Metal_Spirit
Regular
15% or 25%? This is from AMD's
That’s RNDA 1. When I tunned in he was talking about gains from RDNA 2 over RDNA 1, and it seemed to me he mentioned 15% IPC gains.
15% or 25%? This is from AMD's
That remember me, old time, when at the morning you're be awaked by a shining chrome sphere created by the Mighty Amiga!!!Chrome - the new lens flare/bloom...
Chrome - the new lens flare/bloom...
Just for the sake of it I looked really hard at parked cars a few months ago. I realised it was the first time I ever noticed a reflected reflection. If RT hadn't been a topic I would have gone through life to my death never bothering to notice something my brain automatically discards. I can see the market concerns that drive these developments, but I can't for the life of me see the high power/cost path as a good evolutionary trajectory for gaming that I'm interested in subsidising. That's just a personal opinion, of course.I just looked at that picture AMD used on the RT slide and oh my lord my eyes hurt. Mercury water, chrome balls, chrome walls - this is worse than lens flare.
If so, this could be about only the desktop GPU, but not necessarily consoles. Remembering, TMU patent lists CU interaction or optional fixed function processing of outer traversal loop. Probably having both is another option.Also interesting: They mention DXR 1.1, but not beyond. Could mean no traversal shader support, so no stochastic LOD. But also not requiring CUs for traversal.
We'll see...
Just for the sake of it I looked really hard at parked cars a few months ago. I realised it was the first time I ever noticed a reflected reflection. If RT hadn't been a topic I would have gone through life to my death never bothering to notice something my brain automatically discards. I can see the market concerns that drive these developments, but I can't for the life of me see the high power/cost path as a good evolutionary trajectory for gaming that I'm interested in subsidising. That's just a personal opinion, of course.
Chrome - the new lens flare/bloom...
FWIW, the demo AMD showed was prerecorded and not live.The point is such reflections are expensive, in contrast to AO or shadow rays. So the image indicates good performance.
PS5’s specifications are incredibly exciting – particularly for us is the additional graphical power and inclusion of ray-tracing architecture. Our studio has come a long way over four years and Martha Is Dead will strive for photorealism. We’re excited to see the next-generation hardware incoming to support us bringing our vision to players.
We worked a lot in order to use the highest-resolution textures as possible also on PS4; nonetheless, PS5 will allow us to use an incredible Texel density, up to 4096px/m – that means the visual will be fully detailed also in higher resolutions. It’s one of the most important advances in visual capacity that we were waiting for.
Dalco also touched base on the PS5’s SSD, adding: “High-quality assets are naturally larger in size so will benefit from the faster loads times.”
The topic also shifted to ray-tracing, which Dalco described as an “incredible technology for independent studios, allowing games to reach new levels of realism without the need for huge teams.”
So RDNA offered 1.25x more performance per clock over GCN. And RDNA2 offers 1.15X more performance per clock over RDNA?
Would that mean that RDNA2 offers close to 44% more performance per clock over GCN?
That 15% sounds pretty equal to the gain Nvidia obtained from Pascal to Turing thanks to concurrent integer operations.I've been watching the presentation again, but skipping parts, since I do not have time... I seem to miss the affirmation of the 15% IPC gains... I heard a 50% (spoken by a Asian guy - David Wang?). Might I have missunderstood fifteen with fifty, when he was talking about perf/watt gains? If so, I'm sorry for misleading, but I always wrote "If i listened right" on my sentences...
What do they mean with the m of 4096px/m ?PS5 will allow us to use an incredible Texel density, up to 4096px/m
is there any way to reverse engineer this number?
What do they mean with the m of 4096px/m ?
What do they mean with the m of 4096px/m ?
Pixels per minute...
/s
Pixel per meter?
Seems to be a typography unit ... https://www.unitconverters.net/typography/meter-to-pixel-x.htm
thanks for this.Great explanation about texel density
https://www.artstation.com/artwork/qbOqP
It means we will have huge quality texture everywhere. This is part due to the biggest RAM size and the better streaming from an SSD. It will probably be the same on XSX.
EDIT: Here it means the texel density will be perfect for 4k. You don't need to have bigger texture resolution it is perfect. Out of rendering at higher resolution no need for higher texture pack.
We need Sebbi !!thanks for this.
we talk a lot about a bunch of stuff here that is technical, most of it around lighting and rendering etc, I would hope one day we get more texture artists in here to talk about their jobs etc. Seems interesting about how to get art right.