Doesn't that mean that it's just using Nanite?the game uses virtualized geometry on the PS5 via primitive shaders, which they're probably rerouting to mesh shaders in DX12U gpus
Doesn't that mean that it's just using Nanite?
we also know that they can make PSSR work, while other UE4 titles seem to have struggles getting the latest PSSR version on it.If it's UE4, then no. They must have done some engine customization, and maybe they use mesh shaders. Doubt it's a mistake.
I doubt that they've went and made their own Nanite out of nothing for UE4. It is highly more likely that they've backported Nanite. It is possible to do, we've seen UE4 games using TSR for example.If it's UE4, then no. They must have done some engine customization, and maybe they use mesh shaders. Doubt it's a mistake.
Where have you heard this game uses virtualized geometry? They use primitive shaders but that does not equate to virtualized geometry.the game uses virtualized geometry on the PS5 via primitive shaders, which they're probably rerouting to mesh shaders in DX12U gpus
largely an assumption given by how they talk about the quantity of assets being streamed in via primitive and compute shaders. combined with the fact this game requires DX12U, it reads like they created a virtualized geometry solution to plug into UE4Where have you heard this game uses virtualized geometry? They use primitive shaders but that does not equate to virtualized geometry.
To create a sense of density within the world map, rather than simply polishing how it looked within a single screenshot, we focused on increasing the actual “quantity” of assets to enhance the feeling of a well-populated map. PS5 has implemented a new PrimitiveShader as its own geometry pipeline, and in combination with the ComputeShader, the rendering pipeline was designed to be able to render a large quantity of assets. This approach also matched well with the SSD, which could load a large number of assets instantly. Through this, players can expect a beautiful, diverse, and expansive world to explore in Final Fantasy VII Rebirth.
I highly doubt there was any virtualized geometry system in use on PS5. Assuming that is the case, it's almost an impossibility they would have created one for PC. Square PC ports are notoriously boneheaded. It wouldn't be a surprise at all if they unnecessarily required DX12U. The only possibility that seems feasible would be an implementation of mesh shaders. The geometry on show certainly doesn't present in a way where that seems necessary however.largely an assumption given by how they talk about the quantity of assets being streamed in via primitive and compute shaders. combined with the fact this game requires DX12U, it reads like they created a virtualized geometry solution to plug into UE4
How Final Fantasy VII Rebirth harnesses immersive PS5 technology
Richly detailed landscapes, redesigned character models, 3D audio, and more: Square Enix talks bringing the world beyond Midgar to PS5.blog.playstation.com
That's pretty vague and open to interpretation. Indeed:largely an assumption given by how they talk about the quantity of assets being streamed in via primitive and compute shaders. combined with the fact this game requires DX12U, it reads like they created a virtualized geometry solution to plug into UE4
How Final Fantasy VII Rebirth harnesses immersive PS5 technology
Richly detailed landscapes, redesigned character models, 3D audio, and more: Square Enix talks bringing the world beyond Midgar to PS5.blog.playstation.com
That could just be a loading system similar to R&C. But then:As a developer, what were your first impressions of the technology of the PS5?
With SSDs improving data loading speeds and allowing necessary resources to be loaded instantly, we felt that significant changes were needed in the system design to ensure a smooth gaming experience without any loading times for players. In fact, to take advantage of the high-speed SSDs in Final Fantasy VII Rebirth, the graphics pipeline and asset streaming system have been revamped from those of the previous title.
'loading assets in much finer increments' could be more virtualised. But maybe not to the extent of nanite. Or just less grouped models.For this title, the CPU load for memory expansion is set to be as close to zero as much as possible, and the file format is designed to be a memory-allocated layout to take advantage of the high loading speed of SSDs. In particular, the pipelines for rendering and streaming background models were newly designed. The performance of PS5’s high-speed SSDs was incredibly helpful in loading assets in much finer increments, enabling us to render objects in a highly detailed manner when they’re up close, and more roughly when they’re in the distance.
Yup, I noticed this in a lot of rt games. Once you see it, it's truly hard to unsee it.Tim shines light on raytracing noise and artifacts.
Would be nice if games shipped with more scalable RT effects.
Because one rendering method has shortcomings, the shortcomings of a different method shouldn't be considered?Yes, this is a worthy topic for a video because when games do reflections, lighting and shadows without RT there are no artifacts of any sort anywhere whatsoever.
The shortcomings of the "different method" is solely due to h/w performance.Because one rendering method has shortcomings, the shortcomings of a different method shouldn't be considered?
It's not unique to RT solutions at all. Any graphics which resolves into an ordered pixel grid will have various forms and amounts of noise. Texture MIPs and filtering were made to solve texturing noise. Antialiasing is solving discreet transformation noise. Screen space techniques like SSR and SSAO have loads of noise. Shadow maps are noisy as hell without LODs/cascades and filtering.From the intro, the video certainly isn't saying RT should be dropped in favour of non RT solutions, nor that alternative solutions are overall better. So I don't really understand your complaint. The main point is about RT noise, something unique to RT solutions.
My beef is that the video is stupid because RT actually solves a lot of artifacts which we have without it. The noise is there with or without RT and unless there will be some way to render graphics without an ordered pixel grid there will always be some form of noise in it.Heck, he even talks about non-RT solutions having their own compromises at 3:30, so what really is your beef?
The ghosting and lag are the worst problems IMO. Those are the things that actually bother me when playing RT games. IDK if there's any way to solve that without much more powerful hardware.Yup, I noticed this in a lot of rt games. Once you see it, it's truly hard to unsee it.
Like edge shimmer and stepping? Requiring antialiasing to remove? Does that make discussion and videos about edge aliasing and antialiasing methods pointless?Any graphics which resolves into an ordered pixel grid will have various forms and amounts of noise.
It's not though. There are shimmering and blobbing artefacts that come with RT that some people find off-putting. This is a video talking about them and why they are there, and giving side by side comparisons with the non-RT methods so viewers can see for themselves which they prefer. There's a very obvious subjective, qualitative difference between methods. It's no different to showing side-by-side screen-space vs RT reflections and pointing out the smearing artefacts of screen-space solutions.My beef is that the video is stupid because RT actually solves a lot of artifacts which we have without it. The noise is there with or without RT
No but it shows that the "problem" isn't anything new, and as I've said RT actually solves a lot of these issues.Like edge shimmer and stepping? Requiring antialiasing to remove? Does that make discussion and videos about edge aliasing and antialiasing methods pointless?
These artifacts are substituting old rasterization artifacts which are a lot more "off-putting" generally, and the only reason why people think that they are not is because they are so used to them. In other words the video makes a wrong comparison as highlighting artifacts of RT rendering without highlighting the improvements said rendering brings over non-RT rendering (which is, you know, full of fakes and artifacts) is, again, misleading. Which is hardly surprising from HUB though.There are shimmering and blobbing artefacts that come with RT that some people find off-putting.
I appreciate RT and use it when I can but it's completely valid to look at these comparisons and think the RT isn't worth losing half or more or your framerate. Especially when you're kind of trading old artifacts for new ones rather than eliminating them. That's not unreasonable at all.No but it shows that the "problem" isn't anything new, and as I've said RT actually solves a lot of these issues.
These artifacts are substituting old rasterization artifacts which are a lot more "off-putting" generally, and the only reason why people think that they are not is because they are so used to them. In other words the video makes a wrong comparison as highlighting artifacts of RT rendering without highlighting the improvements said rendering brings over non-RT rendering (which is, you know, full of fakes and artifacts) is, again, misleading. Which is hardly surprising from HUB though.
Generally when you lose half or more of framerate RT is transformative to the overall rendering to a point where some artifacts it has (mostly because it has to run on slow RT h/w mind you) are vastly outgunned by the sheer improvements it brings with it - which generally results in a removal of old artifacts. An example here would be any game with path tracing.I appreciate RT and use it when I can but it's completely valid to look at these comparisons and think the RT isn't worth losing half or more or your framerate. Especially when you're kind of trading old artifacts for new ones rather than eliminating them. That's not unreasonable at all.