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DF: The Touryst PS5 - The First 8K 60fps Console Game

Sosokrates

Report me if I continue to console war
I don't know, I'm not in your mind. It's you who tried to argue such game runs at higher resolution because haven't raytracing when it's blatantly wrong. I just point out that to you.
I didnt argue anything, Raytracing has a performance cost and i never knew it was added to the ps5 version. Relax.
 
Hopefully someone who does can confirm.
This game is very much a native Series console app (GDK, Scarlett, XboxGen9).



No clue, I'm just going by what others said. If it says optimized for xsx it's native. I've no clue though as I don't have one.
I also never said it wasn't native. Just that native doesn't really mean much.
 
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assurdum

Banned
Hopefully someone who does can confirm.
This game is very much a native Series console app (GDK, Scarlett, XboxGen9).



Unfortunately they haven't fixed a shit after the raytracing update and I suspect they have already abandoned completely the game (doubt it has sold well). A pity because I beg for a patch for the bad frame pacing (though they never fixed it on XSX too after they promised it to DF if I'm not wrong). It's nothing special but for obscure reasons I like to replay it but stutters are atrocious when the camera moving.
 
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Zathalus

Member
WTH are you talking about? Where I have said we can't say anything of positive about MS? But more importantly why persist with this argument? Yes you act as a MS PR because such slides presentation are excessively optimistic for the most. Has anyone said MS hasn't any alternative for the low API access level solution with their virtual coding? But again did you have idea how virtual coding works? It can't be as a "true" low API coding, it's full of abstraction, MS AMD Nvidia can say whatever they want but an alternative it's not like an effective dedicated hardware coding.
I try to point out what you said was factually incorrect, while providing some handy sources to prove I am not making stuff up and for my efforts I get called Microsoft PR. It's as if the evidence personally offended you. Did you even bother reading anything I linked?

Anyway, it's good to know Nvidia, AMD, and Microsoft are all idiots and liars. Oh better throw in the Khronos Group and Apple as well. Some dude on a internet forum know better then them. None of these companies appear to know what low-level APIs are!

By the way, not that you are going to believe me, but no games on PS4/PS5 are "dedicated hardware coding". These games are not made in assembly or machine code. All low-level APIs use some form of abstraction, just to ease development and have some standard adherence.
 

assurdum

Banned
I try to point out what you said was factually incorrect, while providing some handy sources to prove I am not making stuff up and for my efforts I get called Microsoft PR. It's as if the evidence personally offended you. Did you even bother reading anything I linked?

Anyway, it's good to know Nvidia, AMD, and Microsoft are all idiots and liars. Oh better throw in the Khronos Group and Apple as well. Some dude on a internet forum know better then them. None of these companies appear to know what low-level APIs are!

By the way, not that you are going to believe me, but no games on PS4/PS5 are "dedicated hardware coding". These games are not made in assembly or machine code. All low-level APIs use some form of abstraction, just to ease development and have some standard adherence.
Epic claimed ps5 has a low level API uses not available on pc yet, proved by the raytracing level in Nsomniac games...not me. And again you can't really compare the abstraction in dedicated hardware coding to the abstraction for multiplat hardware development.
 
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Zathalus

Member
Epic has said ps5 has a low level API uses not available on pc yet proved by the raytracing level in Nsomniac game...not me. And again you can't really compared the abstraction in dedicated hardware coding to a multiplat level of coding one.
Yes, the PS5 has low-level API that PC does not have, for its custom storage and I/O solution. Microsoft has something similar called DirectStorage. But I have no real idea how they compare and my point was only about Graphic APIs.

Also, I fully agree with you that a dedicated API should be more efficient then a multiplatform one, but the DX12 on the Series consoles is not simply the PC version of DX12, they have significant changes to improve efficiency.

Lastly, I actually agree with the idea that the PS5 API is more efficient then the Xbox version of DX12. My point was that both use low-level APIs and the difference between them would likely be small. Playstation has been working with its low-level API for quite a while longer then Microsoft has.
 
8K is really a waste though, we'd have much better looking games all around if studios aimed for 1440P

True but I think a high resolution is fine for more simple games like Cuphead for example.

I believe targeting a lower resolution and combining it with a good reconstruction technique is the way to go in my opinion. There's plenty of examples of games with great reconstruction techniques. Like Shadow of the Tomb Raider or Ratchet and Clank for example.
 

Hobbygaming

has been asked to post in 'Grounded' mode.
Epic claimed ps5 has a low level API uses not available on pc yet, proved by the raytracing level in Nsomniac games...not me. And again you can't really compare the abstraction in dedicated hardware coding to the abstraction for multiplat hardware development.
Yup. I'm sure PS5 is using an updated version of GNM as their low level API they might've renamed it too
 
8K is really a waste though, we'd have much better looking games all around if studios aimed for 1440P
Shhhh anything below 8k now is for the plebs. I mean common 6K! is this the commodore 64 or the Atari 2600? What year is this?

In the thread we went through the technical details, possible reasons, etc. at this point we only "argue" with low level xbox fans who can't accept it.
beating a dead horse wtf GIF
 
OK we have two options for those arguing that the dev was too lazy to release the 8k version on xbox:

1 - The machine could not handle this game at 8k/60fps no matter what
2 - The dev could not do it at this time because the SDK does not allow for proper optimization (or it's more complex for reason x, so they skipped it)

Either way, MS has to deliver... If this is a hardware "issue" (it hardly matter, but we all are here because we care for these things on one level or another)... So MS could eventually upgrade their tools to make 8k games more attainable, but they can't fix hardware limitations, which honestly are not really something they should put too much efforts on, because at 8k a 10tf vs a 12tf GPU is not that relevant. These consoles thrive at around 1440p, this seems to be the region where they have their "sweet spot" where you can get a high enough frame rate and very nice visual fidelity for AAA type games.

I'm fairly sure that if you have a 6" deep living room with an 85" 8K TV you would never be able to tell the difference between 6k and 8k at "sitting distance", in your very small living room.
 
This is what I saw in the article.

Xbox Series X follows the same pattern. Its GPU runs at a slower clock, but should be more capable overall as it has many more compute units. Shin'en tells us that in the case of its engine, the increase to clock frequencies and the difference in memory set-up makes the difference. Beyond this, rather than just porting the PS4 version to PS5, Shin'en rewrote the engine to take advantage of PS5's low-level graphics APIs.
 

Dream-Knife

Banned
So PS5 pro and Xbox x series X^2 will target 8k as their marketing point?

Funny enough my great aunt bought an 8k TV because it was "better" last week. Everything she watches is 1080p or 720p.
 
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Mr Moose

Member
So did the devs say why they backtracked on 6K/8K?
I think they were talking in general rather than about the Series X, I could be wrong though because my memory is dog shit.

Edit:

Q: In addition to benefiting from the power and performance of Xbox Series X for quicker load times etc. what Xbox Series X features were you most excited to explore leveraging in the development of The Falconeer?

A: I think the answer is twofold. In my opinion I believe 60fps should be a foundational feature of the next generation. As a maker I don’t accept that 30fps is sufficient for action games with high-intensity gameplay, like you experience during dogfights in The Falconeer. Achieving 60fps on previous generations required compromises and sacrifices you won’t have to make next generation – sacrifices to AI, to visuals, to background simulation, to the scale of your open world, to levels of detail… 60fps is a must, and a huge benefit to players.

The other one is 4K… but also 6K and 8K! It’s funny, because when you look at a television, you can always tell you’re looking at a TV, because even on high-quality screens you can see pixels and jagged lines and stuff. But if I run a game at 6K or 8K I can pause the game and it’s like having a piece of art in your living room. It’s so crisp! I think that’s wonderful, and I think players will be blown away by the clarity and crispness of games at higher and higher resolutions.

Q: Why did you choose to focus on 4K and 60fps for The Falconeer?

A: In The Falconeer I don’t use any textures because it makes the art very clean. There’s no grittiness or artifacts or blood-spatter on the screen. You can see the edges of the geometry and it has a very abstract look. I do it not because it’s simple but because it’s very clean and readable, and you can see how things are hand-crafted.

But that means there’s a lot of sharp lines and gradients, and that means there’s a lot of edges! The reason we try to avoid sharp edges in art design for games is because we used to play at 640p or 320p and hard edges would look jaggy and ugly, but now we’re up to 4K and beyond the edges become beautiful again! Artists and sculptors and painters have known for centuries that edges are beautiful things but as game developers we’ve been hating on them! But now the higher your resolution, the prettier the edges become, and the whole game looks like an illustration.

They never said it was 8k.
 
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Mr Moose

Member
A little bit odd that it was in the Xbox Wire article. I can understand why some may have interpreted it to mean something else.
I updated my reply but I'll post it again:

Q: In addition to benefiting from the power and performance of Xbox Series X for quicker load times etc. what Xbox Series X features were you most excited to explore leveraging in the development of The Falconeer?

A: I think the answer is twofold. In my opinion I believe 60fps should be a foundational feature of the next generation. As a maker I don’t accept that 30fps is sufficient for action games with high-intensity gameplay, like you experience during dogfights in The Falconeer. Achieving 60fps on previous generations required compromises and sacrifices you won’t have to make next generation – sacrifices to AI, to visuals, to background simulation, to the scale of your open world, to levels of detail… 60fps is a must, and a huge benefit to players.

The other one is 4K… but also 6K and 8K! It’s funny, because when you look at a television, you can always tell you’re looking at a TV, because even on high-quality screens you can see pixels and jagged lines and stuff. But if I run a game at 6K or 8K I can pause the game and it’s like having a piece of art in your living room. It’s so crisp! I think that’s wonderful, and I think players will be blown away by the clarity and crispness of games at higher and higher resolutions.

Q: Why did you choose to focus on 4K and 60fps for The Falconeer?

A: In The Falconeer I don’t use any textures because it makes the art very clean. There’s no grittiness or artifacts or blood-spatter on the screen. You can see the edges of the geometry and it has a very abstract look. I do it not because it’s simple but because it’s very clean and readable, and you can see how things are hand-crafted.

But that means there’s a lot of sharp lines and gradients, and that means there’s a lot of edges! The reason we try to avoid sharp edges in art design for games is because we used to play at 640p or 320p and hard edges would look jaggy and ugly, but now we’re up to 4K and beyond the edges become beautiful again! Artists and sculptors and painters have known for centuries that edges are beautiful things but as game developers we’ve been hating on them! But now the higher your resolution, the prettier the edges become, and the whole game looks like an illustration.

They never said it was 8k.
 
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I updated my reply but I'll post it again:

Q: In addition to benefiting from the power and performance of Xbox Series X for quicker load times etc. what Xbox Series X features were you most excited to explore leveraging in the development of The Falconeer?

A: I think the answer is twofold. In my opinion I believe 60fps should be a foundational feature of the next generation. As a maker I don’t accept that 30fps is sufficient for action games with high-intensity gameplay, like you experience during dogfights in The Falconeer. Achieving 60fps on previous generations required compromises and sacrifices you won’t have to make next generation – sacrifices to AI, to visuals, to background simulation, to the scale of your open world, to levels of detail… 60fps is a must, and a huge benefit to players.

The other one is 4K… but also 6K and 8K! It’s funny, because when you look at a television, you can always tell you’re looking at a TV, because even on high-quality screens you can see pixels and jagged lines and stuff. But if I run a game at 6K or 8K I can pause the game and it’s like having a piece of art in your living room. It’s so crisp! I think that’s wonderful, and I think players will be blown away by the clarity and crispness of games at higher and higher resolutions.

Q: Why did you choose to focus on 4K and 60fps for The Falconeer?

A: In The Falconeer I don’t use any textures because it makes the art very clean. There’s no grittiness or artifacts or blood-spatter on the screen. You can see the edges of the geometry and it has a very abstract look. I do it not because it’s simple but because it’s very clean and readable, and you can see how things are hand-crafted.

But that means there’s a lot of sharp lines and gradients, and that means there’s a lot of edges! The reason we try to avoid sharp edges in art design for games is because we used to play at 640p or 320p and hard edges would look jaggy and ugly, but now we’re up to 4K and beyond the edges become beautiful again! Artists and sculptors and painters have known for centuries that edges are beautiful things but as game developers we’ve been hating on them! But now the higher your resolution, the prettier the edges become, and the whole game looks like an illustration.

They never said it was 8k.

I can see that. But they did mention the console and it was from an Xbox Wire article. I can see why people thought they were talking about the Series X.

Edit: Also saw the bit about the television.
 
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THE DUCK

voted poster of the decade by bots
Well, first of all, this game, despite the fact that's its great, doesn't really matter. It's graphics are hardly pushing the envelope of anything.....so I'm not sure what they are proving.

Second,
Only 0.01% of the population has a 8k tv, so.......
 

Mr Moose

Member
Well, first of all, this game, despite the fact that's its great, doesn't really matter. It's graphics are hardly pushing the envelope of anything.....so I'm not sure what they are proving.

Second,
Only 0.01% of the population has a 8k tv, so.......
Don't worry, it downsamples to 4k.
I hope you said the same thing when it was announced for Series X at 6k, same with Ori... 👀
 

Mr Moose

Member
Really? Well, glad you are consistent.
Honestly though, the biggest difference between the PS5 and Series X version to me is the shadows, sure the pixel count difference is kinda big but it doesn't look that much better. I only watched the video though, it might be different if I seen pics of it side by side.
 

THE DUCK

voted poster of the decade by bots
No matter how a game look the consoles will still need the pixel fillrate & bandwidth to reach 8k 60 fps.

Sure it does....but when a game is using 10% of a systems power its not much of a test.....
 

THE DUCK

voted poster of the decade by bots
You sure? Because I only seen you trying to put to rest the idea of Series S holding back Series X

(Which is correct by the way)

S not holding back doesn't mean I didn't see much value or benefit to a 6k version of the touryst.
 

THE DUCK

voted poster of the decade by bots
You clearly don't understand , simple graphics can push a system just as hard as really detailed graphics , some games hit the shader limits & some hit the pixel fillrate limits & so on .

Why wouldn't you just scale a super low resolution source like the ones used in this game?
 
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