Well you knever know. We still have a long way till next gen. Maybe until 2027 the earliest I believeIt's not even close currently. Latency is still orders of magnitude higher than RAM. Optane was a lot closer but was still much much higher latency. And Optane is no more, so I'm not sure if we'll see any companies attempt to go that direction again.
Regards,
SB
MS seem to have been more forward thinking in this area with the inclusion of DP8a/4a hardware.Swinging out on a tangent, what's the real limiting factor for future games? Is it actually rendering power, or is it money to make games that can fill more power? Let's imagine a perfectly virtualised streaming tech, fetching JIT resources from SSD. Doesn't matter how much RAM is needed to buffer that, let's say the consoles have it. The limiting factor will be games in the terabyte domain. We can't get assets sufficient to saturate what UE5 and Nanite can render now.
Is the future something we talked about for PS360, runtime procedural generation? ML texture, model, and animation generation? If we don't establish those protocols now, could a next-gen hardware focus on that hardware without it being overlooked?
I think we at a an asset quality limit already. I think the future needs better lighting, which we're getting towards, and then systems which I'm guessing will be ML based. Prediction? Similar hardware to what we have, scaled up a bit in the CPU, stronger RTRT, and then the additional silicon budget all on ML processing! ML is the only avenue left to go and it's virtually untapped so far.
I think it's gonna be necessary to push this generation out for a long time. The X360/PS3 gen extended standard generation lifetime from 4-5 years to 7-8 years, and I think this might be the time to go further and start thinking 9-10 years.Well you knever know. We still have a long way till next gen. Maybe until 2027 the earliest I believe
Yeah we can. People do this every generation. The limiting factor is gpu power, cpu power, and ram just like every generation. Every engine and every game has an approach they'd rather take if they had more powerful targets.We can't get assets sufficient to saturate what UE5 and Nanite can render now.
Yeah we can. People do this every generation. The limiting factor is gpu power, cpu power, and ram just like every generation. Every engine and every game has an approach they'd rather take if they had more powerful targets.
Well their point is that growing asset quality and quantity to actually saturate something like UE5 or some other next gen engine is going to start requiring incredibly large file sizes. Of course there will still be processing limits at some point, but how do we manage having 'cinema quality' assets in high quantities all over the screen and at greater draw distances, while keeping file sizes manageable? Especially with the switch to SSD's which will mean you get much less storage for the same price?Yeah we can. People do this every generation. The limiting factor is gpu power, cpu power, and ram just like every generation. Every engine and every game has an approach they'd rather take if they had more powerful targets.
I think it's gonna be necessary to push this generation out for a long time. The X360/PS3 gen extended standard generation lifetime from 4-5 years to 7-8 years, and I think this might be the time to go further and start thinking 9-10 years.
The sort of leap we got this gen in terms of CPU and I/O will never be repeatable, so I think we've gotta push things out as much as we can to get the best viable increases possible. And remember with costs of manufacturing on new process nodes becoming ever more expensive, it may be necessary to stay a little bit farther behind here when it comes to 'affordable' hardware like consoles.
Plus we're already like two years into the lives of XSX/PS5 and it still doesn't feel like we've actually started at all with 'next gen' gaming. I also suspect that with the lengthening of development times, developers and publishers would quite appreciate being able to produce more than one or two big AAA games in a generation before having to think about retooling for 'next gen' again.
Is it not an argument that because good ray-tracing performance will save developers a lot of lightning work, and what else good ML/A.I performance can save developers time and money, a new generation consoles will release sooner rather than later?I think it's gonna be necessary to push this generation out for a long time. The X360/PS3 gen extended standard generation lifetime from 4-5 years to 7-8 years, and I think this might be the time to go further and start thinking 9-10 years.
The sort of leap we got this gen in terms of CPU and I/O will never be repeatable, so I think we've gotta push things out as much as we can to get the best viable increases possible. And remember with costs of manufacturing on new process nodes becoming ever more expensive, it may be necessary to stay a little bit farther behind here when it comes to 'affordable' hardware like consoles.
Plus we're already like two years into the lives of XSX/PS5 and it still doesn't feel like we've actually started at all with 'next gen' gaming. I also suspect that with the lengthening of development times, developers and publishers would quite appreciate being able to produce more than one or two big AAA games in a generation before having to think about retooling for 'next gen' again.
Swinging out on a tangent, what's the real limiting factor for future games? Is it actually rendering power, or is it money to make games that can fill more power? Let's imagine a perfectly virtualised streaming tech, fetching JIT resources from SSD. Doesn't matter how much RAM is needed to buffer that, let's say the consoles have it. The limiting factor will be games in the terabyte domain. We can't get assets sufficient to saturate what UE5 and Nanite can render now.
Is the future something we talked about for PS360, runtime procedural generation? ML texture, model, and animation generation? If we don't establish those protocols now, could a next-gen hardware focus on that hardware without it being overlooked?
I think we at a an asset quality limit already. I think the future needs better lighting, which we're getting towards, and then systems which I'm guessing will be ML based. Prediction? Similar hardware to what we have, scaled up a bit in the CPU, stronger RTRT, and then the additional silicon budget all on ML processing! ML is the only avenue left to go and it's virtually untapped so far.
Everyone's wants are different as you can easily see from the pc market. Some want pure resolution , some want super high frame rate and then some want as many advance effects like raytracing as possible.We don't know what ML will be able to offer. Assuming it can do magical things, it could provide an alternative avenue for More Power by working different. See for example the ML physics simulations requiring a fraction of the power of traditional solvers.
As for a true 4k machine, I don't think that'd constitute a next-gen, looking not much different to this gen only in slightly improved clarity. This gen gets away with it somewhat by the experience, largely thanks to the SSD and OSes. If we tweak the definition of 'next gen' to be 'a new console that everyone would want to spend money to upgrade to', in the past that's been through more power and better (looking) games, or a fancy new controller. This gen is as much user experience as better looking games. What will the must-have USP of next-gen be? I'd need to see a substantial improvement on PS5 to upgrade just on visuals. Just using UE5 demos so far, that'd come not from lighting or geometry as UE5 is amazing, but the people an animation in that is lacking. That's one area, creating believable 'people' in these world.
I think it's gonna be necessary to push this generation out for a long time. The X360/PS3 gen extended standard generation lifetime from 4-5 years to 7-8 years, and I think this might be the time to go further and start thinking 9-10 years.
The sort of leap we got this gen in terms of CPU and I/O will never be repeatable, so I think we've gotta push things out as much as we can to get the best viable increases possible. And remember with costs of manufacturing on new process nodes becoming ever more expensive, it may be necessary to stay a little bit farther behind here when it comes to 'affordable' hardware like consoles.
Plus we're already like two years into the lives of XSX/PS5 and it still doesn't feel like we've actually started at all with 'next gen' gaming. I also suspect that with the lengthening of development times, developers and publishers would quite appreciate being able to produce more than one or two big AAA games in a generation before having to think about retooling for 'next gen' again.
I am afraid that next gen gaming will not include consoles going forward. Today's next gen PC graphics are tomorrow's console standard visuals. The push of first party console games onto the PC which makes PC gaming more attractive, the growth of the PC market in general and the ever-growing significant performance gap, make PC the perfect testbed for modern cutting-edge graphics.