You picked the wrong game as an example because DMC5 doesn't have RT in Series S (unless they patch it later).
Actually I think you're right; the DMC5 example was for Series X but Series S doesn't support RT AFAIK. My mistake!
DMC5 doesn't actually support ray tracing on the Series S
according to some sources so the only known game to support ray tracing on the system is Watch Dogs Legion but that's one of the games that feature less demanding rendering pipelines when we see that high-end consoles are running dynamic 4K with a minimum resolution of 1440p.
Yeah I messed up with mentioning DMC5, that was more a Series X thing. Late-night post, slip-ups with wrong references happen
WRT WD Legion, it's actually impressive to some degree Series S had RT for it given the propensity for Ubi's games to not be very well optimized at the onset. Valhalla had a lot of the same sub-optimization issues, especially on Series S and X, at release. While it may not have a rendering pipeline as complex as, say, Demon's Souls Remastered or such, it's still an open-world game.
The fact a somewhat unoptimized open-world game was able to feature RT on Series S at launch is a strong indication for future performance, particularly for more linear-based, non open-world titles, even as complexity of rendering pipelines increases. Again, other features being leveraged concurrently like Mesh Shaders will help plenty in enabling better use of RT.
Just as an example from the last generation, the PS4
started out rendering CoD: Ghosts at 1080p with the most recent entry
dropping the resolution to a
dynamic 1080p. Just to serve another example, AC4 was rendered at 1080p when it
debuted on the PS4 but AC Valhalla is
slightly above ~900p on the very same system.
Dynamic resolution isn't really a bad thing IMO, especially with various reconstruction techniques available, which even some 8th-gen games used either via software solutions or via support at the silicon level for stuff like checkerboarding on the PS4 Pro. We're also dealing with a situation where, given your examples, we don't know the duration of time those games actually spend at lower than native resolution. If you have some data on that, it would be nice to read up on, but it's also completely possible those games could run sub-native for 5% or 10% of their playtime.
Still enough to require use of dynamic resolution but if the lower bounds on the sub-native resolutions aren't stark and don't last for that long persistently, it won't take away from the experience. Another thing to keep in mind is that even with those examples for Ghosts and Valhalla, while the resolutions may run sub-native at points, the framerates still hold the same as earlier entries. It's pretty obvious that in these same games, they could have kept 1080p if they wanted, if they wanted to lower framerate stability some. They chose not to because the lesser impact was in applying dynamic resolution and keeping framerates high relative to early entries, and the resolutions don't drop drastically lower than native even with dynamic resolution active. Even for what ranges they do drop, there are reconstruction techniques available that lessen that impact to the player as they're playing.
SSR will go away in the long run. This trend will be made even more evident whenever the refreshes for the high-end consoles are released. The trend isn't to introduce more hacks into the rendering pipeline to make it harder to work with.
Okay fair enough, let's say it does. Let's say it's not around in five years to provide a less-intensive backup to RT that can be used in tandem with it. That doesn't mean RT is suddenly off-limits for hardware like the Series S or Switch Pro/Switch 2. For one, RT can be applied at various levels of accuracy/quality. Secondly, as developers get acclimated to the various new techniques they can use in future rendering pipelines, they'll find ways to lower processing strain to improve budgets in the frame times to squeeze out more RT performance.
There was little about PS4 and XBO that necessitated gaining more mastery of various hardware features as the generation went on, so most of the visual improvements came from the general increases in budget for AAA titles. PS5 and Series systems have a bit more in common with older system like PS1, Saturn, PS2, PS3, etc. What I mean by that is, PS5 and Series have hardware features that developers
will have to come to grips with over the next few years and learn to master use of, and doing so will help their games improve in performance alongside the usual ramping up of bigger budgets and resources for AAA games.
I agree with you that we'll need to see more concrete details but regardless it's still far too early to attempt a release this soon into the cycle where developers are now currently in the process of a major refactoring their rendering pipelines so chances are very high that any weaker system will get locked out of being able to run these future pipelines since their main target is probably PS5/XSX.
Can't agree on this perspective, because developers will already have to account for PC configurations weaker than PS5 and Series X. In fact, they already are. As long as Series S and Switch Pro/Switch 2 are within the ballpark of some of those configurations (and keeping in mind a lot of the lower PC configs are GPUs that don't even have hardware acceleration for RT or ML, Series S and Switch Pro/Switch 2 can afford to hit notably below those in raw TF but offer similar performance once their wider features are leveraged)
And in the case of games that still can't run on those systems or can't offer some things like RT, that's likely where streaming can come into play.
They should probably delay their plans for at least another 2 years once better hardware designs are available so that they'll have a bigger window of opportunity to run those pipelines. If they were to pull off a release now, the new silicon would probably be designed on 7nm process which is roughly a little over 2x performance/watt gain against 16nm placing a potential new model at ~1-2 TFlops depending on the frequency.
Honestly I don't think Nintendo can afford to rest on their laurels and wait on a Switch Pro for another two years. Tech progresses quickly and Nintendo can't predict when demand for Switch will decline, perhaps sharply so. They don't want another Wii situation on their hand where after a few years sales basically just died as other markets like mobile gaming ate into their lunch.
I still think you're looking at it too much from a purely TFs POV, because GPU architectures are pretty flexible and scalable, and console designs tend to customize many things. In other words you don't need X number more TFs in order to have X number more pixel fillrate, or RT capability. Nintendo's got some smart engineers in their R&D labs and I'm sure they'll do some customizations to whatever base tech they leverage from Nvidia to ensure things fit with the new Switch, and I expect them to do a lot more on that note than they did with the original Switch since they now have a product they know is a successful brand, justifying the additional R&D and costs.
I might very well be judging the Series S unfairly but prospects look even more grim for less powerful systems than that since just introducing new features alone is a vain attempt at keeping developers on your platform. Ray tracing involves more than just ray traversal or intersection testing but it interacts with compute power as well when we do ray shading too so we can't just solely ignore compute as a factor.There will definitely be compromises but developers will largely have the option to just drop the resolution on both PS5/XSX to use more generic pipelines later on whereas low-end consoles won't be so fortunate since most of them already don't believe it's worth deploying the same solution. I guess time will tell whether they keep avoiding the feature or if they'll actually use it ...
This is probably an instance where you're more a pessimist on the matter while I'm more an optimist x3. Within a couple of years we should start seeing how this really pans out regards RT on lower-power devices like Series S and Switch Pro/Switch 2, but I'm fairly confident it will be a feature used on them, even if at lowered quality.
We've seen devs pull off seemingly impossible graphical techniques on supposedly weak/weaker hardware in generations past, Series S and Switch Pro/Switch 2 won't be an exception to that.