Well, I'm kind of a noob obviously and not really capable of discussing this but things like this are interesting to me:
http://gamingbolt.com/photorealisti...ainable-with-40-tflops-says-epics-tim-sweeney
Nvidia's newly announced Pascal monster is 11 TF's. AMD will probably go above that with their next (they were at 8.9 with Fury X). But it certainly puts PS4's 1.8 in perspective.
It's funny because a long time ago Sweeney said something like 5000 teraflops was required to simulate reality, and I always kept that goal in my head, with each new high Flops mark I'd mentally 4X it (for Quad SLI/Crossfire in theory). Well now, I guess he's set a much much closer goal (I guess "simulating reality" and photorealistic gfx aren't the same).
It does seem fairly reasonable I guess, just judging by how close we are getting. Of course the other issue is the money that must be spend on production values to get there.
http://gamingbolt.com/photorealisti...ainable-with-40-tflops-says-epics-tim-sweeney
“You know, we’re getting to the point now where we can render photo-realistic static scenes without humans with static lighting,” Sweeney said in an interview with Gamespot. “Today’s hardware can do that, so part of that problem is solved. Getting to the point of photo-realistic dynamic environments, especially with very advanced shading models like wet scenes, or reflective scenes, or anisotropic paint, though…maybe forty Teraflops is the level where we can achieve all of that.”
Read more at http://gamingbolt.com/photorealisti...ps-says-epics-tim-sweeney#5qilBcCEfZEzVYAT.99
Nvidia's newly announced Pascal monster is 11 TF's. AMD will probably go above that with their next (they were at 8.9 with Fury X). But it certainly puts PS4's 1.8 in perspective.
It's funny because a long time ago Sweeney said something like 5000 teraflops was required to simulate reality, and I always kept that goal in my head, with each new high Flops mark I'd mentally 4X it (for Quad SLI/Crossfire in theory). Well now, I guess he's set a much much closer goal (I guess "simulating reality" and photorealistic gfx aren't the same).
It does seem fairly reasonable I guess, just judging by how close we are getting. Of course the other issue is the money that must be spend on production values to get there.