...what an amateurish attempt of asserting AMD would have powerful compute only in future generationsWere moving towards high compute saturation it seems (still). Bodes well for Ampere and rdna3+ up gpus.
...what an amateurish attempt of asserting AMD would have powerful compute only in future generations
Yeah, but in my experience it's more than capable since GCN (don't know earlier architectures).I absolutely think that AMD with their 22+TF's of raw compute power and the infinity cache, full rdna2 featureset has quite capable GPUs already now. Things will only get better from now, improved RT and reconstruction.
I didn't need marketing to tell me Demon's Souls brought geometry detail I hadn't seen before.No way dude. Sure players don't say: "wow, that's a lot of geometry!" unless it's fed to them by marketing
Your 'argument' seems to rest on the idea that geometry is already ahead of the game and totally fine and it's everything else that needs work.My argument is that we prioritize the areas I mentioned first, crank up geometry to 11 on characters, cars, heroes, and main objects as much as you want, these are things that occupy the screen 100% of the time and are always noticeable.
But please don't go increasing the environmental geometry details while leaving main objects the same, or while degrading the quality of the lighting with baked static GI.
After seeing the breakfast picture zed post prior to this post I was thinking of artery saturation rather than compute saturation.Were moving towards high compute saturation it seems (still). Bodes well for Ampere and rdna3+ up gpus.
On both PS and Xbox devs can write or use their own traversal as well as use a different Bvh Form. The effectiveness of doing this though of course depends entirely on the content and what type of RT the dev is going for anyway. Default traversers (and there are more than 1 default ones) could in some case be perfectly fine (as is the case for at least 2 titles I have talked to devs about).Yeah, but it's not really an API issue there, because there is just one GPU architecture. Also there is no such motivation to support PC and future console gen as well, like there is on XBox.
So i guess they can do anything, from figuring out AMDs BVH specs and generating themselves, up to replacing AMDs traversal code.
That's why i always expected Sony exclusives showing most interesting use of RT..
Oh that is on the way@Dictator Thanks!
I was just looking for some UE5 performance comparisons over various GPUs... nothing yet...
Oh that is on the way
lol na just the provided demo - for that at least we know the fps and resolution targets of this demo on next gen consolesUsing a million Turok models as the benchmark?
So I was just running through the demo on different GPUs at 1080p internal upsampled to 4K at the epic scalability setting. Though running through it, I am a bit curious whether the demo runs at a flat 30 fps on console hardware at 1080p. The demo is rather unbalanced load-wise in terms of scenes and what is happening. The particle effects for example when they happen close to the camera (which have nothing to do with Lumen or Nanite of course) are really heavy. If the particles happen further from the camera then they barely affect the framerate in comparison.Lumen's secondary focus is on clean indoor lighting at 30 fps on next-generation consoles. The engine's Epic scalability level produces around 8 milliseconds (ms) on next-generation consoles for global illumination and reflections at 1080p internal resolution, relying on Temporal Super Resolution to output at quality approaching native 4k.
Lumen defaults for the Epic scalability level are set for a 30 fps budget (8ms Global Illumination and Reflections) at 1080p on next-generation consoles. Lumen relies heavily on Unreal Engine 4's Temporal Upsampling with the new UE5 Temporal Super Resolution algorithm for 4k output. Under the High engine scalability level, Lumen uses defaults targeting 60 fps. Lumen is disabled under Low and Medium scalability levels.
lol na just the provided demo - for that at least we know the fps and resolution targets of this demo on next gen consoles
So I was just running through the demo on different GPUs at 1080p internal upsampled to 4K at the epic scalability setting. Though running through it, I am a bit curious whether the demo runs at a flat 30 fps on console hardware at 1080p. The demo is rather unbalanced load-wise in terms of scenes and what is happening. The particle effects for example when they happen close to the camera (which have nothing to do with Lumen or Nanite of course) are really heavy. If the particles happen further from the camera then they barely affect the framerate in comparison.
That is what I would think -Maybe using DRS the resolution goes under 1080p when the load is too heavy.
That is what I would think -
by the way, for you all here: High scalability settings (which they recommend for 60 fps targets) vs. Epic Scalability settings (30 fps targets) - both are using TSR to bring 1080p up to 4K output.
I recommend opening them up in a tab and flicking between them.
The DOF changes, less DOF covering the scene =cheaper to render.For some reason the EPIC setting seems more blurred: the large boulders on the ground seem more defined on the HIGH scalability settings.