• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Next-Gen PS5 & XSX |OT| Console tEch threaD

Status
Not open for further replies.
Having said that, HZD looks damn near 100% like HFW. I observe all the shaders, lighting, and geometry. There is literally nothing in HFW that shows it can't be implemented on a PS4 Pro. The only thing we can't see is the SCOPE of the game design for the sequel. That could very well mean it can't run on last-gen. But it's NOT going to be graphics implementations. At least not from the small cinematic that we've seen - which is ALL we can go by.

Oh come on. I thought you were reformed a bit of late and then you come out with something like that :messenger_dizzy:
 

Vaztu

Member
Sorry, surely the fault is mine and I am not understanding you properly, but if I have understood you correctly, I, being a specialist in lighting optimization and GPU rendering in both BR and IPR and also RT, I cannot agree with you. Based on my experience, Cerny's graph is much closer to reality than your approach. But as I have already said, it is surely my fault and I have misunderstood you. In that case, I apologize for any inconvenience my comment may have caused you.

Parallel to this, I would like to add that Ambient Occlusion is no longer necessary at the precise moment that the hardware allows real-time GI. Since the AO is designed precisely to help simulate a false GI. Once the GI can be calculated, the AO can be dispensed with. It could be used as a support for low levels of GI imprecision but if you can save that pass much better.

My professional "vocabulary" may differ from Google Translate. So I don't know if the denominations of are translating correctly.

PS.- I don't know what happened to the aforementioned message. I hope it's not because GAF doesn't understand what you mean either (just kidding, don't mind).

Great to hear back from you BG. Specially after the 8-2 hammering yesterday.

Don't worry you still have next-gen consoles to look forward to.
 

Mr Moose

Member
Someone help me out here. Would my current setup bottleneck an RTX 3090?

1. i7-5820k
2. Asus X99 Deluxe
3. 8 x 4GB Crucial 2400Mhz DDR4 RAM
4. EVGA GTX 1080 Ti
5. Samsung EVO 500GB SATA SSD
6. Western Digital Caviar Black 1TB HDD
7. Western Digital Blue 6TB and 4TB HDD
8. NZXT H440 Mid-Sized Tower

Here's the latest information on the 3090.
I think your motherboard is PCIe 3 and that card is 4?
 

VFXVeteran

Banned
Sorry, surely the fault is mine and I am not understanding you properly, but if I have understood you correctly, I, being a specialist in lighting optimization and GPU rendering in both BR and IPR and also RT, I cannot agree with you. Based on my experience, Cerny's graph is much closer to reality than your approach. But as I have already said, it is surely my fault and I have misunderstood you. In that case, I apologize for any inconvenience my comment may have caused you.

This is reality in rendering.

When you hit an object with an eye ray cast into the scene, you go through the BRDF to determine 3 main components:

Diffuse + Specular (Reflection/Refraction) + emission. The real world has no ambient term. The first thing is that every material has a diffuse term. That is, it scatters light evenly in all directions. A specular term would only apply to surface that bounce light back to your eye within a threshold along the true reflected ray.

1. There are more materials that scatter light evenly than materials that scatter light in a concentrated cone (i.e. specular).

2. When evaluating a diffuse + specular term, you have to not only compute rays towards a light source for direct lighting but also rays that have bounced light onto your object as well (this is global illumination).

3. The specular term (i.e. reflections) aren't on most objects. In real life we don't see mirrored surfaces all over the place. These surfaces are like gold, copper, plastic, etc.. But the mirror surfaces ALSO have diffuse on them.

In short, computing GI rays will apply everywhere on every object. Reflection rays are only on surfaces that show reflection. By deduction, it proves that GI is more expensive than reflections. NOTE: this has nothing to do with getting rid of noise in reflections (which adds another complexity). Since a game will have far fewer reflective surfaces, GI will be more expensive assuming the number of rays cast are equal.

Mirror reflections are very easy because you don't need to blur them. It will require only 1 ray to get a perfect mirror. This is not reality except for perfect mirrors. Not metals.

Parallel to this, I would like to add that Ambient Occlusion is no longer necessary at the precise moment that the hardware allows real-time GI. Since the AO is designed precisely to help simulate a false GI. Once the GI can be calculated, the AO can be dispensed with. It could be used as a support for low levels of GI imprecision but if you can save that pass much better.

That is correct. IF and only IF you go for pure GI. If you go for ambient occlusion only, you can get away with not having to evaluate a shader on another object when you determine that it's occluding your material. AO only needs a scalar value. What's the average occlusion value given a set of rays cast around a hemisphere. In GI, you need to ask the question, not only how many objects are occluding but what is their average color. This requires evaluating another shader on another object.

GI is more expensive.
 
Last edited:

DaGwaphics

Member
Hi can anyone make a list on pcpartpicker that details the equivalent of a PS5 for building a custom PC with similar specs? Thanks in advance

You probably should wait until the generation starts before jumping on a new system. The PS5 likely has abilities/customizations that cannot be matched on PC in direct terms.

Once a few next-gen only third-party titles get released, you'd have a good idea about what is needed to run those well on PC. You may need an exaggerated amount of RAM, etc.

If you don't mind building and then rebuilding it's okay to buy now, if you just want to build the system once and hang with it for the generation, I'd wait.
 

Lethal01

Member
And finally, if you thought what I posted was inaccurate, you could have challenged me in that thread instead of sneaking behind my back on this thread talking about me. That's pretty cowardly if you ask me.

I thought what you said was funny, it was just a joke to be shared not really something I saw a need to debate. I assume we both have work to do and don't need to stop and debate every flat earther we see. Sometimes you point, laugh and move on.

Really? Show me specifically an improvement in those things. Download the screenshots and circle them explicitly. I'd love to know what lighting technique was done outside of the conventional standard direct lighting equation found in every game to date. You can even point out any energy-conserving differences too. I'd also like to see a more detailed model. And please point out more accurate PBR shading on skin. I'm not sure how the hell you can tell about the diffuse, and specular terms of the shaders but I'd love to see how your eye is better than mine in picking out this in screenshots unless you're going to be a fanboy and call everything done on a PS5 as "improved" with no evidence to back it up.

You're asking for a really wide time consuming array of answers when all you did was post to pictures and go "See, it looks the same amirite guys?"
I'll try to touch on the general questions and focus on some random aspects but I'm not spending a day on it.

Why do you think their lighting model would require a complete and total overhaul to be improved? you don't need to switch to raytracing to use more accurate or higher sampled AO so that the shadow cast by her jewelry looks better against her clothes when not directly lit. The changes to the way her clothes look simply remind me of the differences of going from one I use for faster renders to one I use for upclose shots. Maybe they used something with more passes for a better falloff, maybe extra geometry is really helping showcase what they already had. I couldn't definitively say the exact thing they changes without it in my hand but that does nothing as "proof" they are the same. Perhaps they added the same small hairs on her face to her clothes to emulate fibres that bring it more inline with what you'd see in offline renders.

I could rip her model throw some different fabric shaders on it and then state of it looks like how it looks closer to some of the cheaper,flatter ones. could do the same for the ears too.

You are asking me to disregard every single aspect that looks better and without evidence just say that it's not different on a technical level and that the trailer just controlled the shots better etc. You seem bothered by me saying it seems different on a technical level just going by eye but are surprised when I think it's silly that you do the same thing then claim there is no difference. Did you measure that piece of cloth under the same direct lighting condition, with the same camera angle, at the same distance with the same skybox, next to the same diffuse probe at the same resolution and composited in the same way as what's in the HFW demo?

No? Then you're just looking at it saying it looks the same and moving on. it's in an objectively different state, I look at it and say I think that some of the differences are likely on a technical level and rather than just looking different due to circumstances of the screenshot. I think my experience got
me at least a decent eye for seeing when better shaders and lighting methods are used even when it's not something as obvious as Raytraced reflections and such.

But I suppose marl has Veteran in his name so he's right even though once again he's just saying "looks the same to me"

Sidenote: God of war did indeed have meh, graphics.
Enemies were boring too, needed way more blood.
 
Last edited:

sircaw

Banned
You probably should wait until the generation starts before jumping on a new system. The PS5 likely has abilities/customizations that cannot be matched on PC in direct terms.

Once a few next-gen only third-party titles get released, you'd have a good idea about what is needed to run those well on PC. You may need an exaggerated amount of RAM, etc.

If you don't mind building and then rebuilding it's okay to buy now, if you just want to build the system once and hang with it for the generation, I'd wait.

Goddamit, your to nice,

I was preparing to sacrifice him to the moon beast. AeneaGames AeneaGames

In school, they told me that the moons gravitational pull caused waves on the earth.

But I think I found the real reason.
 

HAL-01

Member
While I appreciate VFXveteran’s input it’s important to remember he’s not a game developer, and he doesn’t work in the industry. He’s worked for years in CG movies, and his only “real time” experience is his current job working on flight simulators in the aerospace/military field, where as far as I know graphics aren’t the top priority.

Most of the things he says are based off his years of knowledge in offline cg, knowledge that doesn’t translate 1:1 to real-time graphics. And because of this incompatibility in knowledge, he will always underestimate gamedev’s ability to make games look nicer.
In the field, it was only up to a few years ago that CG artists thought of ray tracing in real time as unachievable, and only up to this year that REYES couldn’t be done as well (until U5 showed up)

Veteran’s predisposition to undermine intergenerational advances in real time graphics (due to his offline experience) can be attributed to the Einstellung effect
 

BGs

Industry Professional
This is reality in rendering.

When you hit an object with an eye ray cast into the scene, you go through the BRDF to determine 3 main components:

Diffuse + Specular (Reflection/Refraction) + emission. The real world has no ambient term. The first thing is that every material has a diffuse term. That is, it scatters light evenly in all directions. A specular term would only apply to surface that bounce light back to your eye within a threshold along the true reflected ray.

1. There are more materials that scatter light evenly than materials that scatter light in a concentrated cone (i.e. specular).

2. When evaluating a diffuse + specular term, you have to not only compute rays towards a light source for direct lighting but also rays that have bounced light onto your object as well (this is global illumination).

3. The specular term (i.e. reflections) aren't on most objects. In real life we don't see mirrored surfaces all over the place. These surfaces are like gold, copper, plastic, etc.. But the mirror surfaces ALSO have diffuse on them.

In short, computing GI rays will apply everywhere on every object. Reflection rays are only on surfaces that show reflection. By deduction, it proves that GI is more expensive than reflections. NOTE: this has nothing to do with getting rid of noise in reflections (which adds another complexity). Since a game will have far fewer reflective surfaces, GI will be more expensive assuming the number of rays cast are equal.

Mirror reflections are very easy because you don't need to blur them. It will require only 1 ray to get a perfect mirror. This is not reality except for perfect mirrors. Not metals.



That is correct. IF and only IF you go for pure GI. If you go for ambient occlusion only, you can get away with not having to evaluate a shader on another object when you determine that it's occluding your material. AO only needs a scalar value. What's the average occlusion value given a set of rays cast around a hemisphere. In GI, you need to ask the question, not only how many objects are occluding but what is their average color. This requires evaluating another shader on another object.

GI is more expensive.
When I said that I did not know if I had understood you correctly, I did not mean that it seemed literal, nor did I ask you for a lesson on how something that I have been doing for 26 years works. Anyway, I appreciate you taking so much time and effort trying to explain it to me. Unnecessary, but appreciated.


Even so, I still don't agree. You have too "specific" vision to say the least.
 

Thirty7ven

Banned
While I appreciate VFXveteran’s input it’s important to remember he’s not a game developer, and he doesn’t work in the industry. He’s worked for years in CG movies, and his only “real time” experience is his current job working on flight simulators in the aerospace/military field, where as far as I know graphics aren’t the top priority.

And he’s blind as a bat. HZD on PC looks like HFW? My god man. Must be really underwhelming seeing life through his eyes.
 

Tonidayo

Member
You probably should wait until the generation starts before jumping on a new system. The PS5 likely has abilities/customizations that cannot be matched on PC in direct terms.

Once a few next-gen only third-party titles get released, you'd have a good idea about what is needed to run those well on PC. You may need an exaggerated amount of RAM, etc.

If you don't mind building and then rebuilding it's okay to buy now, if you just want to build the system once and hang with it for the generation, I'd wait.
Thanks for the response, I’ll wait and see then
 
Last edited:

DaGwaphics

Member
Hey take it easy on him. If he keeps spending $1000’s on PC parts, someday, he might be able to play Horizon at 30 FPS.

This is too true, with the way it really works out.

With how limp the current-gen consoles seemed when announced I was just going to skip the gen on console and build a PC. I still built a budget PC that I thought would keep up, i5, 960, 16GB, etc. and at first it was doing great, but as the generation continued I would have needed to upgrade to a 1060 to keep performance high. It's a never ending cycle. Just pick your poison in the console race and go with that, it'll be cheaper over the course of 7 or 8 years.
 

VFXVeteran

Banned
I thought what you said was funny, it was just a joke to be shared not really something I saw a need to debate. I assume we both have work to do and don't need to stop and debate every flat earther we see. Sometimes you point, laugh and move on.



You're asking for a really wide time consuming array of answers when all you did was post to pictures and go "See, it looks the same amirite guys?"
I'll try to touch on the general questions and focus on some random aspects but I'm not spending a day on it.

Why do you think their lighting model would require a complete and total overhaul to be improved? you don't need to switch to raytracing to use more accurate or higher sampled AO so that the shadow cast by her jewelry looks better against her clothes when not directly lit. The changes to the way her clothes look simply remind me of the differences of going from one I use for faster renders to one I use for upclose shots. Maybe they used something with more passes for a better falloff, maybe extra geometry is really helping showcase what they already had. I couldn't definitively say the exact thing they changes without it in my hand but that does nothing as "proof" they are the same. Perhaps they added the same small hairs on her face to her clothes to emulate fibres that bring it more inline with what you'd see in offline renders.

I could rip her model throw some different fabric shaders on it and then state of it looks like how it looks closer to some of the cheaper,flatter ones. could do the same for the ears too.

You are asking me to disregard every single aspect that looks better and without evidence just say that it's not different on a technical level and that the trailer just controlled the shots better etc. You seem bothered by me saying it seems different on a technical level just going by eye but are surprised when I think it's silly that you do the same thing then claim there is no difference. Did you measure that piece of cloth under the same direct lighting condition, with the same camera angle, at the same distance with the same skybox, next to the same diffuse probe at the same resolution and composited in the same way as what's in the HFW demo?

No? Then you're just looking at it saying it looks the same and moving on. it's in an objectively different state, I look at it and say I think that some of the differences are likely on a technical level and rather than just looking different due to circumstances of the screenshot. Much due to my experience

But I suppose marl has Veteran in his name so he's right even though once again he's just saying "looks the same to me"

Sidenote: God of war did indeed have meh, graphics.
Enemies were boring too, needed way more blood.

OK. So you went through these paragraphs to say what exactly? I don't see anything even close to a dramatic difference in rendering tech. You are saying you see that it looks better. I guess we are both using our eyes to judge and therefore a stalmate.

Let's just see what happens with HFW when we start to see gameplay shots.

One thing you should ask yourself though is how much will a frame cost. Everything can't look better given the hardware that's in these consoles.
 

VFXVeteran

Banned
While I appreciate VFXveteran’s input it’s important to remember he’s not a game developer, and he doesn’t work in the industry. He’s worked for years in CG movies, and his only “real time” experience is his current job working on flight simulators in the aerospace/military field, where as far as I know graphics aren’t the top priority.

I'm not a game developer. I'm a graphics programmer. And yes, I have the same challenges as a graphics programmer working in the game industry.

Most of the things he says are based off his years of knowledge in offline cg, knowledge that doesn’t translate 1:1 to real-time graphics. And because of this incompatibility in knowledge, he will always underestimate gamedev’s ability to make games look nicer.

Ugh? All I have to do is play the games in order to judge the graphics. How can you discredit my experience just because I didn't work for a game company? That's like me saying a graphics programmer for a game company can't evaluate graphics done at Pixar. Literally every single film company has made realtime lighting systems. No they aren't games but that doesn't detract from their knowledge.

100% a weak argument with the intent to discredit my expertise in judging game graphics tech. Nice!
 

Lethal01

Member
HZD looks damn near 100% like HFW.
He even posts my screenshots that prove my case. It already compares evenly from cinematic to cinematic.
I guess we are both using our eyes to judge and therefore a stalmate.

So you do understand. in that case stop spreading Fud and claiming you've proven that HFW is the same as HZD graphically when your evidence makes people think the exact opposite.
 
Last edited:
Having said that, HZD looks damn near 100% like HFW.
giphy.gif
 
Halo didn’t have it and was still 720P in places and no Minecraft wasn’t impressive looking at all either. There are better looking Ray-Tracing mods already out there on PC like this.


As "nice" as this looks, I can't help but find these graphics completely changing the entire feel of this game. At some point it's just the awkward Minecraft dude walking around a realistic looking world. Neat, but boring. There's a real sense that ray-tracing is suppose to improve and fix everything. I just don't see that here. Minecraft's simplicity is its driving quality (at least to me anyway).
 
XSX SSD.




Innocenceii vid is engineered FUD as XSX SSD is a consistent 2.4 GB/s.
I don't like that video but you neither understand of what he is talking about if you argument is use PR quotes well
is not the best argument possible.
 

bitbydeath

Gold Member
As "nice" as this looks, I can't help but find these graphics completely changing the entire feel of this game. At some point it's just the awkward Minecraft dude walking around a realistic looking world. Neat, but boring. There's a real sense that ray-tracing is suppose to improve and fix everything. I just don't see that here. Minecraft's simplicity is its driving quality (at least to me anyway).

Maybe so but the point was it’s doing a lot more compared to Microsofts demo which was just plain ugly.

EVxLvVYUwAIH19Z.jpg
 

HAL-01

Member
I'm not a game developer. I'm a graphics programmer. And yes, I have the same challenges as a graphics programmer working in the game industry.



Ugh? All I have to do is play the games in order to judge the graphics. How can you discredit my experience just because I didn't work for a game company? That's like me saying a graphics programmer for a game company can't evaluate graphics done at Pixar. Literally every single film company has made realtime lighting systems. No they aren't games but that doesn't detract from their knowledge.

100% a weak argument with the intent to discredit my expertise in judging game graphics tech. Nice!
You see, I have no interest in arguing. May your expertise take you far
 
Hi can anyone make a list on pcpartpicker that details the equivalent of a PS5 for building a custom PC with similar specs? Thanks in advance
As we don't know how good the RDNA 2, and the release of new GPUs is just too close right now is impossible to give a reason build
which can perform similar in a reasonable price.

I think is better if you wait at least the first benchmarks of RDNA 2 are out there, so then also a similar gpu will not cost you so much.
 

ErRor88

Member
I don't like that video but you neither understand of what he is talking about if you argument is use PR quotes well
is not the best argument possible.

Sure if you say so. The vid is speculating that If Ratchet and Clank were considered to be ported over it would not be able to run on the Series X primarily because of the difference in SSD speeds.

MS has stated the SSD on the Series X is sustained and consistent 2.4 GB/s. To say it only uses 60% of the throughput/performance based on PC SSD is FUD.

We don't know what the throughput requirements are for the game and even so. D12U/Direct Storage cuts that requirement in half.
 
maybe they don't want to argue with you about your false claims and nonsense arguments?

nope just common knowledge that engines evolves over time.

  • 8K textures
  • Mega textures
  • up to 16K shadows
  • Higher sample motion blur
  • better ambient occlusion
  • more/high quality particle effects
  • fluid fire/liquid effects
  • per pixel Geometry
  • better AA/ post processing techniques
  • better Texture filtering
  • better Tessellation
  • better shading techniques
  • better HDR up to 10000 nits
  • better traditional GI/lightning techniques(not RT)
  • more lightning sources
  • higher resolution SSR
  • better/higher quality hair rendering
  • wider FOV
  • larger/higher quality draw distance
  • more dynamic objects
  • more realistic skin shading
  • 4K/8K resolution
there's more i don't know...



like i said you don't need to know engine in out to see what looks better and not.


Do you even heard when Cerny says that shadows and reflections takes about 100 millions rays? audio less then 1 million and GI more then 1 million.
if it takes modest cost for PS5 to do reflection in complex scenes then it's advantage for PS5 meaning it could do more RT effects.

Cerny said," I am starting to get bullish here, but I alreadu saw a game running on PS5 with RT reflections in a complex animated scenes running at the modest cost".

I am not a native speaker so I had to google "bullish" 🤣

BTW during the talk, I believe that Cerny was comparing PS5 to XsX all the time.
 

Lethal01

Member
Both Halo and Minecraft hitting 720P and 1080P respectively is not a hardware limitation. It’s all just part of whatever’s going on over there currently. The question was what could PS5 achieve and 4K is the answer since neither are greatly demanding.

Raytraced Minecraft seems extremely demanding, Perhaps the other mod simply found the right places to use less raytracing.
 

HAL-01

Member
Maybe so but the point was it’s doing a lot more compared to Microsofts demo which was just plain ugly.

EVxLvVYUwAIH19Z.jpg
it's always befuddled me how this RT implementation can be so demanding that its limited to 1080p, while also looking like a bad graphics mod that just turns bloom and ambient occlusion all the way up. Ive seen even voxel cone tracing implementations that look so much better, and are likely much lighter on performance
 
Status
Not open for further replies.
Top Bottom