The short answer is no/very unlikely. There is a massive difference in how cinematics and games are created. Mainly involving the controlling of the camera, being able to deal with edge cases. Taking all sorts of liberal short cuts that games can’t.Would it come close to these?
Though PS2 had a huge install base when PS3 was released, and even having a limited uptake, I believe only a handful of titles were cross-gen. Mostly devs moved forward instead of trying to get more from the 100 million old PS2 users.
The short answer is no/very unlikely. There is a massive difference in how cinematics and games are created. Mainly involving the controlling of the camera, being able to deal with edge cases. Taking all sorts of liberal short cuts that games can’t.
Because of this, don’t expect that.
Lol. In some ways you’ve identified the one game that is basically a big cinematic.For the vast majority of games - I agree with you. However, games such a "Detroit: Become Human" have achieved a high level of quality and cinematics that rivals many pure CGI/offline showcase demos. All from a sub 2TF box with a mediocre pussy (err, cat... Jaguar).
Seriously, if someone asked me which game was the most impressive PS4 game from a "graphics standpoint" this generation, I can easily say it was Detroit: Become Human. Waiting for the PC edition now...
Lol. In some ways you’ve identified the one game that is basically a big cinematic.
Yea I guess if a game is that controlled then; yes perhaps we can definitely get there. Not much game play though.
But the dude was free roaming in that Rebirth demo even interacting with objects that have physics. I know it still lacks AI and other things but the quality of the graphics was the same as the trailer. But I agree in a free cam mode you can see more flaws and short comings more often. I suppose Horzon 2's real time cutscene would be pretty much like that perhaps?The short answer is no/very unlikely. There is a massive difference in how cinematics and games are created. Mainly involving the controlling of the camera, being able to deal with edge cases. Taking all sorts of liberal short cuts that games can’t.
Because of this, don’t expect that.
Yes, photogrametry should be the standard and what PBR is to this gen for next gen. The pipeline for streaming high fidelity 3d scanned asset with 4k or 8k texture, POM and with high density geometry should bring a quite significant leap in visual. I think Quixel would be the next gen Speedtree for fast content creation. But of course first party studios have their own magic.It may be to the ire of some texture artists, but the more the industry moves towards 3d scanning assets and photogrammetry instead of making textures and models from scratch will increase photorealism.
*Already photogrammetry is in a number of shipped games dating back years but it could become more widespread across the industry.
That wouldn't pass the test for what current games and their level of dynamism now call for.But the dude was free roaming in that Rebirth demo even interacting with objects that have physics. I know it still lacks AI and other things but the quality of the graphics was the same as the trailer. But I agree in a free cam mode you can see more flaws and short comings more often. I suppose Horzon 2's real time cutscene would be pretty much like that perhaps?
So for a hypothetical PS5 powered by that Gonzalo scoring close to a 2080 in Firestrike, what would the inevitable Horizon 2 look like graphically ? Would it come close to these?
UE4 Rebirth ran on a 1080 Ti no raytracing.
I'm sceptical about that we see such Details in nextgen Games because they didnt have not enough Ram to do it. With the speculated 16-24 Gbyte Ram in PS5 /Scarlett the graphical Jump is very low. They need 32-64 Gbyte Ram for a real generation Jump in Graphics.
Rubbish. 1) You aren't going to get 32-64 GBs RAM. It's stupidly expensive. It's a ludicrous suggestion and waiting for that to be affordable means effectively skipping next-gen and jumping straight to PS6 in 2025. 2) Read up on streamed assets and how little RAM is actually needed if an engine is optimal to the number of pixels. 3) The SSD alleviates a huge amount of RAM requirements if fast enough. You may need 2GBs of AI in RAM if you can only shift 150 MB/s back and forth to HDD, but when you can write that entire 2 GBs to SSD in a fraction of a second, you don't need to cache it all.
You also place a lot of faith in a tiny little article that only mentioned 3 goals AFAICS, one of them including 'graphics'. It's saying Sony is focussed on AAA games. Nothing at all about shunning simulations, KI, physics, or choices. Go to the source, the WSJ article. All it's saying is Sony themselves are focussing on enabling and producing big AAA games as, "The thinking is, the official said, that people buy a console to play high-quality games available only on that platform, not smaller games also available on smartphones." The discussion wasn't really at all about the features of the games which are completely open to the devs to use the hardware however they choose.
The actual amount needed is way smaller than the current solutions were every texture is stored in memory even when only a tiny part of the texture is drawn. Sebbbi's has spoken at length on the maths of what's actually needed. There appears to be a fault at the moment with the forum search functionality so I can't pull up the reference post that spells it out.In addition, with streaming, you always have to have at least the visible amount in RAM...
You canna defy the laws of physics! It doesn't matter what we had before if it's technologically impossible to have that now. Back then, PC RAM amount doubled every year, so five years later, 16x the RAM was the norm. That's no longer happening. The logical expectation is that engines will change because the technology has. Instead of large pools of slow RAM and really slow storage, we'll have small pools of fast RAM and super fast storage, and the engines will adapt to best use this new shift in the balance between speed and capacity.Each generation has had 16x as much RAM as before. People still seem to forget that.
Except...Ok , Nextgen Console are not in they're final Stage , maybe we see some Ram changes in the End.
How exactly can a larger amount of RAM be achieved? What's your proposed solution to the fact it just costs way too much?Yes i know the economically Reasons why Ram is actually not so cheap i understand that.
But the Question is if the jump in Graphics not so big , will the People buy nextgen Consoles?