rickybooby87
Member
8k!? Other consoles be like:
sometimes a long lean dick is better than a short little fatty... and vice versaSo well, I guess narrow and fast can beat wide and slow in some instances after all.
but he was speaking at the console level............well......yea, sony will implement vrr and aLLm at the same time for both TVs and console around December from what I was told. the 8k thing I didn't know wasn't part of the current firmware.Rich said on the video VRR was his top priority from Sony than 8k but is crazy to think 8k output support will come close or if not in the same instance as VRR?
but he was speaking at the console level............well......yea, sony will implement vrr and aLLm at the same time for both TVs and console around December from what I was told. the 8k thing I didn't know wasn't part of the current firmware.
well currently there is no VRR on either tv and console.Rich just get viewers attention about the 8k logo was in the PS5 box, but not in the current software level at all. They just don't expected to have a native 8k too soon. Maybe voth VRR and 8k came at the same date?
Most last-gen games are too much at 8k but you'd be surprised by how good the earlier generation looks. DS Remastered and SotFS both look and run fantastic at 8k on modern GPUs.Impressive. my pc chokes even on 8k video,,, and dark souls 3 runs 12fps at 8k. I have 3080
well currently there is no VRR on either tv and console.
sotfs fonts are already super small at 4k No scaling. But I agree otherwiseMost last-gen games are too much at 8k but you'd be surprised by how good the earlier generation looks. DS Remastered and SotFS both look and run fantastic at 8k on modern GPUs.
Bring on the remasters, please.
the SeX wasn't running this game completely native like the PS5 is, right?
Didn’t even know this existed. Was it any good? Gran turismo for bikes?I know off topic.
But every time I see threads with that title makes me really miss Tourist Trophy.
Why? why? why?
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.
No sorry, i was replying to the post talking about PS4 vs PS5. How PS5 is pushing 16 times the amount of pixels despite not being 16 times as powerful on paper.Are you talking about Series X vs PS5? I guess the video explain why. Is the GPU Clock/CU disable thing I guess.
Why shouldn't it? It was even featured in the "Series X|S Optimized" series:
Inside Xbox Series X|S Optimized: The Touryst - Xbox Wire
One of the biggest benefits of all that power is giving developers the ability to make games that are Xbox Series X|S Optimized. This means that they’ve taken full advantage of the unique capabilities of Xbox Series X|S, both for new titles built natively using the Xbox Series X|S development...news.xbox.com
That situation had a ton of complexity to unpack well beyond any single metrics (including 'shading'). But if we want to go short with it - PS2 'typically' pushed more polygons than GC in cross-platform titles. The exceptions were mostly late ports from GC -> PS2.it's like how the PS2 can theoretically push multiple times more polygons than the GameCube, but that didn't take into account shading them, and as soon as you want to do that the GameCube runs circles around the PS2
When overclocked - I don't recall if I ran it overclocked in Tourist or not.2080Ti goes up to 2.0 Ghz right?
I probably was - but Tourist (at least GamePass version) has almost no settings to speak of, so there wasn't much to tweak.Were you using max settings? Sometimes consoles use medium to high settings.
It very much directly applies 'here' hence the real world result and the relevent/clear statement about this by the developers. There is not a law saying 'fixed function units can't operate better/faster due to higher frequency unless the machines have the exact same TF count', that would be pretty silly i think. PS5 can do significantly more at technical level compared to XSX in this game simply due to having higher fixed function throughput (along with memory configuration apparently).It is the same for any processor.
Clocks beat more cores... that was already a think in CPUs with multicores two decades ago (4Ghz single-core CPU runs better than 2Ghz dual-core CPU from the same arch).
But it doesn't exactly apply directly to PS5 vs Series X because the TFs are not the same.
What we can say is that the PS5 with 10.3TFs using highers clocks is indeed faster than a PS5 with 10.3TFs with lower clocks.
Now comparing with a 12TFs with lower clock I believe the 12TFs will have the advantage yet.
Of course that is only comparing GPU power.
Believe whatever make you feel better I guess as always with you.Okay, so the clock speed wasn't the only reason given. There are actually 3 reasons in total. The second reason is the difference in the two console's memory setup (Xbox has its fastest bandwidth of 560GB/s on 10GB of RAM, and the remaining 6GB runs at 336GB/s), which would certainly have been a bigger challenge at launch, and the 3rd, and likely biggest reason, is that the developer in this case quite literally rewrote the engine to actually take advantage of PS5's low-level APIs. The Series X at launch literally just got an update of the Xbox One X version of the game, which came four months prior to the release of the Series X version. so it didn't benefit from the wholesale engine rewrite the PS5 benefitted from.
Even the shadows were updated in the PS5 version. Depth of field too, or is just benefitting from the higher resolution. Either way, fantastic work from a very talented developer. I really do need to check this game out because things like this always remind me of gaming at its finest back in the day. Takes me back. Love the art style.
The Touryst is the first 8K 60fps game for PS5
Shin'en Multimedia's brilliant game - The Touryst - is now available for PS4 and PS5 consoles and it is now confirmed a…www.eurogamer.net
It's a native version app, yes, so it gets labeled Series X|S Optimized, just like many games at launch such as AC: Valhalla, COD Cold War, Dirt 5 etc, but what the Series X got was a native Series X port of the Xbox One X version of game that released 4 months earlier. PS5, having much more time after launch, literally got an engine rewrite that was no port of the PS4 version, but literally a ground up PS5 version of Touryst with engine modifications to benefit PS5. A version of the game rewritten ground up for Series X in a similar fashion would reach 8K as well.
Or - and I know this might be hard to do - we just hear what the dev of the game actually says, who explains that for HIS game, HIS engine, the PS5 is simply better.
Overall critics at time was good but the learning difficult was way bigger than Gran Turismo that generate some criticism.Didn’t even know this existed. Was it any good? Gran turismo for bikes?
I am guessing one of these things are helping this particular game help hit higher resolutions. Though i still wont declare victory yet. Not every game seems to be benefiting from higher clocks like this. At the end of the day, tflops are still the best metric for ingame performance.
That's too hard to do emotionally for someOr - and I know this might be hard to do - we just hear what the dev of the game actually says, who explains that for HIS game, HIS engine, the PS5 is simply better.
People sooner or later will realize that XSX split 560/336 GB/s setup isn't 'magical' and doesn't offer a 25% bandwidth advantage without any compromise in all cases as if it was a unified (whole) 560 GB/s solution.This is pretty interesting.
Surprised MS cheaped out here really, should have just had the memory all at the same speed.People sooner or later will realize that XSX split 560/336 GB/s setup isn't 'magical' and doesn't offer a 25% bandwidth advantage without any compromise in all cases as if it was a unified (whole) 560 GB/s solution.
It required 20GB for that.Surprised MS cheaped out here really, should have just had the memory all at the same speed.
It's always comes to writing it to the machine ability, which just showed, that other games can do WAY better.Okay, so the clock speed wasn't the only reason given. There are actually 3 reasons in total. The second reason is the difference in the two console's memory setup (Xbox has its fastest bandwidth of 560GB/s on 10GB of RAM, and the remaining 6GB runs at 336GB/s), which would certainly have been a bigger challenge at launch, and the 3rd, and likely biggest reason, is that the developer in this case quite literally rewrote the engine to actually take advantage of PS5's low-level APIs. The Series X at launch literally just got an update of the Xbox One X version of the game, which came four months prior to the release of the Series X version. so it didn't benefit from the wholesale engine rewrite the PS5 benefitted from.
Even the shadows were updated in the PS5 version. Depth of field too, or is just benefitting from the higher resolution. Either way, fantastic work from a very talented developer. I really do need to check this game out because things like this always remind me of gaming at its finest back in the day. Takes me back. Love the art style.
The Touryst is the first 8K 60fps game for PS5
Shin'en Multimedia's brilliant game - The Touryst - is now available for PS4 and PS5 consoles and it is now confirmed a…www.eurogamer.net
seeing games regularly being rendered at 1400-1600p on PS5 vs 1800p-4K on XSX (so same scenarios as Pro vs 1X basically), where in theory it's the PS5 that should've push higher resolutions thanks to it's high frequencies, fillrate etc.
Surprised MS cheaped out here really, should have just had the memory all at the same speed.
Gotta love how John calls going from 6K on Xbox Series X to 8K on PlayStation 5 a "slight boost." Wonder if he realizes that 6K resolution is only 52.5% the pixel count of 8K resolution (both in 16:9 ratio). That "slight" increase in internal rendering is basically DOUBLE the pixel count lol.
6K res (16:9) = 5568x3132 = ~ 17.44 million pixels
8K res (16:9) = 7680x4320 = ~ 33.18 million pixels
i was told vrr will role out around December once it is certified.
The cost efficient unified 448 GB/s just like PS5 would put XSX at a worse spot as to 'bandwidth per teraflop' metric making the CUs even more bandwidth starved, remember XSX has 20% less cache bandwidth to begin with compared to PS5. Unified 512 GB/s setup would be preferable i think but faster GDDR6 chips' cost (maybe power requirement and heat also) was maybe too much.Surprised MS cheaped out here really, should have just had the memory all at the same speed.
Not regularly, but very rarely (unless you're including games running in BC modes with PS4 Pro and Xbox One X settings?). And even in those rare cases where XSX is pushing higher resolution, it drops more frames, so that sets off on its own.we're already seeing games regularly being rendered at 1400-1600p on PS5 vs 1800p-4K on XSX (so same scenarios as Pro vs 1X basically),
Exactly. Thinking about it again, PS5 is pushing twice the number of pixels along with higher DOF and shadow quality at the same frame rate. That must be the biggest technical difference since the begining of the generation.Gotta love how John calls going from 6K on Xbox Series X to 8K on PlayStation 5 a "slight boost." Wonder if he realizes that 6K resolution is only 52.5% the pixel count of 8K resolution (both in 16:9 ratio). That "slight" increase in internal rendering is basically DOUBLE the pixel count lol.
6K res (16:9) = 5568x3132 = ~ 17.44 million pixels
8K res (16:9) = 7680x4320 = ~ 33.18 million pixels
Gotta love how John calls going from 6K on Xbox Series X to 8K on PlayStation 5 a "slight boost." Wonder if he realizes that 6K resolution is only 52.5% the pixel count of 8K resolution (both in 16:9 ratio). That "slight" increase in internal rendering is basically DOUBLE the pixel count lol.
6K res (16:9) = 5568x3132 = ~ 17.44 million pixels
8K res (16:9) = 7680x4320 = ~ 33.18 million pixels