Since this is supposed to be the hardware prediction thread, I will make a very bold hardware prediction.
PS5 will have ID buffer, and fp16 RPM.
Anyone disagree?
I'll add to it...
Bespoke CBR logic will be in both next-generation systems.
Since this is supposed to be the hardware prediction thread, I will make a very bold hardware prediction.
PS5 will have ID buffer, and fp16 RPM.
Anyone disagree?
Since this is supposed to be the hardware prediction thread, I will make a very bold hardware prediction.
PS5 will have ID buffer, and fp16 RPM.
Anyone disagree?
If you think native 2160p will be the target for the next generation consoles along with ray tracing and higher framerates, you'll be really disappointed.
I assume the commentary around ray tracing and GI is around our modern implementations as well as the new hybrid ones. In isolation I wouldn't say that this piece of news is a slam dunk on dedicated hardware for PS5. But with respect to everything else we know, this is a safer assumption.Nothing new, really... just wanted to share due to ray tracing and global illumination being mentioned.
https://www.playstationjobs.co.uk/vacancy/4052-Graphics-Engineer---R&D
https://www.playstationjobs.co.uk/vacancy/4050-Senior-Graphics-Engineer---R&D
https://www.playstationjobs.co.uk/vacancy/4049-Principal-Graphics-Engineer---R&D
I assume the commentary around ray tracing and GI is around our modern implementations as well as the new hybrid ones. In isolation I wouldn't say that this piece of news is a slam dunk on dedicated hardware for PS5. But with respect to everything else we know, this is a safer assumption.
Correct no official info on PS5 having dedicated hardware. But this lines up with enough unofficial information that it exists.How are we deciding what is dedicated RT hardware?
Are we simply looking at cores/logic strictly dedicated to partial or full RT algorithms?
If so... then AMD's RT solution of an improved CU design (over the current Navi based 5700/XT cards) towards Compute related RT acceleration is exactly what then?
Or are you simply stating there is no official info on PS5 having dedicated RT hardware... or at the very least AMD's compute based RT acceleration solution?
Currently we make assumptions mostly based on AMDs TMU patent, which is a FF solution for both traversal and triangle intersection (notice the former is the main problem because of random memory access and often 10 times more bounding box intersection tests than final triangle tests in practice.)How are we deciding what is dedicated RT hardware?
Come on we have official info: The Cerny interview. A GPU with Ray Tracing support can only be hardware based. Cerny will have never talked about software Ray Tracing for PS5 when even PS1 can already do that.Correct no official info on PS5 having dedicated hardware. But this lines up with enough unofficial information that it exists.
Calculating the intersections using compute is the only method if there is no dedicated hardware to calculate the intersection. Whether it’s a core or not a core: if a dedicated piece of silicon isn’t doing the intersection or rather cannot do the intersection many magnitudes faster than generic compute shaders; I would say that it’s not accelerated but dedicated. As in support for Ray Tracing with specialized hardware, but you’re not breaking any speed barriers here. This would apply to both consoles.
Nothing is still quite confirmed yet.
Come on we have official info: The Cerny interview. A GPU with Ray Tracing support can only be hardware based. Cerny will have never talked about software Ray Tracing for PS5 when even PS1 can already do that.
We have information on hardware support. I don’t know what that means in terms of acceleration. I guess that is what is in question for both consoles. I’m debating how much investment they both have into RT; as opposed to debating whether the future consoles will be able to support it.Come on we have official info: The Cerny interview. A GPU with Ray Tracing support can only be hardware based. Cerny will have never talked about software Ray Tracing for PS5 when even PS1 can already do that.
I recall Cerny mentioning Ray Tracing lighting support in the Wired interview, but never linking it to the GPU or CPU. He gave a more detailed outlining of PS5 having a dedicated audio chip towards RT sound refractions and other real-time audio algorithms. But nothing solid on which processor (i.e., GPU, CPU or possible dedicated silicon) RT lighting, RT shadowing, RT reflections and so-on are being performed on.
*half RTed
Actually, you are confused here. They actually first talked about a GPU with RT support, comparing to Nvidia RTX GPUs in order to do graphic Ray Tracing "Ray tracing’s immediate benefits are largely visual." In a later tweet the author precised their whole RT discussion was mainly discussing graphics benefits (he probably didn't transcribe the whole thing in his interview). Then Cerny talked about applying Ray tracing to sound, then he talked about another thing, some custom 3D audio unit (probably created first for PSVR).I recall Cerny mentioning Ray Tracing lighting support in the Wired interview, but never linking it to the GPU or CPU. He gave a more detailed outlining of PS5 having a dedicated audio chip towards RT sound refractions and other real-time audio algorithms. But nothing solid on which processor (i.e., GPU, CPU or possible dedicated silicon) RT lighting, RT shadowing, RT reflections and so-on are being performed on.
It would be absurd! Like if a company uses die space for ineffective esram just to have 8GB of ram, and when processes and technology allow it, sells a half gen console with a better implementation.Yep. If you're going in, go all in. Little to be gained from half-arsed implementations. You'd get ineffective RT and a loss of normal compute power with a weak compromise.