While the CPU has ended up working pretty well, it’s still one of our main
bottlenecks.
I doubt they need all those 85 MB of buffers simultaneously. Most likely they could write new data on top of existing data and/or do in-place modifications by compute shaders (instead of needing multiple buffers). But of course if you don't need to optimize your layouts, then you can come up with these big numbers.
But I am pretty sure with some extra work you could slice those numbers to half (or even lower) without affecting image quality in any meaningful way.
Are you sure about that? Just look at the what those "unoptimized" 85MB for g-buffers produce with Infamous:
https://farm6.staticflickr.com/5530/13682110484_06c2af78bf_o.png
https://farm8.staticflickr.com/7200/13681789995_e7a74670ee_o.png
Define meaningful. Maybe 85MB of g-buffers instead of "half (or even lower)" is just what makes Infamous so incredible compared to (any) previous console games because of the law of diminushing returns.
Is the weird off set for the car headlight reflection on the road because it's a screen space effect?
Looks like the bumper is just blocking the light.
I don't personally like storing materials properties (or any other static data) to g-buffers because that basically increases your BW usage by 9x. Instead of reading DXT-compressed (per pixel) material property once, you need to read it (1x BW) + store it uncompressed to g-buffer (+ 4x BW) and then read that uncompressed data again in the lighting stage (+4x BW). Of course if you don't have access to your entire texture data set in the lighting shader (by virtual texturing, bindless or packing all texture data to big atlas), you need to gather it to g-buffer (and pay the extra BW cost).
Sod I used the wrong term, you're right the discontinuity between the car and reflection probably is the bumper. What I meant was the angle of the lights seems not to be parallel with the car. I would expect the bright centre beam of the right hand headlight (as seen from the camera) to be hitting Delsin's feet instead even the left hand headlight beam is far to the right of his feet and over the centreline of the road
That is how wet streets look. The reflection appears to stretch toward the viewer.
Didn't you read the article? In many places they say it themselves: "Simpler code, use big linear buffers", "Room to improve here for sure, but simplicity has its bonuses". They traded memory to make development time faster. I am sure they could pack those g-buffers to smaller space in the future if they needed the memory and bandwidth for something else.Are you sure about that? Just look at the what those "unoptimized" 85MB for g-buffers produce with Infamous
Virtual deferred rendering is not used in Trials Fusion. I am not yet ready to talk about our future plans, but I will do a technology interview about Trials Fusion soon. It will give you technical information about our next gen choices (and trade-offs).You sure are a big proponet of this "virtual texture space material properties buffer deffered rendering type thing" (for lack of a better name for it) Which indeed does sond like a very good idea. Is the new trials using something like that already? You should deffinetely right some article on the subject when you get it working. Would be and amazing read.
Er, is it an official consensus that it's so incredible?
Don't get me wrong, it's not bad at all, but most of the stuff isn't beyond Uncharted 2 that much (except for texture / polygon res). The nighttime / rainy weather reflections are what's mostly outstanding visually, and even that's not that far above GTA 4 in general feel (yeah it's got a level of occlusion and such that makes it more precise though).
Didn't you read the article? In many places they say it themselves: "Simpler code, use big linear buffers", "Room to improve here for sure, but simplicity has its bonuses". They traded memory to make development time faster. I am sure they could pack those g-buffers to smaller space in the future if they needed the memory and bandwidth for something else.
It is texture, polygon and IQ. For console player it is a big step, many console player don't play on PC. I use my laptop to play indie game. I hope future game will not sacrifice IQ too much.
And i agree, i dont see nothing spectacular on those shots in terms of lighting precision that would explain high precision buffers in comparison to games that use lower precision buffers.
What are compute queues and what advantages do they have?The Infamous postmortem has been updated here with new notes on almost all pages.
Very interesting comments from Adrian Bentley, a few excerpts:
Page 24 & 25, Memory:
Page 39, CPU:
Page 41, G-buffers:
Page 57, Compute
That's a real photo, not the game. If that's the game then it's one of the most amazing things I've seen in a game in real-time.That is how wet streets look. The reflection appears to stretch toward the viewer.
That's a real photo, not the game. If that's the game then it's one of the most amazing things I've seen in a game in real-time.
Thanks for clearing that up. Tehre was a point when I was doubtful whether it was a photo or the game, but I think we will never see anything quite like that in games, ever.He's trying to illustrate how the direction of the light reflection is mimicked by the game.