instantly.MDI: 22.5B
MS: 55B
(in D3D12)
this was when the first PS5 model launched, right? I remember a DF article mentioning that the power consumption of the PS5 was 220W, which I found too high. Did that number change in the recent revisions? It's not justified nowadays. Judging from the new GPUs I've seen the PS5 should be around 140-160W at most.A funny moment i captured, was at the PS5 event. Marc Cerny is saying that higy plygon count will result in less power consumption than when you use simple polygon models.
For example he is mentioning Horizon Zero Dawn which have low polycount maps, but it is consuming a lot of power.
Also if you look at the layout of the PS5 with high clock speed but less shader they are going indeed to high polygon model?
this was when the first PS5 model launched, right? I remember a DF article mentioning that the power consumption of the PS5 was 220W, which I found too high. Did that number change in the recent revisions? It's not justified nowadays. Judging from the new GPUs I've seen the PS5 should be around 140-160W at most.
Also i'm wondering. When you use compute shader for primitives, Is this value not misleading? If you use compute Shader mybe shader also occupied by other stuff like lighning. Maybe then the advantage of compute shader would be a disatvantage in real world test?RTX 4090 @ 2.55 GHz // 5800X3D:
Mesh Instance Tris: 16.52 B/S
Mesh Primitive 64x84: 8.78 B/s
Mesh Indexing: 64x84: 9.56 B/s
Mult DrawIndirext 64x84: 14.53 B/s
Mesh Shader: 22.64 B/s (144fps Limit?) // 33.47 B/s (anotther window "aktiv")
Compute Shader: 22.64 B/s (144fps Limit?) // 88.3 B/s (anotther window "aktiv")
Interessant:
With 2.72 GHz i get 10.5 B/s Mesh Primitive (+19.6%) and 10.9 B/s Mesh Indexing (+14%). We see here maybe the reduce of voltage and the reducinge of internel domain clocks. With compute shader it is scaling with the clock perfectly.
Sorry for my bad translation.