Rootax
Veteran
Gonna need the receipts - as all internal documents I have seen or personal anecdotes from developers contradict this. The game implementations as well contradict in terms of performance and visual quality.
Did you read the 4a blog on their implementation? It was a matter of finding tons of quality compromises essentially.
They stated that they're doing "custom traversal and ray caching and use direct access to BLAS leaf triangles that would not be possible on the PC".
"In terms of ray tracing, how would you characterize the different functions of PlayStation 5 from Xbox Series X and both consoles from the newly released PC graphics cards of the RTX 3000 series? In your opinion, should we expect many next-generation games with ray tracing overall?
What I can say for sure now is that PlayStation 5 and Xbox Series X are currently running our code at roughly the same performance and resolution.
The NV 3000 series is not comparable, it is in different leagues in terms of RT performance. AMD’s hybrid ray tracing approach is inherently different in its ability, especially for diverging rays. On the plus side, it’s more flexible and there are tons of (probably undiscovered) approaches to customizing it for specific needs, which is always good for consoles and, ultimately, console gamers. At 4A Games, we already do custom traversal and ray caching and use direct access to BLAS leaf triangles that would not be possible on the PC."
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