Hot New Top All Games Games (Main) Games (Hangout) Offtopic Offtopic (Main) Offtopic (Hangout)
"We do not allow our members to make claims or arguments not based on reality"

Dictator's Posts

Published

(59573288)

Thread IF Sony releases PS exclusives on PC frequently like one every 3 months, do you guys think..
This is not at all why, my goodness. They literally just want to make more money on the games they make as games are more expensive. They are going the MS route here essentially. There is no conversion rate of people going out to grab the PS versions of these game's sequels after the fact. It is for people who will never by a console in the first place.I cannot believe how correct your post is and how people will still manage to say this about "suckering pc players into buying a playstation!"
Published

(59364959)

Thread Days Gone PC Steam Page & System Requirements posted (Ultra-Wide Monitor Supper, Unlocked FPS, & more listed)
One thing that is nice about this being UE4 is how we will have day one access to the game's console thanks to Frans Bouma's unreal engine unlocker.
Published

(57688461)

Thread Digital Foundry: Control Ultimate Edition on PlayStation 5: The Next Generation Tech Review
Yeah PS5 is definitely black crushed. Comparing to XSX PC, or last gen versions like PS4Pro, makes this obvious. In my video - I upped the Brightness to 66 to compensate for my side by side recordings.
Published

(57693159)

Thread Digital Foundry: Control Ultimate Edition on PlayStation 5: The Next Generation Tech Review
I am starting to think this is a PS5 wide issue. Midway through doing my black ops cold war video from January, my PS5 updated. And all my capture thereafter was black crushed.
Published

(58834008)

Thread Compound Fracture Announced (Dinosaur action survival horror FPS with gorgeous PS1 styled graphics)
Yeah I imagine that will be configurable - I watched it on my set at normal view distance and thought "oh gosh is this FOV low".
Published

(58679127)

Thread Metro Exodus to run at 4K/60fps + RT on Xbox Series X and PS5 (SSD optimization, Dualsense, controller latency improvements on Xbox & spatial audio)
Huh? That is not what was said at all in this Interview. They are quite literally using low Level AMD exclusive Code to make the RT run on consoles.
Published

(58656462)

Thread Metro Exodus to run at 4K/60fps + RT on Xbox Series X and PS5 (SSD optimization, Dualsense, controller latency improvements on Xbox & spatial audio)
It was dynamic res - 1080p to 1440p with quarter res reflections (so either 540p or 720p or something in between).
Published

(58654197)

Thread Metro Exodus to run at 4K/60fps + RT on Xbox Series X and PS5 (SSD optimization, Dualsense, controller latency improvements on Xbox & spatial audio)
Like mentions - they will likely be using something like DRS + reconstruction on consoles + lower internal resolution RT to get the resolution up. Maybe quarter resolution RT or something. We will probably have a massive interview with 4a tech and big blow out videos covering this.
Published

(58473651)

Thread DLSS is now available for everyone as Plugin for Unreal Engine
Control on release was using version 1.9 - which was a version running on normal compute on the SMs. It did not at all use any AI network at all, but was a simple history buffer upscaler using TAA. Much like... Spider Man Miles Morales, or what some UE4 titles have like Gears 5. Then Control, post-release, was updated to version 2.0 which uses a neural network to decide how to integrate past frames. That neural network is running on the tensor cores (it would be very slow on the normal compute SMs). Then control was updated to 2.1 most recently, adding in support for Ultra Low Resolution DLSS (Ultra Performance mode) and, perhaps, some quality improvements.
Published

(58465629)

Thread Digital Foundry: The Medium PC Tech Review: Yes - It Really is Super Demanding on PC Hardware
Patch launched I think a few minutes before this vid went live? So this is not including the patch.I spent so much time prioritising looking at performance quirks here that i did not try out HDR, or something like ultra wide.
Published

(58384344)

Thread Nioh 2: Complete Edition PC performance thread
Hm - so far it seems very similar to performance I have seen in this engine on the consoles. Small stutters ocasionally when running around the levels. PS5 - PS4Pro - Base PS4 have it. Other than that, it seems like a very average release for performance. Nothing sticks out to me as being really bad or anything. There is enough performance GPU wise here for nearly 4K 120 even.
Published

(58394064)

Thread Videocardz || UL adds Mesh Shaders test, a new DX12 Ultimate Benchmark; RDNA2/Turing/Ampere Scores
We are still not exactly sure what PS5's Geometry Engine actually is, at least from official sources out there. Other than the fact that it has been described as "primitive shaders", which are an pre-mesh shader implementation found in RDNA 1.
Published

(58359723)

Thread I hope Lara Croft's personality is more in line with the classic games in the future and not as whiny as the Crystal Dynamics latest trilogy
My only problem with the new Lara is that I did not sympathise with her plight and her perspective since it caused so much damage (that Jonah Cutscene for example). I do not always enjoy playing characters that I find are making bad choices all the time when I lack the agency to make them stop making these bad choices.
Published

(58295721)

Thread Epic Games Debuts Metahuman Creator: Photorealistic Human Character Creator
Nice to see that 3Dlateral Tech being used in Star Citizen also being brought into mainline UE4-5. They originally demoed this tech on UE4 years ago... it disappeared... and is now back!
Published

(57933126)

Thread Digital Foundry: Control PS5 vs Xbox Series X Ray Tracing 'Benchmark' - Unlocked FPS In Photo Mode!
Our tools can measure per pixel differences - games that use TAA have minute differences in each new frame even if a camera is still and the image is perceptually very similar to the last.
Published

(57934227)

Thread Digital Foundry: Control PS5 vs Xbox Series X Ray Tracing 'Benchmark' - Unlocked FPS In Photo Mode!
Just to put it out there, the one scene that is in the 30s is the only scene that was in the 30s on XSX. The Corridor of Doom is not representative of the majority load that the game experience. So VRR would not fix the Corridor of Doom on either console (which is so stupidly expensive on every platform), but on XSX, VRR would actually offer a meaningful improvement over the 30 fps lock I feel. XSX spends a lot of scenes in 50s.
Published

(57932481)

Thread Is the lack of DLSS-like feature an issue for PS5 and XSX
I think it was a pretty big oopsie for RDNA 2 to not invest in ML performance more... but I think MS will be coming up with some ML-modified TAA upsampling much like how DLSS 2.0 works. Then AMD will make some non-ML version that will just basically be TAA Upsampling like we have seen in many games already.
Published

(57673026)

Thread Digital Foundry: Control Ultimate Edition on PlayStation 5: The Next Generation Tech Review
The resolution matters here most - rougher surfaces (like dull hammered metal) at 1 ray per pixel will shimmer a bit in movement at lower resolution. So around sub 1440p. At 1440p and up it should start clearing up.
Published

(57667050)

Thread Digital Foundry: Control Ultimate Edition on PlayStation 5: The Next Generation Tech Review
The dither you are speaking of was only at launch when using diffuse lighting - they changed the denoiser since then and it it no longer dithers.
Published

(57611031)

Thread Digital Foundry: Control Ultimate Edition on PlayStation 5: The Next Generation Tech Review
It is not just AI upscaling. DLSS uses real information from past and current frames. It is actually how the pixels are supposed to look in the best case. The part the AI is doing in DLSS 2.0 is not imagining what the image is supposed to look like. The AI is controlling how to merge information from previous frames into the current one without the errors introduced by normal temporal anti-aliasing. It is not imagining pixels like a more typical offline AI upscaler.1440p at 60 fps with very few drops on PS5. Higher settings than what they chose? Well then the FPS dips more often below 60.
Published

(57607782)

Thread Digital Foundry: Control Ultimate Edition on PlayStation 5: The Next Generation Tech Review
I see some people freaking out about settings here. This game is very expensive and has extremely high end effects work. RDNA 2.0 is not very good at ray tracing. They are targetting a high resolution at 60 or 30 fps. They decided, smartly, to keep the framerate high and stable at that resolution, which meant settings concessions. Go checkout how this game runs at High with no RT on an RX 5700 XT if you want to see how PS5 will fair at higher settings (not well at 1440p). Also people freaking out at low settings makes no sense - as tons of console games always run at low or lower than low settings. It is just that I do not make a video always covering every single release for people to freak about that fact about. Last gen, this was extremely common. This gen it will be the same. Consoles tend to favour higher resolution with lower settings in terms of design.This is for both modes - RT mode turns on the RT settings on the bottom.
Published

(57310116)

Thread Control Ultimate Edition next-gen enhancements detailed
Yeah I will be on this one - I think people will be intrigued with what I find and have to say as always. I like remedy games a lot and Northlight - so I cannot wait.If you look at the performance without RT on PC you can see that 4K 60 is impossible on XSX or PS5. Very impossible. Control is a much more advanced game with a lot of real time effects where other games use baked ones or fake physics interactions.
Published

(57234645)

Thread Digital Foundry | The Medium tech analysis: a closer look at Xbox's first next-gen exclusive
PC does RTAO, RT reflections forced at all times unlike the selective nature of XSX. As well as some RT shadows and RT translucency effects (glass refraction) in some locations.
Published

(57233814)

Thread Digital Foundry | The Medium tech analysis: a closer look at Xbox's first next-gen exclusive
I am not sure why you would not expect it. It is literally rendering the game 2 times when it does drop down to that resolution. That would happen to any "next gen" game on Playstation 5 or Xbox Series X. If any other next gen game like Demon Souls for example had a dual view port view, it would also probably drop its resolution to 1080p or lower.
Published

(57234162)

Thread Digital Foundry | The Medium tech analysis: a closer look at Xbox's first next-gen exclusive
Like I say with PC GPUs - no bit of graphics rendering hardware ensures some sort of resolution. A next gen console can run a game at 480p 30 fps if it uses enough effects, or is path traced or something. I would never expect a game to run at any arbitrary resolution - you first have to know the context of what it is doing graphically to appreciate what resolution it may run at.
Published

(57009095)

Thread The delusion that paying for PS+ and XBL pays for multiplayer servers. Why do people still believe this shit?
I have no clue why people put up with it. If I had to pay for online play or save uploads in the cloud I would just stop gaming
Published

(56947826)

Thread Hitman 3 PC Analysis: PS5/Series X Comparisons - Digital Foundry
I will say - I think the blops comparison was skewing numbers heavily due to the alpha effects resolution being much lower on console. I think this comp and the WDL comp are the most accurate measures of performance so far. Ass Creed Valhalla comp also had the problem that alpha effects resolution was lower on console and could not be matches on PC. It is a very important visual aspect for Performance.
Published

(56862605)

Thread Digital Foundry || Hitman 3 Tech Review: Next-Gen Enhancements + The Glacier Engine Evolved
I am pretty Sure it is vrs tier1 on PC - as it applies rather uniformly to objects. Quality is more or less sky Box only, performance is nearly all floor and Walls regardless of how well lit they are. PS5 does not support vrs, so it is not on there and I think IO would have told us if they had it on on xbox series consoles. I think it is just an Intel sponsorship implementation, like gears tactics originally.
Published

(56721095)

Thread Digital Foundry | Call of Duty Black Ops Cold War - PS5 vs PC - Settings And Performance Analysis
That Turish Airbase scene uses moon shadows, which are essentially sun shadows. I made sure to check if they are shadow maps on PS5 or RT shadows before I did the bench. The PS5 version on that level at the intro at least is using RT shadows from the moon (aka sun shadows).
Published

(56754812)

Thread Digital Foundry: Hitman 3 PS5 vs Xbox Series X|S Comparison: An Xbox Advantage At 4K
PS5 is using higher settings than ps4pro. XSX is using higher settings than X1X. This should not be BC Mode, but a full App for both Systems from what I understand.
Published

(56744723)

Thread Digital Foundry: Hitman 3 PS5 vs Xbox Series X|S Comparison: An Xbox Advantage At 4K
People may be making jokes about the tools getting better here - but I have Heard that build performance has indeed increased over time since launch on XSX. GPU Compiler and Stuff can be pretty important for GPU Performance!
Published

(56698139)

Thread Digital Foundry | Call of Duty Black Ops Cold War - PS5 vs PC - Settings And Performance Analysis
The VRAM limitation of 2 GB is going to be a big performance or quality settings problem for a GPU with similar compute capability as the PS4. We know developers used 3-3.5 GB for graphics related processes on the PS5: especially as the generation went on. 4GB GPU would be the better equivalent to run against such a console in like for like settings.
Published

(56698208)

Thread Digital Foundry | Call of Duty Black Ops Cold War - PS5 vs PC - Settings And Performance Analysis
We are not looking at par then though - and just because texture settings can be degraded, does not mean they can be degraded enough to fit comfortably without problems into 2 GB of VRAM. It really needs to be a 3-4 GB GPU for such testing to be valid in my eyes. There are those GPUs that exist - we own a few of them.
Published

(56695397)

Thread Digital Foundry | Call of Duty Black Ops Cold War - PS5 vs PC - Settings And Performance Analysis
I can determine that it is GPU limited on PS5 because when DRS enables and the Bug is not present that keeps it at native 4K, then the cutscene runs every section dramatically better. If it were not GPU limited but CPU limited, then turning DRS on in that cutscene on PS5 without the Bug would not rqise performance universally. You are looking for a "gotchya" here that does not exist.
Published

(56666777)

Thread Digital Foundry | Call of Duty Black Ops Cold War - PS5 vs PC - Settings And Performance Analysis
It can be extremely signifikant for Performance - I will try and dig up an example if I can tomorrow.It is a gpu limited scene on PS5, and I am testing the GPU, hence why keeping the GPU free of Limits with a 10900K is imperative . That is the Status quo and methodology of checking GPU Performance which is what the video focused on primarily.
Published

(56632955)

Thread Digital Foundry | Call of Duty Black Ops Cold War - PS5 vs PC - Settings And Performance Analysis
As the analysis points out, the percentage at the end of the video have to be thought of more loosely since the PC is running higher settings which is depressing it's performance. In the case of alpha effects resolution, it could have a proportionally large effect!
Published

(56640449)

Thread Digital Foundry | Call of Duty Black Ops Cold War - PS5 vs PC - Settings And Performance Analysis
Yeah like Assassin's Creed Valhalla - BLOPS uses lower res alpha effects on console. We could not do a complete match in Valhalla as well due to alpha effects setting being lower on PS5, and then for some reason that grass density setting being higher on PS5. Cases like WDL may end up being the rarity where we can do more perfect matches.
Published

(56546051)

Thread Red Dead Redemption 2/SW Jedi Order that much more visually better on PC?
PC version at 60 fps and turning up the graphical quality of areas that did not hold up on console (volumetrics + draw distance) makes the game look quite a bit better. As always, i find it hard to believe anyone can even play the gameaat 30 given the Animation priority and input latency.
Published

(56116585)

Thread Let’s take a moment to recognize how the "technical press" (Digital Foundry, etc.) has made video games better
Thanks everyone for such a wonderful thread to read (and for the thread) - and also thanks for pointing out the great work of others like VGTech and HDTVTest. From week to week it can be a who question of "gosh - I really do not want to read what the community thinks about this video" all the way to "I cannot wait to read what the community thinks about this video" - and this week is the latter :) due to this thread. I think is primarily responsible for so many of the great things that has happened to technical gaming, especially on console. Good framepacing? Before John spent so much time complaining on it, most developers did not necessarily know it was a thing to care about. Same with uncapped and capped modes. Also I think really DF's insistence that dynamic resolution is a good thing and not a bad thing, made it more common. All excellent stuff where I am happy to call DF the place where I work, working with Giants like Rich and John.
Published

(55866742)

Thread Former GameXplain members talk about troubles with the company (heavy crunch, low pay)
Youtube is a pretty horrible grinfy Business that is completely unhealthy how it incentivises work loads that kill people. I know how much work you Pitt into everything you did: to make each analysis exciting, correct and also very indepth. You surely deserves much more than what you got.
Published

(54877762)

Thread Digital Foundry's Best PC Games of 2020 - The Alex Battaglia Collection - A Great Year For PC Gaming
I ended up only playing a tiny bit into Wasteland 3 this year so far! Got side tracked with work at the time of release so vene got back to it :)
Published

(54420061)

Thread Control PS5 and Xbox Series X|S details - 60fps or 30 fps with Raytracing - Digital release Feb 2, retail release March 2
Control uses full resolution high quality RT reflections, spider man is quarter res (720p in the 60 fps Mode) with simplifications in its RT reflections. Control's reflections use no SSR elements (so they are more accurate, consistent and not error-prone) - while spider man does use ssr with its RT. Not all RT effects are the same across game in terms of quality.
Published

(54366145)

Thread Control PS5 and Xbox Series X|S details - 60fps or 30 fps with Raytracing - Digital release Feb 2, retail release March 2
Yeah I should probably do a comp to PC version when this drops.I would bet Quality mode is probably 1440p with RT - RT reflections. Maybe other RT effects as well: need the game in my hands.
Published

(54025237)

Thread Hardware Unboxed claims Nvidia has banned them from receiving future FE samples because they did not focus much on Ray Tracing.
As I see it I find myself emotionally unattached to the idea that a publisher or manufacturer HAS to provide review samples. Not everything game journalists or benchers touch are review samples. A lot of our game's coverage for example. After being in this field for a tiny amount of time I have been in there, I have come to the rather detached emotional position where I just do not expect much of any help or support or fair play from corporations to enable journalism exactly. So I do not get affected by such a thing. The big corporations leave journalists high and dry rather often actually - it just never blows up on twitter exactly. But I do get affected by the idea of editorial being tampered with - which is the sacred cow of journalism, much more than immediate material access. edit: Actually here you are on point and I am off-base here. Yeah it should also upset me that an outlet does not get hardware access given the way things are these days.
Published

(53950075)

Thread Hardware Unboxed claims Nvidia has banned them from receiving future FE samples because they did not focus much on Ray Tracing.
Good to see NV reverse its decision. I am not exactly upset if NV decides to take away access to FE GPUs to a hardware bencher, but I am not happy if NV adds some bit in there about pressuring an outlet to change its editorial. Bad PR move by NV here and it makes me wonder why they did it in the first place given how negative the reaction would be. Any idiot could have seen how bad this would look.
Published

(53801458)

Thread Nvidia bans Hardware Unboxed from receiving future FE samples as they did not focus much on RTX.
No outlet should be using WDL RT performance right now to test cross platform performance as RT is broken on AMD hardware in that game. It is not rendering like more than a half of the reflections it should.
Published

(41143668)

Thread DF: Halo Infinite Gameplay Reveal Analysis: Are The Graphics Really Flat?
Yeah "real" GI will be more expensive - so that slide is very disingenuous if they mean RTGI and it has to do with the computational complexity/expense. One thing it could be refering to is It would not be physically accurate of course like real fully RT GI (even just for the diffuse), but maybe that is what is meant there.
Published

(53556088)

Thread DF: Halo Infinite Gameplay Reveal Analysis: Are The Graphics Really Flat?
I am going to necro this thread as the update on this game from last night quite literally mentions key areas of improvement that I mentioned in this video as to why the lighting looked flat:Shadows in shadows (SSAO), GI, image contrast, and specular response in shadows were all things that I mentioned in my video. It is quite gratifying to read this confirmation after the heavy amount of criticism this video got in explaining why I thought the lighting looked subpar. I would really love to hear back from some of the critics from this thread, if you do not mind posting again.
Published

(40817007)

Thread DF: Halo Infinite Gameplay Reveal Analysis: Are The Graphics Really Flat?
Referencing conspiracy theories and hear say about my Intentions - Yeah that is not the way to actually critique my work. Seriously, write out actual reasons why this video is inaccurate, i would love to see them. Or are you just upset because I did not make a fifty Minute Video where I pointed out every Single Thing that random people count as being "Bad"? Seriously, Do not watch my Videos then and instead just watch content that affirms your preconceived notions and gives you ammo to fight silly console wars with.
Published

(40814985)

Thread DF: Halo Infinite Gameplay Reveal Analysis: Are The Graphics Really Flat?
No PC GPU supports 3x3 Pixel modes either, so, yeah. It could be anything as you cannot source the actual quality of pixels in shots or what happened between their Release. Consider Ing the subjective quality of shots MS released for this game, and that they have not even provided uncrompressed Video to the press, I am not comfortable with making VRS claims for anything. The quality is just not there to make a verifiable claim. Especially for a 3X3 Pixel Mode that no GPU supports. This is the worst comment I have read in this thread perhaps - if you honestly think this video is damage control, going easy, or excusing something than you are probably delusional. This is one of the most sobering aand hardcore technical Videos I have ever made that pretty much only said negative things. We have never produced a video like this where we look at a game Trailer and say all the things wrong with it. If you think that explaining why something looks flat and bad is damage control, then you have no idea how academic critque works.
Published

(40814235)

Thread DF: Halo Infinite Gameplay Reveal Analysis: Are The Graphics Really Flat?
We arent going to look for vrs in compressed Video (compression makes false negative Identifikation), nor are we going to look for 3x3 Pixel modes that no PC gpu supports nor XSX supports. There is no 3x3 Pixel Mode like that post mention on any GPU out there, not a Single one. Your comment about our Analyse being less than complete has no ground to stand on.
Published

(40798083)

Thread DF: Halo Infinite Gameplay Reveal Analysis: Are The Graphics Really Flat?
Did I say it will fix them completely or that it will improve them? You are reading my words completely wrong or not listening to what I said. All of my points about Material choices, Art choice, or LoD, or resolution or other things are tertiary to the indirect lighting Problem.
Published

(53244115)

Thread Digital Foundry | Assassin's Creed Valhalla: PS5 vs PC Graphics Analysis + Optimised PC Settings
I wrote that as those are the newer cards - It is 2080 or so Range in this game as the setting used for clouds sways performance in an up or down directions in a Range.
Published

(53221702)

Thread Digital Foundry | NBA 2K21 - A Proper Generational Leap? Plus PS5/ Series X/ Series S Analysis
There is no custom VRS feature on PS5 different than the base RDNA2 implementation - there is None at all, at least ATM. There is no documentation of it and no announcement from Sony to devs that it is ever coming. That is straight from multiple devs.
Published

(53220337)

Thread Digital Foundry | NBA 2K21 - A Proper Generational Leap? Plus PS5/ Series X/ Series S Analysis
RT reflections would adheres to the surface normal of the floor, changing the way they looks vs. Planar ones. Also, would get things like reflections on things other than the floor then.
Published

(53052594)

Thread Next-Gen Hair Tech: "Every Strand Counts - Physics and Rendering Behind Frostbite's Hair"
Legitimately the best hair solution I have seen in a game so far - the method to get OIT and perfect AA is... really great. Also the simulation is great too
Published

(52745612)

Thread Digital Foundry: Assassin's Creed Valhalla Patch 1.0.4 - PS5 vs Xbox Series X/ Series S - Has Frame-Rate Improved?
Not checkerboarding, but rather they use TAA to up sample up to a chosen output resolution. It is different because it can work at more arbitrary frame sized (perfect for DRS) and does not leave a sawtooth pattern when it fails.
Published

(52664756)

Thread Digital Foundry: Sackboy: A Big Adventure - the Digital Foundry Tech Review - PS5 vs PS4 vs PS4 Pro!
Well this is wrong. You can see clearly in John's video how it is SSR. Also - UE4's default RT reflections are so stupidly expensive even with a aggressive roughness cut off because they are extremely physically accurate. IF this game were running RT reflections, then it would not nearly run as well at such a high res if it did.
Published

(52597397)

Thread Watch Dogs Legion: PlayStation 5 vs Xbox Series X/ Series S - Graphics, Performance, Ray Tracing! |
Are you certain? A 3080 at console settings (well actually higher since the denoiser is much better here) at 1440p with 1.0 frame scale (for full native): The GPU ends up actually being CPU limited on the 10900K (typical 80-90% GPU utilisation):
Published

(52567832)

Thread Digital Foundry [Sponsored]: Call of Duty Black Ops Cold War: Next-Gen Feature Analysis: Ray Tracing + 120Hz Support!
The denoiser is temporal - so if a shadow reveals itself from being obscured, it will fizzle a bit and then settle over about 2 frames to be stable and high Detail. It is not an LOD or cascades, just the fact that RT shadows in this game are sub native resolution and 1 sample per Pixel per Frame. They are probably quarter res.
Published

(51960401)

Thread Digital Foundry: Assassin's Creed Valhalla: PS5 vs Xbox Series X/ Series S Next-Gen Comparison!
Do you own a PS5? If so you should do the settings comparison as IMO, it is better not to ever assume in this area at all. I would prefer if people did settings comparisons instead of assuming.
Published

(51944483)

Thread Digital Foundry: Assassin's Creed Valhalla: PS5 vs Xbox Series X/ Series S Next-Gen Comparison!
My TV for this Review was Set to 60 Hz... Changing the refresh rate of a game that tears should change tear location, not the fact that it tears. Unless I explicitly mention testing 120 fps, I am always recording at 60hz. There is currently not even a way to record 4K at 120 hz.
Published

(51953045)

Thread Digital Foundry: Assassin's Creed Valhalla: PS5 vs Xbox Series X/ Series S Next-Gen Comparison!
As a reminder - I never ever got a count above 1728p on PS5 or XSX Count 1 – PS5/XSX = 1440p, XSS = 1440p Count 2 – PS5/XSX = 1728p, XSS = 1656p Count 3 – PS5/XSX = 1440p, XSS = 1188p Count 4 – PS5 = 1728p, XSX = 1440p Count 5 – PS5 = 1440p, XSX = 1440p, XSS 1296p Count 6 – PS5 = 1728p, XSX = 1728p Count 7 – PS5 = 1440p, XSX = 1440p, XSS 1296p Count 8 – PS5 = 1440p, XSX 1440p, XSS 1188p Count 9 – PS5 = 1728p, XSX 1728p Count 10 – PS5 1728p, XSX 1728p The game on PS5 and Xbox series X is generally between 1440p and 1728p - and most definitely not near 4K. That is why I made a big point in the video to say the game does not look "4K-Like" on both platforms and was really easy to count res always.
Published

(51953813)

Thread Digital Foundry: Assassin's Creed Valhalla: PS5 vs Xbox Series X/ Series S Next-Gen Comparison!
I have not had the chance yet to even look into it with any depth. But I noticed in quick side by sides I had time for that the distant object LOD and shadow settings were lower than the highest on PC. I also presume consoles would choose to use the "low" DOF setting as it is imperceptibly different from High and runs better at higher resolutions. No time for a fine grain look there unfortunately. edit: I did not do the back and forth checks, but the clouds on console have obvious low resolution. So they are not the higher settings found on PC.
Published

(51908138)

Thread Digital Foundry: Assassin's Creed Valhalla: PS5 vs Xbox Series X/ Series S Next-Gen Comparison!
Just to clarify the 15% performance advantage I mention on PS5 I mention in the Video, which I really should have worded differently. in the moment, there is indeed a greater than 15% performance advantage for PS5, but across the entire performance comp Clip the Computed average was 15%. That includes moments of course where the consoles perform more similar to eachother and Vsync makes them more equalised. PS5 in the worst moments Is perform Ing BETTER than 15% as the video shows. So Bad wording on my Part.
Published

(52534616)

Thread Digital Foundry [Sponsored]: Call of Duty Black Ops Cold War: Next-Gen Feature Analysis: Ray Tracing + 120Hz Support!
AO does something completely different. It adds indirect shadows to already shadowed regions. It makes sense to leave on, yes. In this case, PS5 uses SSAO, like PS4Pro.
Published

(52523873)

Thread Digital Foundry [Sponsored]: Call of Duty Black Ops Cold War: Next-Gen Feature Analysis: Ray Tracing + 120Hz Support!
There is no ray traced AO on console, there is not SSR in multiplayer on console. I did not check for anything else.
Published

(52523708)

Thread Digital Foundry [Sponsored]: Call of Duty Black Ops Cold War: Next-Gen Feature Analysis: Ray Tracing + 120Hz Support!
Oh they totally do like them - just not for popular games. If it was a rando indie, no one would care.About 75% of the side-by-side comparison shots from my video are from MP maps actually. So yeah, RT shadows is a blanket thing used throughout all game modes. Although they do have some trickery in some MP maps that does not happen in SP. Sun shadows on one MP map are done with shadow maps for example - presumably to keep performance up. Just like how SSR is turned off in multiplayer on console (XSX, PS5, XSS, etc..).
Published

(51863294)

Thread RX 6800 ($579)/6800 XT ($649)/6900 XT ($999) launch on Nov 18/Dec 8
I have talked with developers about the difference between AMD and Nvidia RT. I have been told flatly that AMD's RT acceleration is just slower at many things so optimisation differences mean a game designed around AMD's RT performance would want to reduce object complexity in the BVH and make rays as coherent as possible. It is the reason why all AMD RT sponsored titles are using RT Shadows (i presume). No complex shading step. No extremely divergent rays.
Published

(52225433)

Thread The hair tech in Spider-Man Remastered and Miles Morales is pretty amazing
Spline based hair is pretty darn great - seen rather rare last gen. Really only in hair works and a couple other places Getting those splies to have physics though is a whole other can of worms though. The Peter Parker hair is rather static Yeah?
Published

(51849224)

Thread Assassin's Creed Valhalla PC performance thread
Same. It is pretty disappointing though that the adaptive AA quality setting is so non-aggressive on all platforms. And also annoying that it bottoms out so easily at a minimum resolution. It makes it very... not useful at times given the game's greatly varied load.
Published

(51874163)

Thread Digital Foundry: Assassin's Creed Valhalla: PS5 vs Xbox Series X/ Series S Next-Gen Comparison!
Not any time soon - I am working on other things that have priority for the channel. I did a cursory test of the PC version yesterday. Has dynamic resolution problems like the console game. I also noticed it has some full framerate cloth where consoles do not... and some quick side by side showed consoles to be using lower quality settings for shadows than the highest on PC. I assume that applies for other things like Depth of Field, Object Clutter, and LOD.
Published

(51599603)

Thread Demon’s Souls is probably best launch title since Halo Combat Evolved
I still think Halo has it down for just being so darn "next gen" in terms of gameplay as well. Not a lot of FPS games like that at the time at all. Unlike the wealth of "souls" games we have has before.
Published

(51457724)

Thread Digital Foundry | Watch Dogs Legion - Xbox Series X/S Ray Tracing vs PC RTX - Features, Quality, Performance + More
They are stochastically shot out - that is what that is about. The denoiser then reconstructs it. The other way to do it in real time graphics is to shoot out all rays as if every surface is a mirror, fully coherent so the world as if it were chrome... and then applying "smart blurs" to make it look softer on different surfaces. The former are stochastic and will still show the effects of contact hardening, darkening, etc. Since the latter are not, they will not show those effects.
Published

(51446201)

Thread Digital Foundry | Watch Dogs Legion - Xbox Series X/S Ray Tracing vs PC RTX - Features, Quality, Performance + More
I did not explain it in the video since the video had a shorter production time - but ray decay is neat. It shortens the length of a ray after it hits a rougher surface. So changes to ray decay change the chance of a rougher surface has of getting a reflection from a further away object. It is a neat idea actually to preserve performance... but also it could at a lower ray count perhaps help the denoiser reconstruct a more consistent reflection on a rougher surface. This video easily could have been half an hour long if I went through everything.Thanks :) And thanks
Published

(51365380)

Thread DigitalFoundry: Forza Horizon 4 on Xbox Series X/ Series S
LOD setting is now Ultra instead of High. But it was already Ultra on Xbox One X Quality mode. Environmental distance LOD should actually be the same between all versions as it was always higher on X1X. Also, the actual screen size and importance of a few extra polygons on the car is decidedly less than not have shadows in areas, not having ssao (it is 2020, not 2010), and having 30 fps driver animations.
Published

(51218965)

Thread Digital Foundry | Devil May Cry 5 SE: PS5 vs Xbox Series X - The First Next-Gen Performance Face-Off
That is quite the statement. How about you wait to say such a statement with such finality until there is more than one data point.Consider a game like Gears 5 which has similar performance on XSX to an RTX 2080 (a bit below). The XSX in that screenshot there is tanking way below that expected GPU performance. IMO - something is not right with this game or the software layer between the game and hardware if such a drop like that occurs.
Published

(51202849)

Thread Assassin's Creed Valhalla PC performance thread
Are you also capping with RTSS? RTSS will break half refresh rate vsync and induce tearing. The best way to lock to 30 fps is just use half refresh rate vsync in the NV driver and absolutely nothing else on top of it. If you use NVinspector, you can turn on half rate non adaptive even so that it never tears. Otherwise the default half rate refresh in the normal NVCP panel is adaptive half refresh rate, so will tear below 30.
Published

(51203692)

Thread Assassin's Creed Valhalla PC performance thread
ATM I am working on other things. Maybe I will eventually. I recommend you watch my odyssey settings guide as those principles are probably the exact same in this game. The AA setting in this game makes the game native at its highest setting, and various subnative resolutions on lower settings. In the last game the highest setting was Native Resolution, the one below that was like .9 or so I think, and the lowest AA setting was .83 (so 900p at 1080p).Make sure the ingame FPS limiter is off then too. And tryout NV inspector then to set half refresh rate without adaptive tearing. Tell me what happens.
Published

(51213175)

Thread Assassin's Creed Valhalla PC performance thread
it is temporally reconstructing exactly like Osyssey most likely. They have done it in the last 2 AC games. I see no reason why they would change it now. It being named anti-aliasing probably makes more people use it as they are less adverse to turning it off due to prejudice.
Published

(50880484)

Thread RPS Contributor Tim Stone outs themselves as a transphobe
If you take this Position serious for a second, what does "gender critical" even mean? Is it just being a contrarian for contrarian sake? To be negative and enable Road blocks for people who already have a lot of Road blocks? Like seriously, what does such a Position even stand for or what are its value? Does not even Sound right when you try and take it as a serious face value.
Published

(50374546)

Thread 'Auto HDR' for PC? The Witcher 3, Control + More - Tested in HDR with Special K Mod!
I did not test if it dramatically affects input latency, but I noticed no perceivable difference beyond the increase in rendering load. If the game is vsyncd, that will mainly disappear anyway.
Published

(50373319)

Thread 'Auto HDR' for PC? The Witcher 3, Control + More - Tested in HDR with Special K Mod!
Yeah. This mod converts the game buffers into 16bit HDR ones, tone maps it, and presents it as such. With HDR on in windows, and an HDR display, you get 'proper' localised high and low luminance.
Published

(50404705)

Thread Ubisoft: WD: Legion Ray-tracing will be the same across platforms, side by side "Only experts will be able to spot differences" | Dynamic 1080P on XSS
In the end I too prefer the linear filtering in a pure mirror surface. The Mode differences were curious in watch dogs. It primarily changed the bvh size and the type of objects added, (high missing particles, and Medium missing particles and decals). It did not change roughness cut off between the setting actually (dev source here), but instead would reduce the ray length based on surface roughness a bit. So the roughness cut off is the same on PC at least, but the chance for a distant object to Show up on a rough surface is lower on high and Medium. With the roughness cut off the same between modes - a closer object will still Show up all the same across all of the RT modes: ultra, Medium and high. Just more distant objects might not Show. Roughness cut off changes would mean that roigher surface has no chance of a reflection at all, regardless of how close the reflection object may be.
Published

(50400796)

Thread Ubisoft: WD: Legion Ray-tracing will be the same across platforms, side by side "Only experts will be able to spot differences" | Dynamic 1080P on XSS
Just as a note: the difference in clarity between the modes on PC FROM ultra to Medium was not internal resolution (they all ran nearly the same between the settings, if resolution would be changing there would have been big performance differences between them). There was no res change there. Rather the filtering method changed from Bicubic (ultra sharp) to lessened levels of linear filtering on high and Medium. A res difference would not produce a scenario I think where lower res does that. Source here is the developers.
Published

(50396272)

Thread Ubisoft: WD: Legion Ray-tracing will be the same across platforms, side by side "Only experts will be able to spot differences" | Dynamic 1080P on XSS
Ubisoft is really nice for saying what the difference might be, but them saying "only experts can tell" is hogwash. It reads like trying to avoid hurting anyone's feelings (and why is that even necessary?). It won't be or look the same across all platforms if the roughness threshhold or internal resolution is different like they say here - that would change the amount of the world objects that have RT applied to them, and thus be visible in side-by-sides for even non-experts. And resolution, like always, has obvious effects on clarity. If graphics settings or resolution did not matter, why even have better reflections or resolution on any platform then? A silly thing to say.
Published

(50271619)

Thread Bad news for 3080 owners: Godfall dev says game "uses 4K by 4K textures and 12GB of graphics memory" at 4K Ultra
I am going to say - this is probably, quite indeed, partner Marketing at work. I will test this when it comes out of course. But really... as I have been testing a lot of UE4 games and never seen ones that use that much VRAM at 4K. I would like to be surprised here. This just seems like GPU vendor wars to me till it comes out and not anything to actually cry Doom about. As an example of similar wierdness of partner Marketing and VRAM amounts. When Radeon VII came out AMD claimed games needed 16 GB of RAM at 4K...their test to prove this was Far Cry 5 at 4K with DRS Set to on and with no fps cap. Which makes literally no sense. Edit: spelling is hrd
Published

(50224846)

Thread DF: Gears 5 Upgrades For Xbox Series X Tested - Enhanced Graphics, 120Hz, Lower Latency + More!
It is PCs ultra settings + turning the particle slide to 150% (something that can be done on PC) + SSGI (not on PC) + new textures for cone step mapping (not on PC) + Screen-Space contact shadows (not on PC).
Published

(50112832)

Thread Watch Dogs Legion PC Review: Ray Tracing + GFX Upgrades - A Taste of Next-Gen? | DF
I am phasing them out of my work and will not be covering them anymore really. They are old - game devs will not be targeting them soon and we upgrade our midrange as well. The interesting point of comparison for DF is no longer how 1060 and 580 compare against consoles, rather their successors against consoles. Like I said - I covered 580 and 1060 for about 2,5 years... their time has come to be succeeded.
Published

(50113078)

Thread Crytek leaks: Crysis 2 and Crysis 3 remasters in the works, originally planned for August 2020 and February 2021
There was never a tessellated sea under the map in Crysis 2. People who assumed it worked that way were very wrong. If you turn on wireframe mode in CryEngine it gets rid of occlusion culling and LOD factoring. So it just renders every triangle. There was never actually a mesh rendering unseen in normal opaque rendering. The same thing with people saying the meshes in the game were overly tessellated for no reason. Wireframemode does not show them in their real tessellation factor that you would see in opaque mode... and PN triangles is stupidly cheap as find out back then testing on GPUs from the era.
Published

(49725010)

Thread AMD Radeon™ RX 6000 Reveal |OT| Hey. Listen! Choo! Choo!
I do not think that is possible at all - as there is no way to do that on a technical lvel at all, and as they would be releasing it though gpuopen. Which is a suite of techniques and post process effects devs can use to integrate into their individual game should they so wish. There wont be a universal game reconstruction technique that works without specific game Integration. It just does not work that way even though it would be amazing.
Published

(50036107)

Thread [Beyond3D] Watchdogs Legion is dynamic 4K on XSX (ranging 1440p-4K)
Yeah - the RT reflections on PC have a very low roughness cutoff - so they apply to a lot of things. Rougher surfaces that in other games with such a method would not be shown with RT reflections. In the coming Gen it will be interesting - there will be games with RT reflections that go for realistic stochastic RT reflections like Watch Dogs here... and others that do mirror reflections and then post-process the hell out of them to make them less sharp.
Published

(49963018)

Thread Watch Dogs Legion - Xbox Series X inside look
I would say it Optimised around 30 fps so scaling higher is much harder than usual. The game is incredibly dense for objects on screen. Before I played it, I loaded up the original watch dogs... Legion has easily 10x the geometry and objects on screen while also having better textures, effects, etc.
Published

(50056267)

Thread Watch Dogs Legion PC Review: Ray Tracing + GFX Upgrades - A Taste of Next-Gen? | DF
I do not think those are realistic vram constraints there (it also had RT on). Those are the allocated VRAM amounts - so the actual amount the game uses and does not just Cache is going to be lower. High Textures look the exact same as Ultra and were using about 7,5 GB at 1440p on an 8GB GPU with RT on. 4K is also not a setting many people will be playing with in general in this game, no matter their GPU. As it is incredibly hard to get even 30 fps at 4K in this game on big GPUs.
Published

(49904242)

Thread Watch Dogs: Legion PC performance thread
If you have RT set to ON, you cannot adjust the reflections setting. YOu have to turn RT off, then adjust the reflections setting, and then turn RT back on again. It does not have a great performance impact with RT on as it controls SSR with RT off (but nothing with RT on) and also the resolution of real time cubemaps. The resolution of real time cubemaps is not super expensive as I found... Ultra to Low with RT on was about 2-3% performance at 4K.
Published

(49879891)

Thread Watch Dogs: Legion PC performance thread
Are you CPU limited? If changing resolution is not affecting performance, it usually means a CPU bottleneck or non-GPU bottleneck. I had this happen before in a strange CPU limited scenario that I highlight in my video coming out today. DX12... is not helpful exactly on every setup and graphics config :(
Published

(49964125)

Thread Demon's Souls won't support RayTracing
We Heard this a while back and it was distressing to see all the people out there pointing out "Ray Traced Reflections" when it was not the case at all. Yes - there is No usage of hardware triangle ray tracing in DEMON Souls remastered. As a reminder - just because you see a reflection in a puddle in a game, does not mean it is a Ray Traced one. To say you have a Ray Traced reflection, you need a much more complex shape and a far less local reflection. Otherwise it can just be a one off planar reflection, or particularly advantageous SSR, or a perfect Parallax cubemap for a cutscene.I actually said nothing like that in my Videos on PS5 RT - we just quoted the psblog in an original Video saying evidence of it is Hard to point out iirc. After that we found out it does not use RT at all, so the psblog for some reason was misinformed.
Published

(49909039)

Thread Ubisoft Connect: Not all Ubisoft PS4 games will work on PS5 (update 3: Ubisoft pulled the article stating this information contains inaccuraties)
I currently do not have a PS5 sadly - I will get one soon I hope! XSX I will have sooner though.
Published

(49909429)

Thread Ubisoft Connect: Not all Ubisoft PS4 games will work on PS5 (update 3: Ubisoft pulled the article stating this information contains inaccuraties)
Yeah they will be testing it, no worries
Published

(49905049)

Thread Watch Dogs Legion - Xbox Series X inside look
I will at least be doing an XSX and PC comp - not sure if I will get a ps5 in time.It most definitely will not be maxed settings as found on PC (maxed settings on PC bring a 3090 at 4K into the 20s really often) - and I am not sure if that 4K Ubisoft says actually means 4K .
Published

(49906117)

Thread Watch Dogs Legion - Xbox Series X inside look
Heard nothing of the sort - we are still not exactly sure when that will be coming for any project, or if it is indeed using AI at all or if it is just a normal temporal upsampler (like what ubisoft engines have in them, or what insmoniac use, or what ue4 offers)
Published

(49724215)

Thread MS: A Closer Look at How Xbox Series X|S Integrates Full AMD RDNA 2 Architecture
My hunch here on this is that XSX and XSS have a more complete programmable Front end with mesh shaders (vs. the older primitive shader type), the Hardware VRS, and the technical hw required for the next Version of tiled resources, which is called Sampler Feedback. And I think, without saying positviely for certain, that that is why MS was so keen to make those features so prominent in their pre-release Material in the Xbox Series X. It was their hardware Feature advantage, they knew it, so they advertised it - just like how they advertised stable clocks as a thing even before Sony described the dynamic clocks to the public. Will these advantages of a complete RDNA2 vs the PS5 GPU half way point matter? Probably. By a lot? Meh. Let us wait for the games. And for the games over time. I think the raw flop and bandwidth will matter the most at first though as the other Features, should they prove limited to just XSX and XSS, require dedicated peogramming time to take advantage of. And multiplatform games do not always spend the resources to do that even. Unlike a faster GPU, which is just faster.
Published

(49639513)

Thread Do You Want a Patch to Change the Final Fantasy VII: Remake Door?
I always thought the door and about 50% of the games textures just never loaded right due to the low available RAM and perhaps, less than stellar RAM Management. I do not think the textures were authored at auch a poor resolution. I think it would need a patch anyway for PS5 to adjust the RAM caching value they chose for ps4 and Pro.
Published

(49386796)

Thread DF Direct - Spider-Man: Miles Morales PS5 Gameplay Reaction - Ray Tracing, Image Quality + More!
I literally just got tongue twisted and we kept rolling with the recording as it was getting late (the title of this game is long and has alliteration). Do not read anything insipid into it.
Published

(48798520)

Thread Watch Dogs Legion is 4K/30 w/ RT on XSX and PS5
A planar reflection cannot exist on the ground and a wall at the same time without destroy Ing the framerate. Sinilarly, planar reflections do not work at all for anything not planar (aka most of the game World). Not even ground or Walls are necessarily perpendicular or parallel
Published

(48388742)

Thread Digital Foundry: Yakuza Like a Dragon: Xbox Series X Tested - 60FPS Returns To Console
I should get back to doing a Tech Focus video when I can - darn next gen getting heavy though makes it hard to see if and when I could do something like that. Last Tech Focus video was April! (although technically like 5 videos since then have basically been tech focus in nature).
Published

(48464987)

Thread DF: PS5 Teardown Analysis
Gonna stop you right there and just say, fanboy console warriors say we have a different bias depending upon the wind and the temperature outside. At the start of the current Generation, DF was called Sony Foundry because the PS4 ran games at higher res than Xbox One. Then the fanboys Switched places when the Xbox One X came out. Now adays it is essentially from Video to video: John making a positive Video about a Sony exclusive makes DF a Sony biased channel, except when he makes a positive Video about an MS game a few weeks later and DF is now an Xbox biased channel suddenly. These are merely perceptions of people who invest a lot of their social energy online into falsely perceived slights and conspiracy Theories.
Published

(48343928)

Thread Horizon Zero Dawn: Complete Edition PC Performance Thread
The stutter on camera chabgetext box opening and New area change was still there when i tested 3 weeks ago now. Also af was not working and Vsync still causes periodic 33,3 ms dips. Borderless also dips performance more than it should. General performance was much higher, but still those issues made it as of 3 weeks ago not a recommended game for me. I wonder if they will also look at the 30 fps grass Animation...
Published

(48193661)

Thread DigitalFoundry: Xbox Series X: What's The Best SSD Option For Back Compat Xbox Games?
What is exactly unnecessary or harsh about me having an opinion and expressing it? Especially since I describe it as my own opinion and my opinion alone (so not that of DF). I can find something uninteresting - a very normal thing. Especially since I have my own interests at DF and my own specialisation: console Hardware builds whether they be Xbox or playstation design happen to not be the Things that interest me. I care about game optimsation, techniques and PC platform related things: how a console is physically put together or disassembled is not my area of remit or what I personally care about. The fire you mention onto which "fuel Was added" is purely in the collective conscience of those projecting conspiracies onto my opinion. An opinion which I have no reason to hide as it is merely an opinion, and like all opinions in such a trivial matters, does not have any consequence beyond its expression.
Published

(48348212)

Thread Watch Dogs: Legion updated PC requirements (including RT) released
These are just random system requirements - it can mean absolutely nothing in praxis. It is not just the output resolution which is increasing here - but the settings as well (like ultra rt). If the RT changes the amount of objects in the BVH structure the higher it is set, it will increase CPU requirements as well as GPU requirements. It has nothing to do with resolution.
Published

(48381752)

Thread Digital Foundry: Yakuza Like a Dragon: Xbox Series X Tested - 60FPS Returns To Console
I think in this case the engine just has a very high GPU cost at its base, whatever it is doing. Really heavy on PC (2080 Ti has trouble getting 4K 60) and 1080p 30 on PS4Pro.
Published

(48382301)

Thread Digital Foundry: Yakuza Like a Dragon: Xbox Series X Tested - 60FPS Returns To Console
No it don't hah Also looking at Tom's great video here - it looks like this game, like so many japanese games budget's its effects very highly. All of that alpha, so close to the camera. Yeah, no GPU likes that.
Published

(48139085)

Thread DigitalFoundry: Xbox Series X: What's The Best SSD Option For Back Compat Xbox Games?
I do not think me saying a video is uninteresting or saying it has self explanatory imagery compromises objectivity at all. Especially when i put an IMO right there. That Video IMO tells me nothing of great interest about the PS5 - I am keenly interested in games running on it.
Published

(48068096)

Thread DigitalFoundry: Xbox Series X: What's The Best SSD Option For Back Compat Xbox Games?
Considering Rich worked about a week on this video and Sony just dropped a (rather uninteresting) video out of the blue the other day. I think it makes more sense for Rich to prioritise his work, finish his original video, and then move on to something else. A tear down of the physical console that he does not have his hands on is less interesting then working with a console which no one else has and answering key questions people actually care about. IMO - the tear down video is a lot of self explanatory imagery and does not have a lot of information. But I am also not one to cover such a video anyway.
Published

(48195125)

Thread Chris Roberts compares Star Citizen to the Apollo program, which managed to put a man on the moon in less time than it has taken him to make a game
John Carmack, who made space rockets and developed Doom and quake said game development is more complex than rocket science. But nah - let us be sensationalist and dunk.
Published

(47967803)

Thread AMD Ryzen™ 5000 Reveal |OT| Zen 3 Go Brrr
I personally expect the Big Navi highest end card to be between a 3070 and 3080 for normal compute and rasterisation games and somewhere scaling lower than that with RT. I cannot wait to get one though to test out and put in my midrange rig.
Published

(47029079)

Thread Digital Foundry: Xbox Series X Backwards Compatibility Tested - And The Performance Is Extreme
This speculation is rather unfounded and there is no evidence of the "extra API" layer stealing away GPU performance or something. Using an educated guess based on known information lets us deduce that a bandwidth limited scene or area of a game or entire game would not run at 2x on XSX because bandwidth did not double between Xbox One X and Xbox Series X. Even if a GPU has 2x compute, if the scene is limited by another factor like memory bandwidth, then the 2x compute will not come to bare as 2x nominal performance in framerate. Rich says as much in this video.
Published

(47556074)

Thread Digital Foundry: Spider-Man PS5 Ray Tracing analysis
I do not know. We will have to wait and see. Once again the RTX 2060S was non-arbitrarily chosen because it will be competitve or comparable to the PS5 GPU - not because it is the exact same. To repeat: NOT BECAUSE THE RTX 2060 SUPER IS THE EXACT SAME AS THE PS5 GPU. We could have gone with an RTX 2070S, but after talking with the Team we thought the RTX 2060S Was the better GPU comparison. The RTX 2060S will also be the GPU I put in a PC for my Videos. I will derive console settings for it, and see how it runs compared to the XSX and PS5 to get a better sense of where those GPUs from the consoles fit into the PC landscape. I will also use whatever middle Range RDNA2 GPU is out at that time. Or perhaps the Ampere replacement for the 2060S whenever that comes out. It will replace my midrange PC GPUs in tests that has an RX580 and GTX 1060 in it.
Published

(47467787)

Thread NX Gamer – Spiderman: Remastered - Tech & Performance Preview
The one thing is that RT does not scale 100% with internal resolution as the denoising and BVH maintanence and build up can have flat fixed costs regardless of resolution - or certain aspects of ray traversal can loop just as badly at 4K as they would at 1080p. So achieving 16.6 MS per frame with RT on using a dynamic resolution scaler could inadvertently push down resolution very far in some instances just because of those fixed costs - even if the GPU could otherwise be fine with higher resolution without those fixed compute costs.
Published

(47206682)

Thread Any updates on the Xbox Series X version of Minecraft that has Ray Tracing?
The PC version just got updated with DXR 1.1 Support and runs about 30% faster now. It would be a big waste for MS to not Port that over to XSX. Sadly we have not Heard about it on Xbox since John and Rich saw it earlier this year.
Published

(46891025)

Thread Digital Foundry| Demon's Souls Remake: Gameplay Trailer Tech Breakdown + First Next-Gen Frame-Rate Analysis
I do not think the reason why people are not questioning the resolution is because it basically looks 4K already. Far from. Rather the framerate and visual features and effects make resolution less important subjectively and there is only this one instance of comparison. The game just looks good and smooth and people are happy about that - I know I am. But it is not like it looks like 4K or something - it is just heavily post processes so counting is not easy and seeing Pixel edges is less common. If you had demon souls running at 4K vs. It running at 1440p the differences would be obvious to the most casual observer. To put it simply - the game does not look 4K, we have no reference to say it does. And that will most likely be intuitively obvious when we do see the real 4K Mode. Rather, it looks good and runs good here, which is more important than some metric of resolution at the end of the day.
Published

(46889849)

Thread Digital Foundry| Demon's Souls Remake: Gameplay Trailer Tech Breakdown + First Next-Gen Frame-Rate Analysis
I say wait on the RT Thing, specifically regarding what it is and if it exists at all. And no, i do not believe for a second another analysis found actual incrovertible evidence of it. The reflections here are not RT.
Published

(46961003)

Thread XBOX Series X has 802 GB of usable space after OS and system files
You have the OS and then the big on disk save space for quick resume titles. It basically saves the active RAM used for those titles onto the disk temporarily and then reloads them back into memory. If you have many titles open, it needs more space - hence how they reserved a larger amount for it.
Published

(46439594)

Thread AMD Big Navi VRAM specs leak: 16GB Navi 21 ($499) and 12GB Navi 22
I do not think that is the case at all. Ampere handles RT better than Turing. You merely have to look at the performance differential between the 2080 and 3080 in a fully rasterised game vs. a path traced one to see that.
Published

(46595825)

Thread AMD Big Navi VRAM specs leak: 16GB Navi 21 ($499) and 12GB Navi 22
Go look at the work Richard did for the RTX 3080 Review and compare its percentage uptick in a pure path traced game vs. a purely rasterised one. Sm for SM Ampere is quite a bit faster at doing RT workloads. Fully rasterised/compute game: Fully path traced/ray traced game:
Published

(46430567)

Thread Digital Foundry: Crysis Remastered PC Technology Review
The time to load a level on top of the inability to manually save the game irked my comparison work for video greatuly. In Crysis 1, I can just load up and save anywhere at any time and do it so quickly. Larger comparisons required me to make sure I grabbed some arbitrary checkpoint and moved my camera into a position right before the checkpoint happened so I could reload the view point consistently... and waiting for it to load which is just as slow on my 10900K machine here as it is for you. Crysis 1 loads in like 10 seconds here othewise.
Published

(46335857)

Thread Eurogamer.de: Assassin's Creed Valhalla will also be in 4K60FPS on PS5
It should be curious to see where the resolution is, whether they use their reconstruction that the engine does (if they do, how), and what the settings are like in comparison to what we see on PC. These games at higher settings are not exactly doable at 4K 60. I suspect publishers saying the word "4K" rather often, even though it is not exactly 100% the exact same thing as 4K as we might term it.
Published

(46063187)

Thread DF (Richard): Every single developer I have talked to about developing on PS5, has been evangelizing how easy it is to work for
RT at 60 Hz is expensive on the GPU, that is why it is 1080p60 on the consoles. We knew that or a long time from how RT performs on PC! Since Richard mentioned it here I will also throw out there that I have Heard the same as he in regard to ease of development on PS5.I think the idea of it being Hot Sounds reasonable - from rumour milling way back when, we knew PS5 dev Kits and environment were out there before XSX. PS5 Was originally going to come out earlier in a different Configuration before that HW Plan changed - I would not doubt that the PlayStation dev environment is more mature for the hw at this point than the XSX one MS has.
Published

(46063541)

Thread DF (Richard): Every single developer I have talked to about developing on PS5, has been evangelizing how easy it is to work for
Your 2080 will in all likelihood be taking less of a % hit at similar quality than a console GPU will. We have yet to see the Turing vs. RDNA 2 metric for the cost of RT respectively, but I think the signs are pointing to it being generally more expensive on RDNA 2
Published

(45689630)

Thread Devil May Cry V Special Edition: Ray-Tracing on PS5, available via patch later on Xbox Series X
Since when is common sense a theory? A 2060 just won't run better than a 2070 - if it did, I would say there is a software problem getting in the way somewhere.
Published

(45684398)

Thread Devil May Cry V Special Edition: Ray-Tracing on PS5, available via patch later on Xbox Series X
The only difference is that XSX is better at it. XSX getting this later and PC not getting it at all is so incredibly mindnumbingly dumb.
Published

(45685724)

Thread Devil May Cry V Special Edition: Ray-Tracing on PS5, available via patch later on Xbox Series X
More CUs, more bandwidth, same architecture lineage. It is just faster at rendering things on the GPU - a common sense statement to say for all GPUs in the same family of GPUs. A 2070 is faster than a 2060 at ray tracing as well.
Published

(36859501)

Thread Have we reached the point where there’s diminishing returns for graphics? Most if not all these games from PS5 event look like they could be PS4 games
Talking about Base PS4 here, not the pro!
Published

(36858871)

Thread Have we reached the point where there’s diminishing returns for graphics? Most if not all these games from PS5 event look like they could be PS4 games
I do not see diminishing returns in graphics. The PS5 games shown off, even at 30 fps, looked a lot better than all PS4 games. A lot.
Published

(44146592)

Thread Nvidia RTX 3070 ($499), 3080 ($699), 3090 ($1,499) Announced (Please See Threadmarks)
The New dlss Mode has a higher internal resolution multipler - 9x instead of 4x that it was under the performance Mode. It is 1440p to 8K basically. You can see Screenshots of it in Action on the watch dogs article NV put out.The fps read out there is just vsyncd Stock footage - we do that with nearly all of the multi gpu comparisons that are not side by sides. Otherwise no one knows which gpu is representing the on screen performance
Published

(45524735)

Thread Crysis Remastered - 8K Tech Trailer Video
Good to see they are talking about these things publicly now. Yes Classic Nanosuit control is in. Yes the console commands are fully unlocked. Yeah you can make your own benchmarks very easily. Can it run Crysis mode is very heavy as the stream shows. Editor coming in the future as a possibility is something that was mentioned when I talked to them as well.
Published

(45146894)

Thread Digital Foundry: Graven PC First Look - Hexen Gets A Modern Spiritual Successor!
I am talking about development teams and not publishers actually as I explicitly type there - and yeah i do not plan on covering a game where I view the information out there and see the general whole of the developmwnt Team or even content matter is like this. I would not Cover a postal game for example. Those are games of size and channel relevance where I have the luxury of say, me personally. If I stopped Coverage with publishers that I had Moral or ethical qualms with parts of their dealing, i honestly would not Cover any large Release on average. Ubisoft Stuff, Foxconn workers and equivalent making the Hardware we are all using, Sex scandals and abuse scandals left and right, etc. The complicitness of Video games industry in the Horrors of modern life makes me willing turn a blind eye to those things to even have a Job at all if you understand.
Published

(45144137)

Thread Digital Foundry: Graven PC First Look - Hexen Gets A Modern Spiritual Successor!
As someone who reads nearly all of the comments under Videos I appear in I can say we do not attract any crowd more than usual in our content as of late. Our comments, excluding banned words, are always and have always been filled to the brim with bigots, racist, transphobes and altrighters as the entire gaming community at large filled with these people.They happen to Also be the most glaringly vocal. Ever since the gamergate days, any large platform with a voice no matter what has been inundated in their culture war whether the platform likes it or not or even has a say or stake in it explicitly. As an example, every video I make gets dozens of comments about my sexuality, apparent Lack of manliness, or some other bigoted junk under it even though it is all video game tech all the time. Make a video about a woman Protagonist? Yeah, infinitely worse than one with a man. Even though we only talk descriptively about tech, graphics, or performance. The discourse on the Web is just filled toxic hate from such people. no I do not Support any of the politics and sentiments behind any of that. Not at all.
Published

(45145265)

Thread Digital Foundry: Graven PC First Look - Hexen Gets A Modern Spiritual Successor!
I do not Plan on covering games where I find the whole of the developers abide racism, transphobia, sexism or any other such things. If it comes out that a Single dev of a studio or a small Group of individual at a studio harbour such views I honestly do not know how to react immediately Visavis the game in question - as a game is the products of many and not few always. Take naughry dog games with their documented extremely poor work culture and exploitation - or Rockstar, or a game like Dying Light 2 which had Chris Avelone doing the entire narrative apparently. What is the mass of 'unacceptability' among the few or many for a person to condemn the whole? I am not sure when it comes to game coverage always as I do not see the entire picture and my judgement can be skewed quickly. I just know the things I do not like and I try and talk about them here on Era or Twitter. And no I cannot make statements for DF as a whole so do not think I can please. No organisation works that way.
Published

(45095459)

Thread Digital Foundry: Flight Simulator 2020: The Best Settings For Next-Gen Visuals + Best Performance
Only learned about the existence of dev Stuff in thsi game after the vid Was produced - but in the end here I did not report on the Total RAM allocated, rsther the difference between them (500mb) and which GPUs had no Problem at Ultra at which res.
Published

(44682179)

Thread Digital Foundry: Crysis Remastered: Console Ray Tracing Analysed on Xbox One X!
Skinned objects are not traced; "dynamic objects" should be. I will update the article to say that, I somehow wrote that wrong. A tree falling will still be caught in the reflection, just not a character/deformable mesh.
Published

(44696015)

Thread Digital Foundry: Crysis Remastered: Console Ray Tracing Analysed on Xbox One X!
Static scene with opaque objects, but yeah. I would imagine studios like Naughty Dog would be very interested in this research as they heavily used static lighting. I can imagine a near field ray trace done for specular in game with such static objects, and then the secondary, trinary, etc. bounces in those reflections and outside the near field being handled by such a system.
Published

(44539796)

Thread Digital Foundry: Retro EX: Tony Hawk's Pro Skater 1+2 - A Brilliant Remake of a Classic Gaming Series!
It is Unreal - with every Unreal 4 game you can use Unreal Unlocker and Set up anything you want - including dynamic resolution or even temporal reconstruction
Published

(44595341)

Thread DLSS is better than you even think.
That is 100% true! But at the same time, RDR2 at launch was an absoutely bad texture scaling implementation - something I state in that video. Other games do their texture settings much better, the vast majority do. They have since patched the game so that lower texture settings do not have that behaviour. Basically, it functions more like other games now. With regards to "16GB" of RAM in cvonsoles, you are going to have ca. 13.5 GB of that for games depending on the console, where realistically the xbox series X (the consoel that will probably have the largest total available ram pool) will only be using 10 GB of its RAM pool for the GPU. So I really think 10 or 8 GB will be rather fine going into the next gen on PC, 8 GB especially as on PC there is not silly pressure to push framebuffer size so much like there is on console. Console games go a bit silly with res sometimes to their own detriment. As I say all that though, this will be stuff we investigate as the gen goes on.
Published

(43967834)

Thread NX GAMER: Ratchet & Clank: Rift Apart | Tech Analysis and Comparison | PS5 Preview
If for most games the tracing of transparencies in reflections is too expensive (battlefield did it nicely, and a couple other titles like Wolf Youngblood), then I hope we see more mixed approaches where SSR is blended in as well to cover things like GPU particles and transparencies. Sure it has problems of its own, but it is a step in the right direction.
Published

(43904396)

Thread NX GAMER: Ratchet & Clank: Rift Apart | Tech Analysis and Comparison | PS5 Preview
This is not an "excuse" - it is an explanation. There are not "holes" in the logic of why I would not cover something. How I choose to cover settings in PC game review videos has no bearing on how I would approach a trailer analysis video for a console game.
Published

(43901936)

Thread NX GAMER: Ratchet & Clank: Rift Apart | Tech Analysis and Comparison | PS5 Preview
Our content gets dated all the time and we do not always cover every single thing that comes out - we have limited working power and also limited patience on top of our own wants and desires. We tend to make things we want to produce on top of looking at things the audience wishes. Do you think me talking about those changes can take up enough time to fill a 10 minute long video? I do not think so. For me it is a handful of sentences with a lot recapping and restating - some of the changes too are of the artistic variety and not visual bug fixes. For me, It is rather normal build iteration differences and not larger systematic changes - the rendering is primarily the same, just more polished or artistically different in some areas. I think the only reason to cover them in some capacity would just be to state that they exist - which NXGamer already did a darn fine job on.Yeah - the only way they could do it as I see would be to overlay SSR onto the RT reflections, but that has its own problems as well.
Published

(44054636)

Thread TENET OPEN SPOILERS
The inverted protagonist fights himself and then goes through then inversion machine runs out the other side to have Neil chase after him. Sure. Makes sense. But here there is an editing problem that introduces a continuinty error. We see the now non-inverted protagonist after this meet again outside with (supposed-to-be-inverted) Neil pushing Injured kat on a stretcher. Neil should be inverted at this point, moving backwards at this point from the non-inverted Protagonists perspective. Either that, or at least show the audience that Neil went through the inversion machine once again. Which they did not show in that hectic scene before at all as the protagonist fights himself. I immediately raised my eyebrows here when seeing the film as I imagined half the audience at that moment being like "wtf how does this time inversion mechanic even work?!" This movie spends way too much time attempting to shock the audience with the effects of the inverted time mechanic to get "got ya moments" but then also has an editing decision which requires the audience to just "assume" or be confused. Blah.
Published

(44283629)

Thread Digital Foundry: Crysis Remastered! Crytek Studio Tour, also known as the pilgrimage of Alex Battaglia
<3To be clear just so people get an understanding of the footage - debug build. That means it runs slower.Yeah and all the footage in this video from the debug build should be the xbox one x in ray tracing mode. So I recommend keeping your expectations in check there regarding resolution or performance of that specific mode. It is... ray tracing on xbox one x after all.
Published

(44240351)

Thread What's the purpose of buying high end GPUs now if by the time the software comes around to take advantage it will be the next GPU cycle?
A gpu does more than play the games at its Release... It plays 30 years of backlog too. Not understanding the OP at all - people can Kind of buy things when they please if they want to.in terms of price performance, things will not be dramatically better until next gpu cycle, whenever that may be. It is very typical for a PC User to Upgrade their rig in general,but also to coincide with a big Release. Cyberpunk 2077 is 100% a type of game to do that. To be short and simple: the PC parts market has it's own Rhythm and you can decide to hop on when you please.
Published

(44188631)

Thread AMD's RDNA2 Details Begin to Trickle Out: 80CU Max (2x 5700XT), 12GB GDDR6
Yeah 30 fps on camera turns is just INTENSE to say the least. I always forget what it is like and then I do some cross platform test and am a tiny bit shocked at how unclear games can be at 30 when the camera moves. Let's hope that goes away as much as possible next gen.
Published

(44153018)

Thread NVIDIA announces RTX I/O - PCIe 4.0, on-GPU storage decompression, collaberating with Microsoft on DirectStorage
Big time. Actually game specific benchmarks though is gonna be something very new for GPU/desktop reviewers - there is almost nothing that focuses on this. We will have to create our own I imagine with next gen only games.
Published

(42520392)

Thread Horizon Zero Dawn Complete Edition PC |OT| Red Head Redemption 2
Yeah it will take a bit of time before they get to some issues as they were only made aware of them I believe shortly before launch! That is, at least, my impression. I think the third patch will start addressing the larger issues much more!
Published

(43977863)

Thread Ratchet & Clank PS5: Does it actually have (short) loading screens?
It is a loading screen yes.I guess these are more like "bayonetta" or "vr" loading screens where you are rendering and animating but transition your avatar is locked into an fininte area. IDK, I see them as loading screens as much as a mass effect elevator is.
Published

(43127868)

Thread Black Myth: Wu Kong 13 minutes Gameplay trailer a AAA Chinese action adventure game
The type of smoke used here has only been im two phsyx titles on PC and causes PC GPUs trouble - Yeah this is next gen!Oh i just mentioned it on Twitter. also 60 fps target here with the models and effects is also next gen as hell - like seriously, 60 fps with the Stuff going on here is only doable on something like a Zen 2 or a big fat next gen gpu.
Published

(43612322)

Thread VentureBeat: Call Of Duty: Black Ops Cold War will run at
Actually wait - this does not seem right at all. I was appraised of this Material here mentioned in the article and there Was no mention of RTGI or even RT shadows. RATHER there Was talk of a voxel Probe like GI, much like a lot of games this gen use. Is Venture Beat misreporting here by misinterpretting?
Published

(43611515)

Thread VentureBeat: Call Of Duty: Black Ops Cold War will run at
It is probably not RTGI but a version of a more Standard GI which uses sparse ray tracing to check for visibility. So not RT bouncing Light, but RT being used to make Sure the Raster GI solution does not leak as much. This technique Was described in a paper by Morgan Mcguire more than a year ago. Otherwise the performance makes no sense to me either - "real" RT GI is incredibly expensive. Edit: i am not even sure if Venture Beat is reporting this correctly
Published

(43192200)

Thread Xbox Series X Silicon Breakdown: Hot Chips 2020 Analysis | Digital Foundry
That is not what we put out, rather I have said that it was close to a 2080 or "broadly similar to" it in the gears 5 benchmark on Ultra with no dynamic res on - in actuality it performed a bit below the 2080 in the gears 5 benchmark as Richard has said in one of his Videos. So nothing about 100 fps or whatever you say there. Regarding RT performance, we have said nothing definitive yet since there is not definitive comparisons out there without Vsync on - so we will have to wait for the game's to Release. But the rumbling in my gut elsewhere does not make me think it will be exactly be RTX 2080 Tiered.
Published

(43186902)

Thread Xbox Series X Silicon Breakdown: Hot Chips 2020 Analysis | Digital Foundry
It really depends on the map how the game performs, let us just wait till launch to see how the series X or PS5 compare in cross platform games with RT before saying it is like an RTX 2080. I honestly do not think it will perform as good as that GPU.
Published

(43184832)

Thread Crysis Remastered launching September 18th on PC (ray-tracing, 8K textures and more, EGS exclusive), Xbox One and PS4
One Thing to think of before being disappoined prematurely - Crysis 1 May have a Camera post processing that looks to be naturalistic (so not like many games from its Generation which overly saturated the Image or undersatzrated it on purpose), but how Crysis does its lighting is not realisitic. A lot of the Extra contrast you see here in this trailer like in the forest scene is because Crysis 1 has unrealistic lighting with no bounce lighting and very little indirect shadows - there being more contrast is far more real. That is the whole purpose of the game using sparse voxel octree global illumination - it is tracing that bounce lighting that Crysis lacked. Crysis -1 had definitely the most realisic Real time lighting for its time of release, but it lacks in comparison to how it should actually look with a more physically correct Model.
Published

(43127706)

Thread Crysis Remastered launching September 18th on PC (ray-tracing, 8K textures and more, EGS exclusive), Xbox One and PS4
The vkray extension from NV can be mapped to the VkRT in the AMD driver - im fact it will have to for AMD to get RT working in games that came out on Vulkan before it was codified. I guarantee the hw RT im Crysis Remastered will work fine on Amd hw as soon as AMD has a driver and GPU to Support it.
Published

(42785256)

Thread NXGamer: What went wrong with Halo Infinite & Can it be fixed? | Let's Talk
Speculation Video about dreams? For my Video on dreams I just quoted a tech Design Brief their lead Programmer sent me about how dreams function at launch as the old siggraph presentations were out of date and no longer reflected the way the game did its rendering.
Published

(37702201)

Thread Rumored specs for NVIDIA's upcoming "Ampere" RTX 3000 series graphics cards (RTX 3060, RTX 3070, RTX 3080 and RTX 3080 Ti)
You really think it looks like TAAU? I think it looks rather 1440p ish, to the point where we were counting screens of still footage and not moving ones (which is harder to do with reconstruction).
Published

(37688863)

Thread Rumored specs for NVIDIA's upcoming "Ampere" RTX 3000 series graphics cards (RTX 3060, RTX 3070, RTX 3080 and RTX 3080 Ti)
weirdly the video is at 24 fps, which really bothered me. Is AMD trying to saboutage how their card performance looks?
Published

(37701076)

Thread Rumored specs for NVIDIA's upcoming "Ampere" RTX 3000 series graphics cards (RTX 3060, RTX 3070, RTX 3080 and RTX 3080 Ti)
Which game exactly? I do not think UC4 UC4 LL or TLOU2 do reconstruction up in their TAA for the output image, just for things like hair, SSR, etc.
Published

(42427959)

Thread Intel Details Xe GPU Lineup; Mid-Range & Enthusiast Gaming Cards Coming 2021
They have yet to bring out their enthusiast or midrange chip here - but based upon their enterprise solution here - it seems like their design for the first small discrete card actually scales. We have yet to see price - but everything intel is doing here for the low end and driver wise sounds good to me.
Published

(42438558)

Thread Digital Foundry: Destroy All Humans! 2020 Remake vs 2005 Original - An Unreal Transformation! [Sponsored]
To give a short explanation about what type of sponsored content we do. This video is basically a "what the 2005 game did, what 2005 was like, and how the remaster looks different/does different things" video. Since it is sponsored we do not go into "review" territory here and start giving technical read outs and derived opinions based on them as it would compromise our reputation. Like mentions - we have a busy schedule and need to make revenue to exist (not as easy as it sounds and it is not like I am earning big € anyway!), a smaller game like this would not actually get a full tech break down anyway. edit: quick edit to remove a bit of incorrect info!
Published

(42433689)

Thread Spider-Man: Miles Morales, 1 Screenshot
Just to be me - that shot is not good for saying "that is ray tracing" as it is a planar surface at a low angle. SSR works really well at that angle for example. You need a complex shape of the reflective surface and a shot where obvious off-screen/obscurance is happening.
Published

(42406824)

Thread DF Direct: Halo Infinite Delay Reaction - Xbox 'Series S' Confirmed? - Nvidia Ampere Countdown! | Digital Foundry
The CPU requirements even on a modern mid Range PC are very different than the horrible slow jaguar in x1 or x1x. If they utilised a year to up CPU related headroom to the fullest of only targetting XSX or xss, yes that would be huge. Gpu settings scale easily, res scales easily, but CPU Stuff is the core game and Level Design.
Published

(41973690)

Thread Horizon Zero Dawn Complete Edition PC |OT| Red Head Redemption 2
I think in some games like watch dogs 2 or gta V you can push a lot of the grass and Stuff quite or shadow cast Range quite a bit further than hzd. The problem I still have with the game, even under the concession that it is good looking, is how it scales vs. Ps4 - it still aint scaling right on many GPUs, AMD included. The way a gtx 1060 Performs here honestly corresponds to how I though next gen games might run on Such a gpu! If you just look at RDNA or Turing, ignore the quality of life and stuttering issues, it looks just like an atypically heavy game. But even then very a typical. It is possible in 1440p on a non turbo 2080 Ti like yours to run into trouble getting 60 fps for GPU saturation reasons at the games default optimised settings. That area you showed off for example... Considering that 1080p30 Original of the 1.84TF, less than 170 gb/s PS4 is where I always Come back to.
Published

(41915463)

Thread Horizon Zero Dawn Complete Edition PC |OT| Red Head Redemption 2
I agree. I think this is fixable, but just should not have launched like this. A month of waiting or more to not have these problems would have made me enjoy it much more. Well - that and the odd pascal and older GCN scaling could use a look at.
Published

(41911044)

Thread Horizon Zero Dawn Complete Edition PC |OT| Red Head Redemption 2
is your PC underwater? Those clocks are great on the RTX 2080 Ti! Also very surprised you are getting full clocks on the 3900x - this game never touched mine enough to make it hit max frequency really too often.
Published

(41788977)

Thread RDR2's highly detailed animations vs Ghost of Tsushima's instant pickup of loot/materials
I think each game can do what it sees best for its gameplay design systems. For a simulation game, I may want something more detailed and systemic. For something less so, I might just want to run over stuff and have it go straight into my inventory.
Published

(41807481)

Thread Digital Foundry: Horizon Zero Dawn-An Amazing Game Gets A Disappointing Port
I switch out components in my PC all the time for work and I switched slots recently again for cooling purposes and switched capture card location - I unwittingly put it in the sole 8x slot without thinking. Yeah - I make mistakes.
Published

(41756763)

Thread Horizon: Zero Dawn - PC version footage
I do not think it is reasonable to say this game is unportable - it was just not ported correctly. Late ports of other games which were console only do not have these issues. A gtx 1060 literally runs like the base ps4 in this game. This is just a terrible Port Job which can be evidence in other areas than performance: many features do not work, menu options do not work, settings do not work, etc. Everything is incompetent here and that probably applies to the usage of the PC APIs, memory Management, EVERYTHING. This game need more time to develop and more resoueces than what it got. It also probably need GG to work on it and not a secobdary Studio known for making unsatisfactory ports. Like most things, this is a Management issue and priorities issue, not that it was such a unique and special snow fake ps4 Game. GG literally always had a PC version of their engine as they detailed to DF in 2017 - it needed updating and care to produce a viable PC version here and it was not given the proper update or care.
Published

(41175039)

Thread Digital Foundry: Flight Simulator PC Hands-On: A Generational Leap In Graphical Realism
It is really good, to say the least.High in this game is extremely good. Ultra is High, perfected where you have to actively search the image for any sort of fade in or errors. Ultra is not necessary, rather future proofing and for those who like not seeing LOD shifts.
Published

(41174448)

Thread Digital Foundry: Flight Simulator PC Hands-On: A Generational Leap In Graphical Realism
I could not do half refresh rate due to the specific encrypted .exe and locked out admin settings in the beta version of the game on the ms store. It will be perfectly possible in the final release and the steam release.
Published

(41165229)

Thread Digital Foundry: Flight Simulator PC Hands-On: A Generational Leap In Graphical Realism
This game on Xbox One, based upon the GPU scaling would be sub 720p 30. CPU wise, I can just not imagine this thing on the xbox one. I think they will silently cancel the base Xbox One release and go straight next gen here. Either that, or they hit it with an incredibly large ugly stick. Embarassingly large.
Published

(41393769)

Thread AMD's RDNA2 Details Begin to Trickle Out: 80CU Max (2x 5700XT), 12GB GDDR6
I am curious how these cards will perform in the already released RT titles, and which RT effects scale on them. It would be neat to see different effects types scaling differently accross architectures, like we see with Pascal vs. Turing. Pascal can kinda do rt shadows or high roughness cutoff RT reflections, not great, but it can to a degree at 1080p and maybe 30fps targets, but it absolutely cannot do GI or anything where ray direction is more erratic. Regarding AMD drivers and software complaints - I think their driver UI is pretty nice these days, a bit too nestled for my taste regarding how many sub clicks it requires to get to something, but still, it is fast. Their problem with their drivers for me as a reviewer has to do with Overhead in DX9-DX11 titles where midrange CPU or GPUs really drag performance down and also legacy title support. OGL and older DX9 games on AMD tend to have problems in my experience, like the witcher 2 I tried at the beginning of this year. It ran worse on the RX 5700 than the GTX 1060 due to legacy issues.
Published

(41145312)

Thread Digital Foundry || Death Stranding PC DLSS 2.0 vs PS4 Pro Checkerboarding: Image Reconstruction Analysis
Did you ever notice how ao, ssr, and hair never render right? They should Render just as little flicker spots more or less without TAA.
Published

(41046198)

Thread Digital Foundry || Death Stranding PC DLSS 2.0 vs PS4 Pro Checkerboarding: Image Reconstruction Analysis
The reason why this defies Pixel counting is because it has no straight edges, it does not look like 4k native or something
Published

(40974873)

Thread Star Citizen fans call on CIG to post an update on Squadron 42 development progress [See Threadmarks for Updates]
Context is key: the kickstarter and original funding campaign happened when PC gaming was, once again, being declared dead and a number of games were not at all coming to PC. It was definitely on the popular conscience of the time. Whether it is true or not is another matter (it was not, of course), but the PC was in a different position then than it is now, as a platform.
Published

(40983681)

Thread Digital Foundry || Death Stranding PC DLSS 2.0 vs PS4 Pro Checkerboarding: Image Reconstruction Analysis
you do not adjust your resolution of your display or game output, but you click the "turn DLSS on" button in the respective game and select its mode separately usually.
Published

(40981143)

Thread Digital Foundry || Death Stranding PC DLSS 2.0 vs PS4 Pro Checkerboarding: Image Reconstruction Analysis
I think I read something like 11% once? Having trouble finding good discussions on it.We sadly really cannot as the game does 2 things. First it arbitrarily restricts CPUs that do not have a certain instruction set that is used by the games DRM, so we cannot scale ultra low necessarily on the CPU (but intel works fine and will destroy the jaguar anyway, so that is not the interesting comparison). GPU wise the game requires the ability to do partial resident textures tier 2 I believe in DX12, so it means you cannot run the game on older AMD and older NV GPUs. This usage of PRT for texture streaming is something they added to decima for the PC version of DS - it may not be in Horizon Zero dawn at all so that may work with older GPUs that came out in 2013. They basically upgraded Death Stranding on PC to used more advanced technology than the architectures available in 2013 had, PS4 included.
Published

(40963257)

Thread Is John Cena on the same level as Hogan, Austin, The Rock and Flair?
I have barely watched wrestling, but John Cena also seems like a normal person who is not an asshole like most of the other wrestling celebrities of times before. I could bve wrong of course.
Published

(40913217)

Thread NX Gamer: Xbox Showcase Reveal Event Review and Technical Analysis
I am gonna say that I never said anything of the sort and this forum sucks. I said this, straight from my script:How does that mean ray tracing fixes everything? It would not fix any of the issues I mentioned about LOD changes, material/art decisions, transparency issues I mentioned. I do not even say it would fix the issue of lighting completely, rather it may "help alleviate". Truly, people only hear what they want to hear instead of listening and digesting what is said. In making my video on this game I thought I would explain something that I thought had the largest effect on the game's visual presentation in the gameplay trailer and how I kept reading people saying "this looks flat". Taking that as an opportunity to make an educational video about the differences between static and dynamic lighting as well as how modern PBR work flows interact with them. But yeah, whatever. This forum...
Published

(40914507)

Thread NX Gamer: Xbox Showcase Reveal Event Review and Technical Analysis
Thanks for the response - a misunderstanding then and all is well.You are right, just a lot of users here posting this unfortunately giving that appearance :( - have felt a bit overwhelmed with the (from my perspective) total lack of understanding about the content this past weekend ... also the ever present tagging and negativity read here, on yt, reddit, twitter. Bless you for this perspective.
Published

(40725105)

Thread DF Direct - Xbox Games Showcase Reaction
The SSD is most definitely not the reason why this game has popin - the game is probably far too high res for the XSX GPU to handle lots of transparent textures on screen at the same time, or too high res for it to be shading so many triangles on screen at the same time. The game targetting 4K is murdering its visuals probably. You can test this in many open world games that came out this gen - on PC if you turn up the vegetation and draw distance on PC with competent CPUs at 4K, you immediately are hit with a wall of GPU performance when you enter forests: check out Red Dead Redemption 2, GTA V, or Watch Dogs 2 outside of San Fransisco near the woods.
Published

(40546242)

Thread Halo Infinite 4k/60 Gameplay Demo
Some of the art decisions are not my preference here, it gives the game a lower detailed look. A good example is how opaque the alpha effects are, and lacking detail as well. Check out this difference between the shields on the elite. The Halo Infinite shield effect is completely opaque; it also looks like it has no small detail reads in the shield effect itself. Here is the shield effect in Reach on the Elite. It has a varied level of opacity based upon damage type and has this tiling detail all across the shield effect. It also sticks to the outside edge of the model on full frontal views, so you can still see quite a lot. It has a lot of negative space. It just looks... more detailed.
Published

(40397058)

Thread Digital Foundry: Crysis Remastered on Switch: The DF Tech Review
It is using a different CryEngine version due to rendering and background features, but the overhwleming majority of assets, level placement for things and even the bugs (the flashlight bug on level 1) are all from the PS360 versions.
Published

(39952365)

Thread DigitalFoundry: Halo 3 PC Tech Review: The Master Chief Collection's Best Port Yet?
This is actually funny, as they removed "motion blur" in Halo Reach on PC because the people complaining about it have no idea what they are talking about. The blurry look in the original Reach on Xbox 360 was not because of motion blur but due to the very rudimentary form of temporal anti-aliasing. People hated that, and it rightfully is not good looking. But because people called that "motion blur", 343 removed the game's real motion blur which is more or less the exact same as the motion blur in Halo 3. It should not have been removed as mentioned above - but people complained about something they had no idea about! Halo Reach's "motion blur", the real motion blur, not the TAA, is just the same as Halo 3's basically.
Published

(39834931)

Thread DLSS seems too good to be true
I won't cover fidelity fx in comparison to DLSS 2.0 because Fidelity FX is not image reconstruction - and people on the AMD reddit generally need to take some time to think and actually Look at what they are looking at if they think it needs to be compared to DLSS 2.0. CAS is just sharpening. Just sharpening. If I went to siggraph and was comparing image reconstruction like checkerboarding to some low resolution with sharpening I would get extremely funny looks from the audience, because they are not the same thing at all. I made a video about RIS talking about this even:
Published

(39823036)

Thread DLSS seems too good to be true
You will see in an upcoming video that DLSS 2.0 in a direct comparison with checkerboarding rendering does not produce nearly as many ghosts and instabilities or artefacts, not by a long shot. It in fact crushes checkerboarding rendering from a quality and Stability stand point, with lesser real pixels as well. Have you done the comparison already that you type that it is just as unstable, ghosty, or artefacts with such certainty and conviction?
Published

(39751447)

Thread DLSS seems too good to be true
It uses previous frames just like TAA, so no added buffering. The only increased rendering latency is the cost of DLSS vs the cost of the internal resolution without DLSS. So DLSS in quality mode is internally 1440p + 1.5 milliseconds of rendering time for DLSS (on an RTX 2080 Ti). You add 1.5 ms to the rendering time of 1440p to get an image which looks like 4K, native 4K which would cost many more milliseconds of rendering time than the added 1.5 ms of DLSS. It is used to save latency vs. the real thing.DLSS replaces TAA, it is its own form of anti-aliasing and image reconstruction in one. You cannot run the base games TAA with DLSS since DLSS is basically a very special form of TAA.
Published

(39640540)

Thread Unreal Engine for Next-Gen Games | Unreal Fest Online 2020
They also mentioned the average resolution, but it differs slightly from their original information in terms of specificity. Less than 1440p on average: 2496X1404. Which is intense. I really am not sure how they will scale lumen up or down come release, that should be interesting to see. 60hz target at the same resolution could mean some interesting compromises. Also to see how they will deal with mirrors or light leaking at all, which an SDF, screenspace, voxel hybrid they have should be replete with.
Published

(39652846)

Thread Death Stranding PC Tech Review: The Upgrade We've Been Waiting For
. It was not temporally stable at the moment if you watch the videos, but it is impressive how it achieves a 4X scale. One thing to think about regarding it is how it costs a lot more than DLSS 2.0. DLSS 2.0 is 1.5 miliseconds on an RTX 2080 Ti. That facebook method detailed you mentioned costs 18-24 miliseconds on a Titan V, which has more deep learning performance than an RTX 2080 Ti.
Published

(39575488)

Thread Without DLSS, Should devs really be chasing Ray Tracing on consoles?
DLSS 1.0 used the tensor cores. DLSS 1.9 was a single version of it that was a proto 2.0 running on normal ALUs without any machine learning at all, it was a hand tailored thing. DLSS 2.0 uses tensor cores but is a different approach entirely to DLSS 1.0. It is also cheaper.
Published

(39549445)

Thread DF: Watch Dogs Legion PC Hands-On: Next-Gen Ray Tracing Features Previewed
Everything is reflective in real life, so I hope next gen games do that! I think people are so conditioned to games doing reflections completely wrong that they forgot how reflective the real World is, even my matte wooden table I am typing this on has gobs of reflections.
Published

(39558337)

Thread Eurogamer : How Death Stranding PC delivers on Kojima Productions' original vision
As people can see our Video is not live while Part of the article is - our Video will go live tomorrow. I am not happy that the video cannot go live today. Video has been ready for a week...
Published

(39561772)

Thread Kojima Productions says ultrawide support in Death Stranding PC ‘feels like watching a movie at the cinema’ compared to ‘a TV drama’ on PS4
Kojima Production's OG vision of the game was 60 fps according to the dev team, and the PS4 and PS4Pro could not deliver that. It says that in the article if you read it.
Published

(39570694)

Thread Without DLSS, Should devs really be chasing Ray Tracing on consoles?
You may want to ask a real graphics programmer, lighting designer, game designer, or even just a photographer how the lighting achieved now in games is not "nearly the same". There is a large gap between the two. It is not a gimmick - it is the future of how video games will be made.That was with the highest game settings that are at all possible, including the Ultra ray traced reflections option. There are lower quality ray tracing settings. If Watch Dogs Legion is like Watch Dogs 2, then there are settings at the Highest Level on Ultra which barely make the game look better, but have a massive impact on performance - unlike RT which will effect nearly every surface in the game.
Published

(39537706)

Thread DF: Watch Dogs Legion PC Hands-On: Next-Gen Ray Tracing Features Previewed
It depends on the type of GI - you can do "RT GI" in a very cheap way as described by but it is not really tracing the lighting in the scene, rather it is tracing the occlusion of baked probes in the scene. It is going to have accuracy issues and issues of dynamism. So you can have something called "global illumination" modified by RT, but it is not the real deal. So I am not sure exactly why Cerny put the difficulty ordering in that way above^^ - maybe he is putting RTGI below reflections there since he is referencing cheaper approximates like the link I put above instead of the real deal. RT GI, when done in a dynamic way not just modifying probe occlusion with REAL glossy reflections would end up being the most expensive technique as it includes reflections as part of it even. Even Metro Exodus simplifies how it does RTGI because it is extremely expensive to do it in the most correct way. The way the specular reflections are done in Metro Exodus for its GI are simplified - still better than none at all, of course, but still it must be said.
Published

(39538048)

Thread DF: Watch Dogs Legion PC Hands-On: Next-Gen Ray Tracing Features Previewed
Somewhere between that cheap RT GI and the real deal. They need to detail it more, but it by its nature is going to be cheaper than the real deal since it is partially faked in screen space for dynamic objects and small assets, and the larger features are done in a simplified way. There is the theoretical scenario though that Lumen could be more expensive than the real deal ray tracing as it probably scales poorly. It is using simplified representations for larger/static objects, and if you wanted to increase that resolution of the simplifications for those larger objects, it could get crazy expensive real quick, unlike triangle ray tracing which handles resolution more gracefully. The problem with Lumen is that it is not hardware accellerated - so it is not at all using the RT HW in these modern GPUs that support HWRT. So it is kinda leaving performance on the table since it does not use triangle ray tracing but other types of tracing.
Published

(39393091)

Thread Crysis Remaster will be available for Switch on July 23rd after all
The fact that the first version of a seminal PC game is coming out on switch first is a big ???? in my book. Crytek really should never have farmed out parts of this remaster to someone else - this is far too important.I am definitely excited, but there is so much releasing in the next few weeks that I am comvering and we have a lot too manage. I have to see how I fit in Crysis Remastered on PC atm with its completely unknown release date....
Published

(38871568)

Thread An hour after its release date announcement, Horizon: Zero Dawn is already Steam's top seller
I would be very confident in saying that non-exclusive versions of games (e.g. a PS4 game that then gets an xbox version or a PC version) does not exist to draw people into buying a different game console or platform in the future. They exist to make money for themselves in their own right, to widen the market for that original piece of software. Every time this historically happens, like it did with the "Souls" games for example, it happens to lead to the franchise or publisher or game maker widening into that market and producing multiple versions in the future. Shit this happened with final fantasy which was at one time basically a playstation exclusive.
Published

(36271420)

Thread Rumored specs for NVIDIA's upcoming "Ampere" RTX 3000 series graphics cards (Rumored Specs for RTX 3060, RTX 3070, RTX 3080 and RTX 3080 Ti)
The idea that we will see RT across the board on nearly all GPUs (I think AMD is doing this too) will be so nice. RTX 2060+ baseline RT performance for everyone.
Published

(38806558)

Thread Horizon Zero Dawn Complete Edition for PC (Steam and EGS) launches August 7th
Benchmarks can be non-representative of in-game performance at times (especially in terms of average FPS). Like the Golem City in Deus Ex Mankind divided is much heavier than Golem City scene in the game. Made an entire video about this. Best wait for the real game numbers to come out.
Published

(38748460)

Thread Horizon Zero Dawn Complete Edition for PC (Steam and EGS) launches August 7th
No DLSS 2.0 is a mega bummer from me - it absolutely SPANKS in Death Stranding. But everything else looks very very excellent. I am happy it has more features like the foliage and reflections to not make the game looks awkward in those areas like it did on Playstation consoles.
Published

(38648716)

Thread Death Stranding will support DLSS 2.0 on PC
Let me just say - that I do not think that CAS in this title is doing reconstruction at all. There are a number of tell tale signs that it is not. FOr embargo reasons though it is not like I can post the evidence of that, but that "shimmering" mentioned in the ars technica piece is not a bug or something, it is just aliasing from really being lower resolution and not reconstructing (and then sharpening naturally increases aliasing on top of that). The difference in resolve time mentioned there is the difference in TAA history buffer length - Decima engine use just the last frame, kinda like SMAA T2x. But it is not reconstructing in its TAA - so if you see a disoclussion (where an object is revealed suddenly) it will go from aliased to anti-aliased. But it will not go from aliased to higher resolution AND anti-aliased. DLSS uses multiple frames (i believe 4). So it goes from aliased to full anti-aliased AND higher resolution in a gradual manner, technically over 4 frames, but you should see immediate results that look anti-aliased and higher res after 1 frame has passed already. DLSS internal resolution on quality mode is 1440p. CAS looks to be a 75% axis reduction in resolution when you tick the box (1620p) - then you choose whether you apply TAA or FXAA to this resolution reduction, and then an optional user defined amount of sharpening on top of that. I do not see the evidence of reconstruction here.
Published

(38587570)

Thread Death Stranding will support DLSS 2.0 on PC
It does not do the same thing... So not an alternative, but a different thing entirely. For some reason AMD marketed it originally as something to be put up against DLSS 1.0 (which was already not a like for like technique or comparison point). It's real point of comparison is a user picking a resolution that is not the same as their monitor and just dumbly upscaling it, or even better, a user picking a % resolution lower than their monitor resolution in a game. So putting the res scaler to 75% for example and keeping the HUD and UI at the native resolution. CAS then adaptively sharpens pixels to increase contrast on top of TAA. It does not really increase resolution by reconstructing, but just increases image contrast.From my experience CAS did not seem to be reconstructing much if at all - are you certain it is? It looked to me like a 75% res scale with TAA (which is the ingame variant) + sharpening and not a reconstruction scheme.
Published

(38232457)

Thread (NVIDIA) Cyberpunk 2077: Ray-Traced Effects Revealed, DLSS 2.0 Supported, Playable On GeForce NOW
Pcgh had the same build which did not have RT reflections, but I do not doubt even that it looks dramatically better and different with the other RT effects on.
Published

(38051518)

Thread Cyberpunk 2077: Night City WIRE |OT| Breaking news from the Screamsheets
Thanks for the link. Yeah he says Global Illumination - but even then, that is a Higher level of Ray tracing than they originally announced. Global Illumination would be much better than just ray traced emissives
Published

(38050000)

Thread Cyberpunk 2077: Night City WIRE |OT| Breaking news from the Screamsheets
Can I get a quote where you saw that? Last time CDPR talked about their RT implementation (last summer!) it was ray traced emmisives. If they went ahead and went for full GI AND reflections that would be a dream. We were not informed of that yet :D
Published

(38052379)

Thread Cyberpunk Demo was running with Raytracing on a 2080Ti - at 1080p with DLSS on, says PCGH (German PC magazine)
Interestingly, this footage does not have the RT on :X Sucks we did not get an invite to test it live like PCGH and others, but they ugpraded their RT implementation. RT AO, RT shadows, and RTGI diffused lighting (like control) is way better than just emissives!
Published

(37927522)

Thread NVIDIA GeForce Driver 451.48 released - Major new features
Yeah it is about how memory is maintained on the GPU, the thing about mixed refresh rates on 2 or more monitors the other page is another different specific fix in windows regardless of video driver. "Hardware-accelerated GPU scheduling is the main feature of WDDM 2.7 and it allows the integrated/dedicated graphics card to manage its own video RAM directly, which in turn give you better performance, reduced latency, increased average or minimum frame-rates, and improved video playback. " This is about minimum framerates and stutters in game, basically.
Published

(37369999)

Thread New Spider-Man: Miles Morales details (ray-tracing, overhauled city, near-instant loading, 3D audio)
I put it on the list of games using RT in the video I put out! But in that scene, as much as I love saying things are RT, you really need convex or concave surfaces or self-reflections before you can 100% say it is RT reflections. Glass reflections in rooms can be done via planar reflections like seen in Hitman 2: That is the same reason I did not mention it for the Hitman 3 Gameplay footage.
Published

(37693243)

Thread Digital Foundry: Demon's Souls Remake: PS5 vs PS3 Tech Breakdown - A Remake Worth Waiting A Generation For?
Nothing was removed, it was never on Youtube for the most part. (It was as text articles with screenshots and sometimes a framerate or slowed down graphics comparison video hosted on the Eurogamer website and not YT). Those short snippets of video on the EG website are not on YT and makes up a healthy amount of x360/PS3 DF work.
Published

(36131209)

Thread Command & Conquer Remastered Collection |OT| Welcome Back, Commander
Have them be separate from your army control group away from your main infantry. They require a lot of micro to even keep them away from eachother. High maintanence unit, but the really wreck infantry.. and buildings even.
Published

(36118147)

Thread Command & Conquer Remastered Collection |OT| Welcome Back, Commander
My video should be coming out... tomorrow I think (my coverage got a bit delayed due to work obligations on Bioshock earlier in the week). But this is probably my favourite remaster ever. I love it, dearly. Also, playing the game again I am reminded how much kiting is core gameplay here to win many missions. That and splitting up your troops and using torrent of fire tactics to kill off the most dangerous things first. Really great gameplay all these years later. Genius game.
Published

(37446907)

Thread Cyberpunk 2077 will receive a substantial next gen update in 2021, but will still be playable with advantages on PS5/XSX Day 1
The reason why it could not be Day 1 release for Next Gen hardware having PC features is because the critical staff who would be responsible for technical porting are doing other things. They are probably spending crazy amount of time between now and release making sure the game is not a complete shitshow on last gen (which we have yet to see even one bit of media from) and polishing up the PC release. That is much more likely than some weird scenario where they are holding back the PC version for a patch to bring it up to next gen consoles.
Published

(37344844)

Thread DF: PlayStation 5 Ray Tracing First Look: Gran Turismo 7, Ratchet & Clank, Pragamata + More!
If some pass of lighting is not in the RT space it cannot see it for it to Show up in reflections . SSAO for example will not Show up in RT Reflections, decals wont, even some forms of Light bakingw ont Show up. Another way to save Performance with RT is to Limit the Fidelity of the light in the RT it self, so you can have simplified materials on the objects in RT Reflections, or only sharp Shadows and not filtered ones, etc... You can see this same thing happening in ratchet and clank if you compare the light on the materials in the main view and then the light on them in the reflection.
Published

(37329733)

Thread DF: PlayStation 5 Ray Tracing First Look: Gran Turismo 7, Ratchet & Clank, Pragamata + More!
Given the angles of that shot and the Position of the arm, hammer, or earings, it could also be ssr. You need a different surface and angle to say it is RT.
Published

(37289023)

Thread DF: PlayStation 5 Ray Tracing First Look: Gran Turismo 7, Ratchet & Clank, Pragamata + More!
Well the reason it is too shiney is because the ray traced reflections in GT7 seem to Lack contact hardening, so technically it is too shiney. The reflections do not get more diffuse and starker along the reflection itself, which makes them overly bright and sharp for the whole scene. Edit: I see everyone alreadyy comment ed on thsi wuups!
Published

(37291906)

Thread DF: PlayStation 5 Ray Tracing First Look: Gran Turismo 7, Ratchet & Clank, Pragamata + More!
If you trace perfectly coherent reflections and then post process blur them they will not need much temporal fixing up but be physically incorrect, but Stochastic reflections would be harder and noisier.
Published

(37293707)

Thread DF: PlayStation 5 Ray Tracing First Look: Gran Turismo 7, Ratchet & Clank, Pragamata + More!
Ratchet and clank uses gpu particles for such things I am pretty Sure, which cannot be ray traced anyway as they do not actually exist in the game World. They are more like a post-process.
Published

(37292029)

Thread DF: PlayStation 5 Ray Tracing First Look: Gran Turismo 7, Ratchet & Clank, Pragamata + More!
It could be, but could also not be. To judge ray tracing you need more than a flat surface, you need concave and convex ones and evidence of self reflections. Those things cannot be done correctly with the other fake rasterisation techniques.
Published

(37271824)

Thread DF: PlayStation 5 Ray Tracing First Look: Gran Turismo 7, Ratchet & Clank, Pragamata + More!
Looking at the 4K version of that offline, it is really hard to see what is going on due to the car movement. Really hard to see the reflections let alone if self-reflection is occuring. But one thing that can be seen later in the trailer is that a car far ahead of the player is not using RT (could just be cube maps), or at least RT which does not run every frame (another possible optimation, stagger RT update for things at a distance). The reflection on the car here updates about 1 time every 30 frames. Footage slowed down to 25%.
Published

(37263178)

Thread DF: PlayStation 5 Ray Tracing First Look: Gran Turismo 7, Ratchet & Clank, Pragamata + More!
The camera angles there are terrible for saying "this is RT or this is not RT" - the dash camera though was a render to texture reflection - which makes sense since it is coming from a camera on the back of the car in real life. I would need more footage from in game gameplay to say whether RT was in play there or not.
Published

(37259770)

Thread DF: PlayStation 5 Ray Tracing First Look: Gran Turismo 7, Ratchet & Clank, Pragamata + More!
"disingenuous" Look - we only work with the content which with we are given - if the game does not have RT reflections in gameplay on release, I will call it out for sure.
Published

(37224409)

Thread DF: Future-Proofing Your PC For Next-Gen Gaming (Nvidia sponsored video)
I have a feeling that people thinking that this video is about Rich saying "buy parts now" or some backhanded way to move Turing stock through NV pressure did not watch the video... It is about hardware minimum to be par with next gen and the things to look out for when buying a PC in general so upgrading is easy.
Published

(37173127)

Thread DF: Future-Proofing Your PC For Next-Gen Gaming (Nvidia sponsored video)
That would be impossible, as checkerboarding for consoles and PC requires invasive engine changes to get working, on top of a lot of debugging to make sure it works well with all the post-processing, shaders, etc. It is possibly more intensive than adding in MSAA into a modern engine, which is exceedingly rare.
Published

(37172206)

Thread DF: Future-Proofing Your PC For Next-Gen Gaming (Nvidia sponsored video)
One thing to note is that Rich is talking about PCs that are par for the consoles (or more) and/or have an easy and cheap upgrade path to future technology. Six Core Ryzen 3... given the frequency, system reservations, and reduced cache on consoles, I think a third generation ryzen 6 Core will end up being the "yeah it plays exactly like the consoles" CPU for a good long while. If you have an RTX 2070 or higher, you basically have yourself a PS5 GPU or more.The answer to storage devices of similar latency but different bandwidth is to increase the amount of system RAM. PC games will just require more system RAM. The necessity of fast SSDs in the console space is a crutch upgrade to the decidedly meagre upgrade in total system RAM between generations. If a device like a PC has more system RAM then total RAM that a console has and then 8+ GB of VRAM as well... it should be very competent at staying inline with consoles even with a less capable SSD. This kind of trade off is made all the time in design.
Published

(37041964)

Thread Digital Foundry: Detroit Become Human PC - Native 4K vs Checkerboard Rendering on PS4 Pro - Image Quality Analysis
Yeah I would not say it is a negative outcome at all. It looks reasonably good, just not. It makes way too much sense to use it if your game pipeline supports it easily and you want to push for higher effects at a lessened cost. It won't be as cheap as 1527p (the Checkerboard resolve itself costs more than the native resolution), but it should not be dramatically more expensive. I wish more games supported it on PC as an option. I also hope devs on next gen consoles do not go for native 4K if they can and instead do reconstruction.It will depend on the implementation of course, but in this game it was not really that bad at all and did not break down too often into the saw tooth look. This one was stabler than others I have seen.
Published

(36841594)

Thread Digital Foundry: The Last of Us Part 2: PS4 vs PS4 Pro Comparison + Performance Testing + Initial Thoughts!
I think so! Any enviornment with indirect lighting like the ones in this video will have a big disconnect in lighting between dynamic objects (players, movable physics objects, NPCs, moving geometry like leaves) and the static geometry. Even RT GI would help clean up a lot of the light leak that happens with static light maps when their resolution does not match the detail/thickness of the static geometry.
Published

(36774982)

Thread Graphic Fidelity I Expect Next Gen.
I think they were cinematic shots with "cinematic assets" and "cinematic lighting" set ups. We still need to see what happens to assets like crabs or the tiny pebbels on the beach when a player controlled camera gets near them. For sure real time rendering for cinematics, but gameplay graphics is not how I would describe them.
Published

(36537205)

Thread Today I learned "electric boogaloo" jokes have been co-opted by white supremacists
I made a visual and audio reference to "when talking about the possiblity of a sequel to Command and Conquer. Thinking for years the "dot dot dot boogaloo" referenced silly secondary title additions to sequelslike if you remember that tagline/undertitle. After some DMs and reading a comment under the video, I learned that this has phrase been apparently turned into a white supremacist keyword. And I am honestly . Much like the pepe thing, even a silly dance movie sequel name has been ruined by racists. It is honestly just an incredibly shit feeling these days where you cannot escape racists and their ideology even in the benign realm of pop-culture jokes.
Published

(36269374)

Thread Outrageous True Ending Requirements
These type of things are one of the only reasons guides exist! I remember the "save the villagers" in Jet Force Gemini requirement to have the game progress was uterly painful. I never beat the game for that reason... I just had no idea which ones I grabbed and missed and which levels when I reached the point of no return and immediately turned off the game and never came back to it.
Published

(35412726)

Thread Scorn dev on targeting 60fps - " We also feel that responsiveness should be as important on consoles"
I really hope for that too. Especially since microsoft will be having much more official support for 120hz modes. I also hope the Fighting Games starts to offer 120hz modes.Absolutely!
Published

(35168943)

Thread Xenoblade Chronicles Definitive Edition - Switch vs Wii vs 3DS - The Digital Foundry Tech Review
I will not speak for John, but every video has trade offs for time investment and return. John could wax lyrically about Minute differences in versions covering every Single effect, and the video would take much longer to produce. Our audience is fickle and sometimes cares much more for immediacy than depth. Countless times have John or myself taken the time to produce a careful, thoightful, indepth Video which is not watched - yet a video which took 1 or 2 days to make is watched 10 fold.
Published

(34961268)

Thread Do you think future AAA games set in space should take cues from No Mans Sky?
The one thing to mention about NMS is that I think there is some handwaving and smoke and mirrors when traversing between planetary distance and when entering an atmosphere, your origin position moving to places, and not you traversing a massive world. Doesn't the game still have like a white flash of sorts when you enter a planet atmosphere? It did the last time I played it. I think when the game came out people found out how to break that illusion and decouple world origin from player origin and actually travel larger distances instead of the world moving around you essentially. This then caused massive bugs of course since the engine is not a real large world.
Published

(34799976)

Thread VG Tech Youtube Video: Mafia 2 Definitive Edition PS4/Pro vs Xbox One/X Frame Rate Comparison
Mafia 2 was a next gen game in a handful of ways on PC, it being low res on X1s... is not at all surprising. X1 has a weak GPU memory structure.What DF video are you talking about?
Published

(33408474)

Thread Graphic Fidelity I Expect Next Gen.
I think that game chorus will have RT reflections (just a hunch, not aconfirmation), but at the same time... yeahhhhhhhhhhhhhhhhh, IDK. We should wait a bit to see how the game actually is in terms of performance or resolution. "4k 60" unfortunately can mean almost anything these days in a press brief. And given what we know about RT performance on PC, a real 4K seems... not at all realistic.Those 2 massive white lines on the floor there are hand placed lights for the cinematic... they make no sense of course. BUt cinematic lighting rarely ever makes sense in games. Like, where in the hell are those two massive white reflection streaks supposed to be coming from in a completely red room?
Published

(33732726)

Thread Rumored specs for NVIDIA's upcoming "Ampere" RTX 3000 series graphics cards (Rumored Specs for RTX 3060, RTX 3070, RTX 3080 and RTX 3080 Ti)
I am pretty sure NV will target 1080p DLSS on the RTX 2060 as being the viable low end scale for the RT implementations for games, even after Ampere comes out. And since that means 540p or 720p in reality, that makes a lot of sense. Turing is most definitely not immediately obsolete and RT games that come out later will be unplayable on it. Bad rumours and a bad sentiment from that video.
Published

(34571541)

Thread What happened to those "console spec" PC builds from around 2013? Can they play the latest games at console specs in 2020?
We are actually planning to do this with Horizon Zero Dawn and Death Stranding, multiple GPUs like the 4 GB 7850s, 750 Ti, 4 GB 670s, etc.
Published

(34541496)

Thread Digital Foundry: Halo 2 PC Tech Review - The Master Chief Collection's Best Port Yet?
Talking about the single player here in the video ^^ and on PC (Halo 3 is not on PC) - did not mention competitive multiplayer in the review, rather just the rather imperfect Coop.
Published

(34249110)

Thread Tim Sweeney on UE5: "The Nanite and Lumen tech powering it will be fully supported on both PS5 and Xbox Series X and will be awesome on both."
As a quick reminder, if you Limit your fps based solely on the slowest component (the ssd in the ps5 is tragically slow compared to the RAM it has) - then you are designing something which scales incredibly poorly. I do not think Epic is in the Business of making an engine which scales its Brand new visual features hard and solely on the slowest subsystem in computers.
Published

(34248630)

Thread Tim Sweeney on UE5: "The Nanite and Lumen tech powering it will be fully supported on both PS5 and Xbox Series X and will be awesome on both."
Yeah if it ran better than a PS5 I would not imagine it to be maxq Version, rather the larger one that has Performance more in the 2070-2070s Range. An RTX 2060 should realistically not be beating the ps5 GPU.
Published

(34187670)

Thread Tim Sweeney on UE5: "The Nanite and Lumen tech powering it will be fully supported on both PS5 and Xbox Series X and will be awesome on both."
Oh i was not thinking you were doubting the obvious or being accusatory, you were writing rhetorical :)
Published

(34184967)

Thread Tim Sweeney on UE5: "The Nanite and Lumen tech powering it will be fully supported on both PS5 and Xbox Series X and will be awesome on both."
Commercial deal? Huh?Tim sweeny literally said it did in an Interview, but He does not even need to say it. GPU effects scaling with Compute capability is obvious. If some said their RTX 2070 ran better than an RTX 2080 that would be a logical impossiblty. Nanite and Lumen at the end of the day, and Lumen especially, are Compute Monsters. They will scale with Compute capability.
Published

(34174365)

Thread Tim Sweeney on UE5: "The Nanite and Lumen tech powering it will be fully supported on both PS5 and Xbox Series X and will be awesome on both."
I would not say the consoles are all too different from mobile ryzen in some aspects... Desktop CPUs have frequency and other things.
Published

(34175475)

Thread Tim Sweeney on UE5: "The Nanite and Lumen tech powering it will be fully supported on both PS5 and Xbox Series X and will be awesome on both."
I think in our original XSX article it was written that smaller Cache is a very reasonable Thing to imagine.
Published

(34165332)

Thread Tech Analysis: Unreal Engine 5 on PS5 - Epic's Next-Gen Leap Examined In-Depth
In ue the temporal reconstruction costs just a bit more than TAA. So it is actually really cheap! Techniques devws in ubisoft games tend to be pioneering: motion matching, froxel fog, gpu drive Pipeline (which actually is related to nanite), and much much more. Their engine teams make incredible Stuff, only Thing is that people do not view their game visuals highly for what I assume are unrelated reasons
Published

(34170498)

Thread Tim Sweeney on UE5: "The Nanite and Lumen tech powering it will be fully supported on both PS5 and Xbox Series X and will be awesome on both."
Notebook RTX 2080 performs like a Desktop 2070Super. It running at 1440p at 40 fps is actually higher res than PS5 Demo if DRS targetting 30 would be used. Well this is some interesting scaling and in fact lines up
Published

(34077294)

Thread Tech Analysis: Unreal Engine 5 on PS5 - Epic's Next-Gen Leap Examined In-Depth
As started in the Video it is a type tracing that does not trace triangles, which is what Hardware raytracing accelerates. It is a simpler, less accurate but cheaper Form of tracing. Think like voxel tracing that cry engine has or UE4 had. Its advantage is speed in the trade off for acuraacy, for some game objects like a big wall with low Detail, there is not much of a difference in quality.
Published

(34081455)

Thread NX Gamer: Unreal Engine 5 - A taste of what's to come | Tech Analysis
We do not know at all how the memory load is for nanite, so I have no idea. We had a shorter conversation with Epic (Tim sweeney), but they (He) only mentioned nanite scales with Compute Power and they said nothing about other axes it scales along.
Published

(34081008)

Thread NX Gamer: Unreal Engine 5 - A taste of what's to come | Tech Analysis
We do not know that though as we do not know the Demos memory footprint :/ I think that is something we need to know before we start positing about it. If anything, we learned that it is utilising much less texture memory than normal games presumably - no large normales and texture mips for that and no geo LODs. And virtual texturing as well.
Published

(34104462)

Thread In theory could Nvidia release a DLSS HDMI "dongle" or box?
Wait a minute - did you watch the DLSS 1.0 presentations? They most definitely needed motion vectors - the DLSS authors even lamented that many game engines have completely broken motion vectors and devs do not notice.
Published

(34075674)

Thread Tech Analysis: Unreal Engine 5 on PS5 - Epic's Next-Gen Leap Examined In-Depth
Yeah it seems like animated things like Characters and such will all be screen space, and light leaking will be a thing. But I prefer that to Light maps every day of the week. There are a couple false positives from the screen space filling in of GI in the Demo, the stalactites are too thin to have indirect shadows from the coarse GI and then the screen space GI fills that in, but in the wrong directions im screen space, so it create a shadow in a crevace behind the stalctite with non directionality.
Published

(34068372)

Thread Tech Analysis: Unreal Engine 5 on PS5 - Epic's Next-Gen Leap Examined In-Depth
For next gen we are going to look to get away from Pixel counting and perhaps turning to a new metric, as resultion... Does not give the whole picture. Probably something like where we compare the console Image to the prisitibe native Image on PC to say how close it gets, or a number to describe that, or a number to describe how noisy or aliased an Image is, something like that.
Published

(34045107)

Thread Tech Analysis: Unreal Engine 5 on PS5 - Epic's Next-Gen Leap Examined In-Depth
They use ssr in the Demo for any high frequecy reflection. To put it on the record, Epic said nanite works with hw RT. No... The lighting in this demo is cheaper for a reason, it lacks accurscy on the large scale (voxels or sdfs will produce Light leaks) and since it uses screen space Info, it produces errors on dynamic and small objects. The light disappears if objects get in the way. The GI cannot also do very shiny materials... HW RT would be needed to do those.
Published

(33977367)

Thread Nvidia GTC 2020: Nvidia RTX/AI Graphics Tech Demo - A Glimpse at the Future?
lol This demo was made more or less during the quarantine period by a handful of people. It is a showcase for a collaborate working environment in the cloud utilising Ray tracing, about efficiency of distrubuted working. I believe it took many many many more people (i read thousands?) and 3 years of rendering research to make the UE5 demo.
Published

(33988908)

Thread Tech Analysis: Unreal Engine 5 on PS5 - Epic's Next-Gen Leap Examined In-Depth
For me when watching the demo I was like "ok bounced light i have seen before without screen-space probs" - but I HAVE NEVER SEEN THIS GEO BEFORE. For me it is soooooooo much more impressive than the lighting presentation or anything else at all. I am really curious about the exact details of how they break down meshes (perhaps like Ubisoft did for Ass Creed Unity? Or Geometry texture thingies??), what meshes can be done this way, and how it can be extended. How it scales in performance in the end here, if it is really so darn compute heavy... then we will see some unique scaling here between GPUs.
Published

(33987045)

Thread Tech Analysis: Unreal Engine 5 on PS5 - Epic's Next-Gen Leap Examined In-Depth
Great post - I really think this will be the case in the end. BTW, I made this video before Epic's team responded to us where it had a very different structure. We never knew if they were going to get back to us with the questions we asked, so it was going to be a "what can we see from this video" kind of thing where I look at the artefacts and speculate. So the video structure in the end may sound a bit different then the some of the passages. I am so happy Epic agreed to answer my quesitons in the end instead of my having to do guess work based upon a video ONLY.Thanks
Published

(33863331)

Thread Unreal Engine 5 Revealed! | Next-Gen Real-Time Demo Running on PlayStation 5
We actually do not know what the what the deciding factor in performance in this demo is regarding how it stresses RAM or streaming into RAM. They did not clarify what the memory budget was for anything. We just know that Nanite and Lumen are heavy on the GPU for generating frames at medium resolutions - hence it running at 1440p 30.
Published

(33895824)

Thread Unreal Engine 5 tech demo runs on today's hardware
The technology can run on anything with compute shaders from what we know, but whether anything can run the demo at an acceptable framerate or acceptable resolution is an entirely different question.This Engine and demo can run on Modern PCs and XSX: it makes sense, it is a multiplatform engine and they want developers to use it for many platforms and just one.
Published

(33860457)

Thread Unreal Engine 5 Revealed! | Next-Gen Real-Time Demo Running on PlayStation 5
FF7R is stone age lighting technology in comparison to the Elemental demo from 2013. Lumen in UE5 though is a kind of reset button, bringing back a similar technique to that seen in UE4 in the elemental.
Published

(33866868)

Thread Digital Foundry: PlayStation 5 / Unreal Engine 5 Reaction - Now This Is Next-Gen!
No one is in a super tough spot with this demo, I think. It has trade offs like any technology. This targets 30 fps and a middle resolution, other games want to do different things for their design. I would literally want to die if people compared these graphics to something like Halo Infinite for console war purposes. I would want to scream into the void if people did that.
Published

(33771063)

Thread Digital Foundry || Ghostrunner Demo Analysis: Ray Tracing on Unreal Engine 4 Tested In-Depth
The yellow light on the floor is the specular light from a non-shadowing point light. WIth the roughness cutoff gone (and since ue4 rt reflections sample the lights) it properly occludes the lighting from the point light inside the burning dumpster from. So just like said! There are other commands to make the rt reflections not sample the scene lights btw where that would end up not happening.RT shadows in UE4 only work from lights which have the "cast shadow map" flag set to on. So actually it is that! The diffuse lighting there is not being occluded if you notice carefully (so no full shadow, just a part of it for specular).
Published

(33727605)

Thread Digital Foundry || Ghostrunner Demo Analysis: Ray Tracing on Unreal Engine 4 Tested In-Depth
Considering that is how shadows work, yep RT working like it should. Also notice how the garbage bags have no self shadows on the left, while they do on the right.I look forward to adding in RT to games that do not even have it.
Published

(33678870)

Thread Assassin's Creed Valhalla will run at minimum 30FPS on Xbox Series X (read probably 4K/30)
Yeah this what I expected. These games push CPUs really hard, but beyond that, they target some pretty high end GPU effects (the clouds, the volumetric fog, the far shadow distance, the quality of random models here and there) - I imagine they will do the same on XSX. (people sure gave John and me a hard time under our video when we mentioned it most likely targetting 30 fps).Maybe an uncapped mode for the brave VRR warriors.So far at least. The last Ass Creed was AMD sponsored on PC - which kinda sucks because AC games in the past used to integrate one off next gen tech due to NV sponsorship. Perhaps if AMD sponsored again, and RDNA 2 GPUs are out on PC; they will add in some DXR that RDNA 2 can utilise (and all other DXR GPUs as well).
Published

(33674217)

Thread Bitcoin halving happening in 90 minutes
Ah yes - this looks very heatlhy. The value of mined currency to me is so abstracted from real value generation/"work" that it just seems arbitrary like a way for people to make money without actually doing anything.Oh it makes a lot of sense in how it functions as a market commodity of sorts, but it does not make it make sense from the perspective of traditional "work" - or even traditional investment really.
Published

(33580599)

Thread DF Direct: Xbox Series X Gameplay Reveal Reaction - Is This Next-Gen?
You may want to look up a lot of things. Like the actual clocks of Turing GPUs (they are much higher than their listed theoretical clocks that you show in that graphic). Also you may want to go back to our Gears 5 on XSX video to show how the developers stacked it up against the PC version. You may also want to understand that a real 4K, as in not reconstructed, is very expensive even on an RTX 2080 Ti. Even more so with any tiny bit of ray tracing.
Published

(33576609)

Thread DF Direct: Xbox Series X Gameplay Reveal Reaction - Is This Next-Gen?
Are you confusing what we said? For Bright Memory Infinite - we said it was showing off gameplay. Just that the gameplay so it is hard to comment on expected performance and features. The snippet shown in the MS stream was just the PC version.
Published

(33563880)

Thread So apparently Alien Isolation was a cross gen game
Yeah it is technically very advanced for the Era it came out in. I will also praise its use of trims and decals during a time of bespoke textures - Nate Dearsley and Co did an amazing Job making the most of the texture Budget.
Published

(32377185)

Thread Graphic Fidelity I Expect Next Gen.
I think it is generational in one aspect that I like a lot. Since RT works blanko in every scene in the game it has the propensity to turn gameplay graphics into cutscene graphics. With rasterisation a cutscene requires you to jack up shadow map resolution to 4096X4096 for one light and place like 2 or 3 fill or rim lights around characters in scenes to make them look really great. Or make sure the camera never leaves human eye level so the SSR does not break. But with RT, you can pause any one moment of the game and everything still holds up in gameplay. It really elevates the character models to look more like the cutscenes instead of a big discrepancy between the two since they are consistently lit at the highest quality possible. Same thing happens IMO in Metro Exodus where models in the overworld look quite a bit better.
Published

(33293388)

Thread Will Star Citizen ever be in a playable state?
THe game is pretty CPU limited as I have covered on DF - it is running against the wall against what DX11 can do. So your FPS problem should be much alleviated when they port the game to VUlkan, which is currently in progress (you can examine the game .exe to even see the variables to turn on vulkan are already packaged in 3.8 or 3.9).
Published

(33232749)

Thread Digital Foundry || Crysis Warhead 2020 Tech Review: Revisiting The Forgotten Chapter
It's in the original and I mention it a lot in my original Crysis Video. I was merely in the warhead one describing how Crysis (and warhead) do junge ground so well.
Published

(33239160)

Thread Digital Foundry || Crysis Warhead 2020 Tech Review: Revisiting The Forgotten Chapter
Oh gosh, this one took about... 5.5 hours to beat the game, then about 40+ hours on the script, pickup shots and Edit. I am honestly not sure on the number as I kinda just forget time in the middle editing or scripting - you find yourself thinking about it in the shower or before you Fall asleep! As an aside that I find kinda funny... It took me an hour to find the shot of the spiders on the Junge floor because I could not remember where it was in my B-Roll. Making these vids can sometimes be intense!Heh, thanks :)
Published

(33200739)

Thread Digital Foundry || Crysis Warhead 2020 Tech Review: Revisiting The Forgotten Chapter
After having gone back and playing the game, I really think it has aged really well. Not just graphically, but its design goals for much of the combat and levels are still really well done - even if they are not as grand or awing as those in those first 5 levels in the original crysis. The train level is particularly interesting, as it is linear, yet ends up being extremely different to many other games' concept of linear. You end up doing the same thing you do in many games, traveling on a train to a location till a cutscene plays while shooting enemies from the train, but the basic gameplay loop and wideness of that linearity makes it feel... really different. Rather unique. I just had to make a video on it. :) The ice shader is really impressive - I have yet to see many other games do anything similar.
Published

(33156564)

Thread Unreal Engine 4.25 Released || Series X & PS5 Support, Production-Ready Niagara & Ray Tracing
You might want to hold off about giving vuyibg advice for non existent products! We have no idea about price or performance for RDNA 2 or it's competitors. And the reason why certain objects do not animate in RT, is because they use vertex colour Animations. Which are not the geometry actually moving, just the illusion of the texture moving, more or less.
Published

(33092913)

Thread The Master Chief Collection: Halo 2 and Halo 2 Anniversary flighting starts tomorrow (4/17)
Actually it is bugged on Xbox One. I only talked about PC in the video, since that was relevant. But it happens on Xbox One as well. It is a problem with their audio implementation across the entire project, not just one version of them.
Published

(33000747)

Thread Rumored specs for NVIDIA's upcoming "Ampere" RTX 3000 series graphics cards (Rumored Specs for RTX 3060, RTX 3070, RTX 3080 and RTX 3080 Ti)
I would like to be wrong here of course, but there are too many "specific" things DLSS needs that I do not think the driver has any reasonable way of learning about. Unless there is some sort of AI driven super computer at NV learning how game renderers work and how to insert itself in them, lol.
Published

(32999214)

Thread Rumored specs for NVIDIA's upcoming "Ampere" RTX 3000 series graphics cards (Rumored Specs for RTX 3060, RTX 3070, RTX 3080 and RTX 3080 Ti)
I do not think there will be a "it works with anything just at the driver level" DLSS in the future, near or far. It just does not work that way at all, especially with DX12 and Vulkan being around. That sounds like wishlisting.
Published

(32763759)

Thread Digital Foundry || Tech Focus: What Is VRS And Is It A Next-Gen Game-Changer? Variable Rate Shading Analysis!
Have you tried out a tier 2 implementation in a game? Even though there is a one frame latency between updates, I have yet to see a horrible problem occur from that actually in game. Probably because the game that uses it, Wolf TNC and Youngblood, are not aggressive with the VRS even in the performance mode. I think it is good to view VRS as banked variable performance and not flat performance all the time. Leave it on latent in the background and just take the wins as they are there. Either it helps or does not (too much). The sparse lighting or sparse post-processing ideas presented at GDC seem like other similar wins where they will help a good amount of the time, but not all the time. Like anything, profiling the game's performance is more important here than hoping the feature fixes all performance woes (unlike dynamic resolution scaling which is more of that).
Published

(32673372)

Thread Assassin's Creed and female representation
good OP - one thing that I think may come up with your mentioning that the side quests ignore social/historical realities. That is definitely true with the Olympics example, but at the same time the game is picking and choosing its historical/social realities just as arbitrarily for gameplay reasons, for reasons of marketing, consumer research, etc. The game is probably about a power fantasy being enabled regardless of which character you choose and just letting you avatar its blank slate through the entire game. I would definitely prefer a game that made the choice of male or female protagonist have a greater impact on the role playing or mission aspects, but I do wonder at what point the developer would have to draw the line in the sand for socio-historical realities changing the gameplay. I am not sure how they would balance it off the top of my head. I (not me, but a theoretical player) would want to power fantasy Cassandra and be doing all this cool stuff, but it might get in the way of me having a power fantasy if we ground a number of scenes or gameplay scenarios in social/historical realities (like the olympics example).
Published

(32405631)

Thread Digital Foundry || Gears Tactics PC - The Digital Foundry Tech Review: VRS, Performance, Engine Analysis + More
To be fair, insane settings are kinda insane in this game for visual return on performance. And that is just right in my book. I think it is a perfect candidate for Dynamic resoltuion scaling (which temporally upsamples to the native res) - so there is some reconstruction in this title! But yeah - I can always want DLSS too.
Published

(32296293)

Thread Is Ray Tracing actually even worth it right now?
That is not how it works and I get the feeling you know that too. MS worded that in a way so people could conceptualise what RT hw does in their heads, but I guess people just would want to misinterpret it. That means it would take 13TF of GPU Power on Standard CUs to extract the performance requires to accellerate aabb traversals and triangle intersections that the intersection engine in RDNA2 can do. It does not mean it is free or something as that still has a performance cost in miliseconds and is but one step in a many step Part of ray tracing. So far no game has changed their Art for ray tracing at all - they just took the rasterised assets and added RT effects over them. So no added puddles, just the puddles that were already there. You only probably did not notice the puddles since their Real reflectivity cannot be represented from all angles or even properly with rasterisaton
Published

(32249886)

Thread Tom Warren: Developers are saying CPU and SSD are key to next gen, not teraflops, Lockhart won't hold back games
Considering how every game is deved on PC and research for engine tech is done there. Um. Yeah that won't happen.
Published

(32166855)

Thread NVIDIA Announces GTC 2020 Keynote with CEO Jensen Huang Set for May 14; "Get Amped..."
Yeah I would imagine the workstation and professional stuff first since it is GTC and that is how NV rolled with Turing. We will finally learn exactly what kind of architectural advances Ampere has above Turing. This should be very very interesting indeed.
Published

(31904694)

Thread Digital Foundry: Minecraft RTX Beta Hands-On: How Path-Tracing Is A Gamechanger
IMO use none of these and activate only this one: my original map pack, packs too many texture files with it and it messes up bedrock. replace the resource packs in the map file with the one listed above. Or, use the 1.1 verison of the map i uploaded to the nexus.
Published

(31965834)

Thread Digital Foundry: Final Fantasy 7 Remake - Tech Review - Beautiful, But Not Flawless
I did not. BUt I do not see why there would be. If it still has the problem installed to an SSD, then I would logically think it will happen on slower media as well regardless.
Published

(31819017)

Thread Minecraft RTX Deep Dive - Digital Foundry
MC RTX has volumetric lighting (fog/air condensation), so air itself is being lit by the sun. So if it is on the screen, it will blend over backgrounds, making them tinged sun coloured. That is infact, more realistic than SEUS which does not have volumetrics.
Published

(31719870)

Thread Digital Foundry: Final Fantasy 7 Remake - Tech Review - Beautiful, But Not Flawless
Suprised you find your first shot ok looking there. To me it looked really obvious like a static Image background. I could even see the internal resolution of the Image on Thin lines. We did not talk about it in the vid, but I find the use of 2d background Art not visually too good looking.
Published

(31643610)

Thread Digital Foundry: Minecraft RTX Beta Hands-On: How Path-Tracing Is A Gamechanger
Only for blocks, not for arbitrary surface like lava. As only the second Hit of light on blocks and blocks only are path traced by Seus. When people compare the two inevitably they will be confusing things like custom textures and post process Ing - otherwise minecraft rtx will (no matter what) be the more accurate path traced. Minecraft RTX path traced every surface regardless of it being a Block or not. That being said, it is still a very good mod of course and I have put Tons of hours into it.
Published

(31568361)

Thread Digital Foundry: Minecraft RTX Beta Hands-On: How Path-Tracing Is A Gamechanger
The reason why you see any lag in scenes only lit by indirect lighting is because the denoiser is currently not adaptive as mentioend in the video. The amount of lag for the actual lighting update with an adaptive denoiser (which is what they are currently working on for the final, non-beta release) would have a max lag of lighting update equivalent to the maximum depth of the surface caching - so a max of 8 frames. Currently all indirect lighting is flatly accumulated and denoised, so it all has a fall of lag that the final game wont have.
Published

(31567089)

Thread Digital Foundry: Minecraft RTX Beta Hands-On: How Path-Tracing Is A Gamechanger
Indirect lighting is real time. Colour can mix in real time. All of these things in the past were completely static. If you have trouble imagining how lighting can effect a game's gameplay, then I just think you lack imagination. Dynamism in lighting or lighting being different has a huge gameplay feedback. Splinter Cell during day time and fullbright lighting is a decidedly different game.
Published

(31512891)

Thread Digital Foundry: Minecraft RTX Beta Hands-On: How Path-Tracing Is A Gamechanger
That image is the performance for a different world and not "of temples and totems" - one that is not full to the brim with transparencies. All of those leave blocks on the trees there in "of temples and totems" are expensive transparencies and the entire level is made of them. That level is a user created übermode for rendering considering how expensive transparencies are.
Published

(31501140)

Thread Minecraft - Ray Tracing beta footage
I do not see that being the case at all. It makes lighting scenes arbitrary because you are not spending oodles of time tweaking shadow map bias, making sure X amount of shadow res is available for a light, making sure the image probe lines up, and then having to place fill lights in scenes when you do not like how the real time plus ibl fills out the scene, or spending the hours for lighting to build, or.... Your example of how a movie lights certain scenes ^^ is really only relevant for a cutscene creation. A gameplay scene cannot, and will not have 85 watt bulbs falling around character heads to make sure the back side of them is lit properly. And even then, cutscenes with rasterisation involve tons of iteration and figedting for lighting not because of artistic reasons, but because specific engine features have to be tweaked to make sure things work specifically only for cutscenes instead of relying on a unified simulation. Lighting a scene in rasterisation requires you to think in abstracted terms and not thinking about how light actually works. Lighting a scene with ray traced lighting is using everyday logic and requires a lot less downtime and specific per-case workarounds.
Published

(31505448)

Thread Digital Foundry: Minecraft RTX Beta Hands-On: How Path-Tracing Is A Gamechanger
He does. In minecraft he just does not exist unless you choose the 3rd person option. Like a lot of FPS games, minecraft cheats to make its first person and has separate non existing first person models and culls away a 3rd person model. I presume in the future they will have to change the way minecraft works so that you can see yourself in reflections (but even then it would not line up perfectly since the first person view is just a hack anyway).You can now make puzzles and gameplay entirely based upon the principles of light. That is a pretty big change. If you dramatically change a game's lighting, you change the gameplay quite a lot.
Published

(31505796)

Thread Digital Foundry: Minecraft RTX Beta Hands-On: How Path-Tracing Is A Gamechanger
I played a bit with the developers while interviewing them. You can see their models reflected in the path tracing and them bouncing light of themselves, just not your own model since (like I mentioned) Minecraft cheats like a lot of games. They will have to make a hacky work around to have the thirdperson model also render at the same time.
Published

(30974505)

Thread Digital Foundry || Control vs DLSS: Can 540p Match 1080p Image Quality? Full Ray Tracing On RTX 2060?
I would love for history to vindicate your view - but i think it helps to be a bit unexpectant of next gen hardware always. Especially if the company making it errs on the side of producing products based on their manufacturing price and mark-up.The production timelines could have definitely made it so X2 was in the switch. I mean, consoles have debuted new archs throughout their history. I am positive the reason for the switch's hardware is very much related to the idea that NV had a bunch of HW and a design which did not sell as much as they wanted and Nintendo was happy to grab that up. It was about price.
Published

(30974157)

Thread Digital Foundry || Control vs DLSS: Can 540p Match 1080p Image Quality? Full Ray Tracing On RTX 2060?
Not to be a downer - but do you think Nintendo would use "the latest and greatest" technology? They have been utilising something that is generations old each time since the Wii - 14 years of purposefully not targetting the latest technology.
Published

(30976473)

Thread Digital Foundry || Control vs DLSS: Can 540p Match 1080p Image Quality? Full Ray Tracing On RTX 2060?
I do not think I am trolling at all or being flippant. We were talking about CPU foundations and differences. I am not talking about GPU features here.What do you mean?
Published

(30971490)

Thread Digital Foundry || Control vs DLSS: Can 540p Match 1080p Image Quality? Full Ray Tracing On RTX 2060?
The relative performance of jaguar to its desktop components, vs. XSX/PS5 CPUs vs. its current desktop components is different this time though, and therefore their comparison to their mobile counterparts.
Published

(31049073)

Thread Digital Foundry: Final Fantasy 7 Remake - Tech Review - Beautiful, But Not Flawless
Great post - that is really what it looks like on PS4. LOD prioritisation is just not right at all - hopefully they could look to fiddle with that help with some of the more eggregious and frankly confusing low res textures that stay low res for ???? reasons. But I, like you, wonder how much they can actually do for the swap-in. ^^ Those images of FFXV posted above by the way are very interesting - as John and I spent a lot of time before we recorded the VO talking about how FFXV in general is so impressive still in light of FFVIIR.
Published

(30876384)

Thread Inverted comrades, did you always play the Correct Way?
I play inverted when you Hand me a thumbs tick Controller - I am not sure where it comes from, presumably from early contact with simulation games and throttle. Or perhaps from Jet Force Geminis default controls? It is really hard to say. I play with a mouse uninvertre though
Published

(30876150)

Thread With this generation finally in its last lap looking back isn't it nuts how few games Microsoft had?
I get the feeling TVTVTV and kinect dev priorities squandered the first 3 years of dev this gen at MS. Only then were they like 'oh, yeah....' But as I say that, early gen games like Killer Instinct, have such an amazing quality, Imo, better than you would think given how boring and flashy the early gen game period was.
Published

(30785804)

Thread Digital Foundry: Final Fantasy 7 Remake - Tech Review - Beautiful, But Not Flawless
I am by virtue saying this for our audience and not based on my tastes. I also, Do not find 30 fps an acceptable compromise - but it is a console. It is at least hitting 30 fps unlike a massive amount of games that have frame pacing Problems or extended Drops from 30. If I spent the time in the Video offering my unfiltered opinion on 30 fps, I would just spend the entire Video complaining about how it was unenjoyable to play or something. Not productive Information for people wanting to be informed about the game. But when next gen games announced and are targetting 30? Hah, yeah i may say how I think the devs are utilising next gen Power unwisely.
Published

(30612653)

Thread Rumor / Leak: Intel's 10th generation core CPUs - Intel Core i9-10900K is the flagship
I have talked with them on twitter a few times in DM to confirm results or weird software behaviour we both are reporting on - but generally I am just a fan of GN as much as the next person!
Published

(30596372)

Thread Digital Foundry || Control vs DLSS: Can 540p Match 1080p Image Quality? Full Ray Tracing On RTX 2060?
It is actually exactly as blanket of a solution as Checkerboard rendering is in DLSS 2.0 - as it ties into the same position of where TAA is in the render pipeline, and does not require per-game neural network training anymore. It is a generic inslot, that requires a developer to feed it things like depth buffer, motion vectors, exposure... just like TAA. It is less intensive to implement in game than checkerboard rendering as you are still working within aspect ratio of the final frame (among other concerns).Just because my colleagues did something in a previous video does not reflect onto me and my appraisal as things are . I am not my colleague, and in general, opinions can likewise change over time. I am pretty sure the general opinion of DF's regarding TAA in its first ghosty, blurry, and overly soft presentations like we saw with HRAA changed dramatically over time when you look at state of the art TAA in something like Call of Duty. The universal opinion of Rich and myself (have not asked john what he thinks of DLSS 2.0) is indeed that we think it is the best reconstruction we have seen. In terms of artefacts it leaves, its cost (the ms cost is very low), and the amount of rendering time it saves vs. an image of similar quality.The thing to beat/approximate better is the TAA presentation at native. In games like control or Wolf Youngblood, the game's presentation literally breaks if you turn off temporal anti-aliasing. Hair no longer renders correctly (in idtech and north light), ambient occlusion no longer renders correctly (in idtech and northlight), SSR no longer renders correctly (in idtech and northlight), or even the intended denoise for RT is now incorrect (most devs have temporal spatial denoisers and then allow TAA to clean up the results from that as well: this happens both in idtech and northlight). Control does not even offer the in menu ability to turn off TAA - and idtech has switched over to also not allowing you to turn of TSSAA because it breaks the game's rendering. TAA cleans up many stocastic elements that game's now use or how the amortise costs over frames. This is applicable to all games released so far with DLSS.DLSS is essentially temporal reconstruction (which is a modification of native res taa) and is (this is very important) no longer tied into errors of reprojection (that is what it is doing differently, changing how reprojection and rejection is manage) - there is no ghosting. This is a pretty big deal as every TAA and temporal technique (most checkerboards) actually still ghosts. DLSS does not ghost. This is ghosting (samuel hayden's arms):or this is ghosting: Here a comparison of DLSS 2.0 vs. native resolution TAA at the same frame of a very small animation of jesse rocking back and forth:In my video I say readily that the reconstruction at 1080p with DLSS is obvious at normal screen distance due to sharpening. For 2160p reconstruction from 1080p? That requires a 400% zoom in to find the artefacts in my experience. 2160p reconstruction from 1440p? That one is really only visible on text panels that are far into the distance, so something like an 800% zoom in. And I think this is a wholly unique situation for 4K reconstruction (especially at something rendering at 1/4 the pixels internally). As even the best reconstructions I have seen look categorically not like 4K native presentations. Temporal accumulation reconstructions in my experience start not looking like native 4K in still shots (so not even movement), when the internal scaling factor is dropped below 0.8 (so much higher res than 1440p or 1080p). My favourite reconstruction technique before DLSS was actually HZDs and Death Stranding's (1920X2160): even there developers there in their presntation on it say it has a different look than 4K in the raw non-zoomed in image. It cannot preserve single pixel detail like 4K can represents. This has a macro effect on the image of maintaining great sillhouettes with its most excellent anti-aliasing, but forgoing on detail inside the surface.
Published

(30528317)

Thread Digital Foundry || Control vs DLSS: Can 540p Match 1080p Image Quality? Full Ray Tracing On RTX 2060?
I think the advantage is the relative TOPs to die space - an RTX 2060 will be slower than XSX GPU in almost everything most likely, but separate tensor cores means it is 2x faster at int8, int4 etc. Which is really not too horrible for such a small GPU - makes ML really practical for real time with those numbers.
Published

(30524345)

Thread Digital Foundry || Control vs DLSS: Can 540p Match 1080p Image Quality? Full Ray Tracing On RTX 2060?
I was talking about the 2160 results here, but yes.I wish it also went a bit more into how the NN weighting was done, rather than just an overview of what it is trying to do better than other clamping, history buffer solutions. Although, it was enjoyable seeing the various ideas about reprojecting and rejecting on a 2d graph.
Published

(30520127)

Thread Digital Foundry || Control vs DLSS: Can 540p Match 1080p Image Quality? Full Ray Tracing On RTX 2060?
I think the interesting point is that to start getting into "differences" you have to do 400-800 % zooms. With normal 2160 checkerboarding, the overaveraging of pixel results makes the differences between a real native and checkerboarded result in side by sides noticably different in aggregate. Also the fact that we are comparing and looking for the "which is better/ where does it fail" in side by sides with native and zooming in to tell the reasons why it is deficient while it also is 130% faster. That is... rather unique.It is 100% a togglable slider. They left it as is probably just because basic market research told them people like images sharp to the point of having ringing artefacts. The sharpening halos are the problem as I see iot. The actual detail in inner surfaces in most shots which make it look different than native, is usually just because native has TAA overeveraging results in inner surfaces, turn off TAA in such shots and inner surface detail actually looks remarkably like DLSS.
Published

(30489615)

Thread The Last of Us Part 2 new snippet might be leaked
Of course - ray tracing can be used for physics. It can be used to accellerate particles, cloth, anything really. And even if you do not use it for physics, by virtue of it being able to be used for dynamic lighting, that means you can have physics on objects that have high lighting fidelity. If a game is using baked lighting on an object (with light maps for example), then that object cannot have physics or move. With RT lighting, you can have similar or higher quality dynamic lighting on that same object, and therefore it can have physics or move.You are just confused about things. Rasterised lighting does not need to be baked and static. It can be real time, but it is not at all accurate to real light physics for how light bounces, shadows, or reflects if it is real time. If it is baked and static as a texture map, it can look realistic for rough diffuse lighting, but it cannot move and the reflection component to it is very wrong. Rasterised lighting can be real time. It can also be "baked" out as a texture and applied to objects that are static. Which is what naughty dog games do quite extensively.
Published

(30496070)

Thread ASTARTES: Fan animated ( EXTREMELY HIGH FIDELITY) EPISODE 5 OUT NOW ( 7min runtime)
Great post. Astartes here is really unique - as it really respects the "lore" of warhammer 40k, while also having its wonderful own internal consistencies and designs (Don't get me started on how incredibly amazing the disciples, sphere, titan human form, or the autoguns that the ship ratings use look, they are amazing). It also is obviously introducing some of its own visuals which, might be similar to things described in 40K novels (a lot of the primarch novels take place in the webway areas or strange alien worlds pre-crusade, that also... have really unique architecture or themes), but are also just freaking unique and so polished. I just cannot wait to find out what happens next, and even if I do not find out what happens next, I am just so excited that "I want to know more". Some of the best parts of the horus heresy novels are some the mysteries they leave open on purpose.
Published

(30495719)

Thread Digital Foundry || Control vs DLSS: Can 540p Match 1080p Image Quality? Full Ray Tracing On RTX 2060?
Assuming linear scaling, yeah this is what we have basically calculated out for ourselves as well. 5.5 ms btw is still A LOT faster than running the game at 4x the resolution.
Published

(30494232)

Thread Digital Foundry || Control vs DLSS: Can 540p Match 1080p Image Quality? Full Ray Tracing On RTX 2060?
Haha. Maybe in the PC port! I am feeling a bit better so thanks for saying that (annoyingly not perfectly healthy yet, it just does not want to go away!).
Published

(30493785)

Thread Digital Foundry || Control vs DLSS: Can 540p Match 1080p Image Quality? Full Ray Tracing On RTX 2060?
DLSS 2.0 actually does not require per game training anymore. It is game agnostic and you, as a dev, slot it right in where TAA would be in your graphics pipeline.
Published

(30494089)

Thread Digital Foundry || Control vs DLSS: Can 540p Match 1080p Image Quality? Full Ray Tracing On RTX 2060?
I think you are right on the money there. Tensor cores are not running concurrently with other work, so their advantage is that they are less die space for a lot more performance in that Machine Learning arena. The RTX 2060 is using a small percentage of its entire GPU to enable more than 2x performance that XSX has for its entire GPU.I 100% agree about the sharpness on the edges of objects, but I think inner surface detail is better than native for a surprsingly large portion of the image (since TAA is doing over-averaging and not representing the colours correctly). I think that the ability to unsharpen the image reconstruciton that the SDK version of DLSS has would be a great adition to make more people tailor it the way they like. One thing DLSS does much better than native in every example from the GTC presentation and from my control video is how it deals with transparencies. It has much more stability in motion for transparencies and even renders them at higher detail. And if TAA is on, it will also not have ghosting which TAA does for transparency effects.
Published

(30492999)

Thread Digital Foundry || Control vs DLSS: Can 540p Match 1080p Image Quality? Full Ray Tracing On RTX 2060?
We still do not know if PS5 supports increased rate int8. XSX does. XSX is like 49 int8 TOPs - RTX 2080 Ti is 220 at ca. 1500mhz (most 2080 Tis run at 1800-1950 mhz in real life though).
Published

(30493079)

Thread Digital Foundry || Control vs DLSS: Can 540p Match 1080p Image Quality? Full Ray Tracing On RTX 2060?
You have some things incorrect here. RTX 2060 is around 100 TOPs - the XSX is 49 for int8. int4 TOPs is double for both - so around 200 for RTX 2060 and 97 for XSX.No it requires the developer to implement it. It requires access to certain screen information that is not really accessed at the driver level.
Published

(30489686)

Thread ASTARTES: Fan animated ( EXTREMELY HIGH FIDELITY) EPISODE 5 OUT NOW ( 7min runtime)
I am pretty sure the reason in lore these days for primarchs, and therefore the gene seed implantation for space marines being male is because the emperor was sexist in his plans for galactic domination. Malcador the Sigilite makes a comment to this effect: "'You brothers - such a nest of rivalries. I warned him to make you sisters, that it would make things more civilised. He thought I was joking. I wasn't.' " The imperiums founding was indeed not gender equal in all ways - unlike say, the mechanicum, which has male and female being an irrelevant category for power, augmentation, anything. That is not to say that the imperium is wholly sexist in all of its branches, just distinctly in the ultra militant genebred death warrior monks segment. Extremely powerful inquisitors, ordo militants, mechanicus, administratum, etc. can be male or female with no distinction.
Published

(30466005)

Thread The Last of Us Part 2 Screenshots
Sadly these screens are not highquality or the right resolution to do pixel counting from really. to explain it more simply - last time TLOU 2 screens were released, they were 4K, but internally... as in the rendering resolution... 1080p. Which is obviously a mistake or a mislabel or something, since TLOU2 on PS4pro is supposed to be 1440p. So some sort of PR mess up.
Published

(30462512)

Thread ASTARTES: Fan animated ( EXTREMELY HIGH FIDELITY) EPISODE 5 OUT NOW ( 7min runtime)
Astartes is just THE BEST warhammer 40K visual realisation that has ever existed - and this 5th part exploring chaos/xeno/archaeo-tech interactions and less straight-on action was just impeccable. Unnerving, and obtuse in a great way. Questions are better than answers and it did that all in a short video. Games Workshop needs to get on this and get this person producing these kind of things full time with a team to aid in the process. It is... just too good.
Published

(30434503)

Thread EA could possibly be remastering Crysis
the thing to consider here is that time of day starts moving as soon as you cross a threshoold there, changing ambient lighting actually. - considering the game save thing did not happen in their footage, they either already triggered the game save and caused time of day to advance, or it is indeed a different version of Crysis.
Published

(30440771)

Thread PlayStation 5 uncovered: the Mark Cerny tech deep dive [Digital Foundry]
Rich made a video in 2019 looking at GCN vs RDNA scaling and comparing the two, that is neat. But you can just read most of the great websites out there like Computerbase.de and take a look at any of their reviews for GCN cards like the R290x, FuryX, Vega 64, or Radeon VII and checkout their overclocking section. It will show unbalanced results when changing core and memory frequency.There is a reason Rich stopped his tests at 2100 mhz.
Published

(30440504)

Thread PlayStation 5 uncovered: the Mark Cerny tech deep dive [Digital Foundry]
There has not been much research done on it for RDNA, but you should spend some time to look at GCN tests made regarding core frequency and memory speed. It also did not show linear scaling at all like you mention. Same thing here is all.
Published

(30440335)

Thread PlayStation 5 uncovered: the Mark Cerny tech deep dive [Digital Foundry]
Somewhere else in the GPU. RDNA is good, but not perfect of course. They sell it at specific frequencies, with certain cache amounts, with a certain amount of ROPs, TMUs, with a certain memory bus, memory speed, etc. for a reason of course.
Published

(30395677)

Thread PlayStation 5 System Architecture Deep Dive |OT| Secret Agent Cerny [SEE STAFF POST]
How about you quote what i actually said and you will realise I did not say at all what you just typed. how about this ResetERA moderation, how about you actually do something? I am calling this complete and utter bullshit. I clearly never said anything of the sort and have made Videos in the topic about how the SSD enables game design. Utter trash ResetERA - this place is utter trash.
Published

(30396248)

Thread PlayStation 5 System Architecture Deep Dive |OT| Secret Agent Cerny [SEE STAFF POST]
Thanks for the reply and all that. I will be disenganging as per your recommendation and consider in general what and how to engage in the future. Excuse my generalisations then about modding attention, please! Sorry for that.
Published

(30328418)

Thread NX Gamer: PS5 Full Spec Analysis | A new generation is Born
I cannot believe I have to come out of my hiding to expressly yell how damn wrong you are. The gears 5 bench ran at Ultra settings, not at higher than Ultra Settings. Watch the damn Video or read the damn article where we say that. There at exactly the same settings as Ultra, it ran like a 2080. The exact same settings as Ultra. How often do I have to correct purposefully misconstrued Information. Read The Damn Articles Watch The Damn Videos
Published

(30281039)

Thread Star Trek: Picard - Season 1 |OT| Re-ENGAGE!
I watched this to the end and so throughly disliked it. Amazing how it does not capitalise correctly on it's own themes, ignores built up Character traits, and indeed managed to be so incredibly cliched. It reminded me of a Marvel movie - I felt literal embarassment multiple times while watching it. This was not good :(
Published

(30272779)

Thread NX Gamer: PS5 Full Spec Analysis | A new generation is Born
You are right. By saying rasterisation I should be more specific, not rasterising triangle als ROPs, so my Bad. I mean, typical non ray traced rendering you see in a AAA game, which could be Compute shaders as well, or Pixel shading, etc. . Gears 5 is very Compute heavy as our Benchmarks and Interviews with the devs Show (there is a definitive difference between pascal and GCN for example). It is also a title where you can see memory bandwidth playing a key role in performance as you inch it closer to 4K. With rasterisation I wanted to separate my comment from RT or DXR performance, as there is still much to be learned there regarding how XSX or RDNA 2.0 fairs against a similarly classed Turing GPU.
Published

(30272120)

Thread NX Gamer: PS5 Full Spec Analysis | A new generation is Born
According to a Gewars benchmark - the XSX GPU was most similar in rasterisation to a RTX 2080. Not the exact same, but similar. I think it will be below or above that GPU depending on the title and what is being drawn.
Published

(30271834)

Thread Half-Life: Alyx - The Digital Foundry Tech Review - A Game-Changer for VR?
Yeah I agree with this post. Half Life Alyx as a non VR game would basically be a completely different game - JOhn showed that perfectly. If they made it, it would be a game stripped of all the unique minute gameplay systems to the point where it feels barren, empty, and boring beyond the story. It would be like a 2d demake of a 3d game.
Published

(30240195)

Thread Devs react to PS5 specs - Twitter edition
I am not sure why he thinks I am talking about run time procedural texturing, as I am not wanting to talk about that? So I am not sure why he thinks I am? Perhaps I wrote it in a way where he thinks it is? My point is (I guess no one understands it still with the way I wrote it here on ResetEra, oddly enough it seems it was understood on Beyond3D?): Imagine you have 2 ways to prepare a texture. One in which it is a completely bespoke 4k texture baked out from a high res model. Then you have another way where it has a lower base resolution (1024) and its detail is then made up by stamped or instanced trims, decals, shared repeating detail textures. The latter is the direction modern game dev has gone, and most especially modern open world development since you are sharing much of the detail layering between objects. The first requires a lot more space on the disk and indeed in VRAM. It represents the idea of every object being wholly bespoke, unique, and static in memory as that asset. The other type of texturing system is smaller in VRAM and on Disk, and it also requires less artist time since you are not remaking an entire asset to create variation, rather you are changing decals, trims, base colour, etc. at run time in editor (as was shown to DF by Cloud Imperium Games, id, and I am very sure many other game studios have switched over to this method of detail creation). I called the later procedural, as I understand it as that. Not procedural as in "the GPU is generating textures". The idea that an open world game would fully bespoke completely unique details enabled by something like, textures, and therefore to swap out huge swathes of (texture) data as you merely turn the camera about is to how asset reuse (trims, decals, tiling detail textures) is integral to making modern games with large scales where they cannot spend the time to make fully bespoke textures. It is also very confusing to imagine you would need to need to flush such large amounts GPU memory when turning the camera in such a game (even one with very unique textures per asset), considering you are only going to be seeing mip 0 very close to the camera. You would be swapping only a number of extremely large textures in reality, and further mid distance and far detail would perhaps not be swapping at all, or would be swapping mid chain low res mips. Why? To prevent aliasing, of course, which is why we use mipmaps as well.
Published

(30221802)

Thread PlayStation 5 System Architecture Deep Dive |OT| Secret Agent Cerny
Giant flapping cloth, like Ryse :) But yeah, still just a playback animation! Sounds like a thing that could be. Once again, my Argument was not that an ssd does nothing for next gen ambitions (the exact opposite of what I would want to say). I am arguing about incredibly distinctly differences being possible between the boxes, and the appicability of 'everything is static on disk' being useful to All game design. Not every game is Star Citizen! Before the PS5 Was revealed, i had a post in the speculation thread that was stickied where I argued that biggest change next gen would be from CPUs first - ssd would first be a game change for static loads. I then said as the gen goes on ssd would be used more, but not every game needs it - not every game is steaming all the time. Not every game is Star Citizen! Only after the PS5 Was revealed did it become such an important organ of dicussion: I assume only for consolewar reason(.
Published

(30216609)

Thread Devs react to PS5 specs - Twitter edition
I think if a person takes my comment out of context, it makes it sound like I think these consoles will not change open world game design. Which is not what I want to say. So I think a lot of people will disagree with that out of hand. Unfortunately that article also has a title which makes it sound like I think the PS5 will also not change open world design. I definitely think it will (XSX as well).
Published

(30217488)

Thread PlayStation 5 System Architecture Deep Dive |OT| Secret Agent Cerny
You have contention there with consolesNow wait a minute - if you notice you are comparing it to last gen. Which I happily reported on and have said multiple times that these consoles will change game design due to their CPUs, SSDs, and perhaps GPUs even as well. My point was, quite importantly, that both next gen consoles will do it in a manner that is very similar! My whole talking about procedural vs. bespoke asset production was to counter the notion that it is wise to be constantly drawing unique assets from disk in an open world game. I never said "it is not something possible", rather that it goes against the trends in game development to keep costs, production and artist time down to make every single thing completely unique and therefore needing to swap out large portions of the RAM/VRAM constantly (and also using a lot of SSD Disk space as well). I then mentioned examples of areas where I think swapping out a lot of the VRAM constantly for visual assets is appropriate (but also, still costly for disk space): I mentioned very detailed bake lighting as an example. Then smartly mentioned alembic animations could also be one, although it remains to be seen what kind of alembic use case that would mean. Doom Eternal uses allembic in nearly every frame in some levels for the writhing hell stuff you see, on current gen consoles no less. But in another game a large open world... you would have to think about what that kind of allembic might be. And realistically. Trees and grass moving? Would you rather have that be an allembic animation that is essentiallly static in its patterns and movement? Or would you have it be a vertex colour animation which you could tie into procedural systems like wind and player interaction? Maybe the distant water scapes? Same question about its interactivity. Something else that is crazy? IDK
Published

(30214501)

Thread PlayStation 5 Specs Revealed by EuroGamer (See Threadmarks)
Twice the travel speed or half the draw distance dissolve? I would imagine if this gen tells us anything, it will be half the draw distance dissolve assuming the that i/o is in fact the limiting reason for LOD distance and not some other matter of performance. Makes sense - we have had games where popin is decidedly lessend on PC or the PS4pro or X1X due to them having generically higher LOD distances (LOD distances which were not decided on due to HDD speed).
Published

(30204675)

Thread PlayStation 5 Specs Revealed by EuroGamer (See Threadmarks)
Asset density in the main viewport for games where you are not rapidly moving around a World (like a plane) , in any one view, like the density of triangle, the amount unique assets, is a matter of draw calls, geometry throughput, shading, worries about over draw and triangle size. Yeah i think a PS5 exclusive and XSX exclusive will have similar density on those terms. I do think a PS5 game could have a higher density baked lighting if they wanted (if anyone really wants such a thing) and have LODs resolve further from the Camera in a game where the Camera moves really quickly and the main limitation for LOD Range is io speed and not some other thing. but I am honestly not sure how much the matter is a common problem, as all the games I come into contact with Limit LOD Range based on shading limitations.
Published

(30204423)

Thread PlayStation 5 Specs Revealed by EuroGamer (See Threadmarks)
I already said that these next gen boxes will change open world games (which was the whole point of us saying that an SSD is need foe Star Citizen and in every, Video covering these consoles) just that the one Box will not do it radically different than the other. I will happily content for quite a while that no open world dev should spend their time creating bespoke Layouts and assets when prcedural could Do it more efficiently. Yet people think my comment is about console wars and for some reason feel the need to quote it for console wars.
Published

(30181263)

Thread PlayStation 5 Specs Revealed by EuroGamer (See Threadmarks)
No - I just think the idea of having everything on the disk for a big world, and all the artist time that would mean and disk space it would mean seems anti thetical to open world design. Rather, it sounds like something a dev would want for a smaller game environement where there are resources and time to have everything be bespoke (perhaps). IDK, ballooning budgets and artist time by putting more on disk instead of creating ways to increase diversity in a more procedural way seems like something that I think most people could understand. Like, would you really prefer lots of really dense baked lighting taking up 200 GB of disk space (think AC unity here) or would you prefer a dynamic solution taking up next to none?
Published

(30187612)

Thread Nvidia's DLSS 2.0 Coming to Control. Mechwarrior 5
If you look at Nsight, you can see how it happens always at the very end of a frame generation when nothing else is happening anyway since the frame has already been composed. I guess we would have to learn that by looking at tensor core usage for something like a ML denoiser, which would occur earlier.
Published

(30176971)

Thread Nvidia's DLSS 2.0 Coming to Control. Mechwarrior 5
I think MS will do it in some way since they have int 8 and int 4 support and have demonstrated it in the past in prototyping on Forza - and it is faster rate (a multplicative amount faster than 1:1 TF for fp 32). Sony did not seemingly add this functionality to PS5, or at least, did not at all talk about it. That int8 support MS added is like 8x slower than the tensor core in a RTX 2080 I think, but still, it is supported.
Published

(30175551)

Thread NX Gamer: PS5 Full Spec Analysis | A new generation is Born
It is for titles that are not n wave threaded and do not use a very nwide Job System, a lot of titles do not do that. A number of engines still just target 7 - 8 threads. It is not a Marketing tactic, just a choice for developers whose engines were designed around xb1 and ps4 instead of next gen PCs.
Published

(30154644)

Thread Digital Foundry: Resident Evil 3 Remake Demo: What's Up With Xbox One X? All Versions Tested
It is a triple buffered vsync presentation - it judders like crazy and never looks smooth. 16.67 being hit 70% of the time looks horrible without freesync.
Published

(30154688)

Thread Digital Foundry: Resident Evil 3 Remake Demo: What's Up With Xbox One X? All Versions Tested
I just covered 2 PC titles not even 2 weeks ago, and then went on doing 2 xbox series x video. Why would you think we stopped covering PC? I am the person who covers PC. I have also been sick during the quarantine, so it is not like I should work while sick.This wont be getting a PC video. There is not enough time and I am sick.
Published

(30135326)

Thread NX Gamer: PS5 Full Spec Analysis | A new generation is Born
Yeah I indeed mention that right in that post I think. The speed of LOD changes in my response to him. At high Camera speed, presuming that the i/o is the limiting factor for something and not geometry throughput of the GPU (as assets do not have draw distance and LOD Ranges due to i/ only, but usually questions of shading and overdraw are very important), then PS5 would have the advatange of less temporal lag on their draw in or perhaps the perceptual Range and which an object dissolves in
Published

(30133599)

Thread NX Gamer: PS5 Full Spec Analysis | A new generation is Born
Your flippant sarcasm is duely noted. I cannot of course post anything of directly provable information: that does not exist and is not in my hands. I do not have a devkit of course. I do not have a document in writing where anything is said like what I typed. I have only talked to people who worked on the box who talked of the priority thing. So yeah, just hearsay. You can choose not to believe that hearsay and therefore my post where I talk about the hearsay.
Published

(30134889)

Thread NX Gamer: PS5 Full Spec Analysis | A new generation is Born
Which game design is that please?one frame is 33 milliseconds or 16.6. You are not teleporting on one frame with 100% different data from the SSD in memory on PS5 either. If a game is tying its streaming of detail to a certain pop in distance in front of the camera at a speed, then you could actually just reduce that distance of the threshhold to make the in game world speed possible on an ssd of lower throughput. The magnitude of difference between the PS5 and XSX SSD is not the same insane magnitude of speed distance between that of a 5400 RPM HDD and an NVME where things are just flat out impossible.Explain this please. I can see well how you could have higher quality baked shadows and baked indirect lighting so that its texel size increases, but in which way does improve the quality of the geometry in the current frame? Is the current limit of geometry in game engines as a result of VRAM storage space or some function of the GPU of triangle size shading/culling and geometry throughput?
Published

(30132239)

Thread NX Gamer: PS5 Full Spec Analysis | A new generation is Born
Why do I have to say positive things about a piece of hardware, when I am trying to clear up misconceptions that I read here on the forum about said hardware? Would you prefer I type "Actually, you cannot run path tracing on the ssd. But PS5 has a nice GPU". That would be sycophantic and non-sequitor. I have been clearing up misconceptions in postings about Xbox Series X as well regarding it's RT or Raster performance... Based on the video work I have done on it. You should see the hell I get there for my apparent biases against the Xbox Series X for telling people it did not perform like an RTX 2080 Ti or better in Gears 5! If you are curious as to how I view the consoles since the information came out: I just think the GPU and CPU setup is nicer in Xbox Series X, carrying the exact same line of thinking that my employer has basically also stated. It is a % amount that we can talk about. It is not nebulous and unproven (like Power of the Cloud was, for example). I also think the PS5 and Xbox Series X are gonna be great performance wise, , and I am incredibly happy they are both targeting unique high specs in comparison to the Xbox One and PS4. Regarding the PS5 - I am so happy they are already targetting games with RT as Cerny Mentioned. Just wish he showed it actually running RT. Sadly, console wars on this forum make it so that people feel the need to prove as to why one of these boxes is game changingly better than one or the other... with absolutely no evidence. So yeah, I feel compelled to ground posts in reality that are filled with baseless conjecture about the SSD/GPU/CPU/RAM in the PS5/XSX. Especially since most if not all of such posts exist to just try and raise one of these consoles above the other... for console war reasons.Thanks for posting this - and all your bolded parts are namely exactly why it is important. Sony and Mark Cerny talking about the variable clock was to highlight that it can and will. Otherwise they would just leave that information unknown and opaque to the audience and only tell developers if it was a 99.98% thing. Developers need to know how and why frequency will drop and a "priority mode" is IMO a super smart way to do it. A game can get a constantly and reliably faster GPU if the CPU isn't important to the game anyway. That is good design.
Published

(30132877)

Thread NX Gamer: PS5 Full Spec Analysis | A new generation is Born
Me talking about loading being the only difference is the only provable point of data that we have to work from. The rest of what people are purporting the PS5 ssd enables in comparison to that SSD in the xbox series X is very much so in the realm of exotic speculation. Can you think of a visual/graphical thing that exists at all which works only at the arbitrary 5.5 GB/s and not 2.5 GB/s? They are both arbitrary numbers until we are talking about a real system doing X thing. As I see it, BOTH the Xbox Series X and PS5 SSDs will enable entirely new game designs that were not possible before... as seen by something like Star Citizen which requires an SSDs Random 4K speeds and its large file bandwidth. And interestingly, the 4K random read speed of both these boxes will be similar enough, and so importantly slow in comparison to system RAM, which is where gameplay actually needs to be.
Published

(30133182)

Thread NX Gamer: PS5 Full Spec Analysis | A new generation is Born
We do not know the exact numbers. But they are NVMEs and connected via PCI-E, by their very nature they will be in a certain class of latency and 4k random performance which is decidedly below system ram. That is why you have entirely different types of large memory storage like Optane or ReRAM offering the real magnitudinal differences there.
Published

(30125742)

Thread NX Gamer: PS5 Full Spec Analysis | A new generation is Born
What do you mean? RT is so horribly bandwidth intensive and will probably be even more so on these New consoles. Bandwidth for Real time things. Being bandwidth limited and going from from hundreds of gb/s in memory to the pitifully slow ssd in comparison would be a disaster. What may save memory for RT will be mesh shaders doing some great New culling and, for bandwidth, RT per instance LOD.
Published

(30124594)

Thread NX Gamer: PS5 Full Spec Analysis | A new generation is Born
Series X will be better at RT. Better GPU with more shading Power, more intersection Tests, and more bandwidth = better RT performance. This is common sense stuff. They are both using the AMD approach, and unless AMDs Hardware RT scales negatively, XSX will have better RT performance.
Published

(30114329)

Thread NX Gamer: PS5 Full Spec Analysis | A new generation is Born
Nothing I typed changes anything about what was presented at the talk - which is just as valid as it was said there. One component uses more Power when the other one is not using it, same thing that was presented there. Both cannot Max the Power Budget, as was also said there.
Published

(30071789)

Thread PlayStation 5 Specs Revealed by EuroGamer (See Threadmarks)
Think of it like this: is each texture on a Rock im an open world a unique 4k by 4k texture with an associated light map for baked light? Or does it share textures with other objects, rely on tiling sharable detail maps, and have dynamic lighting? You can get a similar look with both, but where the data resides, how much time an artist took to make it, and in what size it is, is very different. Drawing everything as a bespokely made object off disc is not the directions large open world games have been going in design wise.
Published

(30074410)

Thread NX Gamer: PS5 Full Spec Analysis | A new generation is Born
Everything you just typed, is wrong. Please inform yourself better. 'GPU instruments'. What? Hate to break it to you, but MS actually has demonstrated more GPU Features than Sony has, all which are for maximising GPU resources smartly, not brute forcing things. That is the point of inline ray tracing, the mesh shader, vrs, and Sampler Feedback. Things that they have detailed extensively. I hope Sony also take the time to describe their GPU Features as rigorously as MS did.
Published

(30076334)

Thread NX Gamer: PS5 Full Spec Analysis | A new generation is Born
That is the point of 1.1 yes, the flexibility increase? That is how everything I have seen about it Details it, and how AMD detailed it. MS also Detailed how devs can elect to go beyond dxr 1.0 and 1.1 spec if they want and do offline bvh construction and 'to the metal' usage of the Hardware RT. We detailed that in our og article.
Published

(30071054)

Thread NX Gamer: PS5 Full Spec Analysis | A new generation is Born
Basically you target and say I want full GPU and the CPU underclocks so the Power Budget keeps the GPU clock high. The Power that would have been CPU Reserved goes over to the GPU to keep it's clock more stable, and since the CPU is now lower clocked, the more intense utilisation or instructions will not tip the Power Balance - well, that is for a game that is also not Absolutely thrashing both. indeed this Info comes from people who work on the Thing. Basically, if the Gpu is at 10.2 TF, the cpu is not at 3.5 GHz. Cerny said all this on stage basically, just not in the most direct way. The only reason to mention smart shift is if this happens, just like it does on smart shift.
Published

(30071135)

Thread NX Gamer: PS5 Full Spec Analysis | A new generation is Born
We are going to be asking devs about System Reserved amount for ram and what exactly the CPU or gpu clocks are in each Mode. I do not think it will have a decidedly different RAM Reservation for the OS. SSDs do not have random access latency like RAM, we use RAM for a reason.
Published

(30070900)

Thread NX Gamer: PS5 Full Spec Analysis | A new generation is Born
Devs will choose whether they want full Power to gpu or full Power to CPU where one or the other underclocks below the listed spec. So a game to game Basis. I imagine most cross gen games will choose to prefer higher clocked gpu Mode as they will be gpu bound even if the Zen cores are underclocked. Zen just runs around the Jag that most cross gen games are not going to worry about CPU time, especially 30 fps games. That is how it works.
Published

(30070029)

Thread PlayStation 5 Specs Revealed by EuroGamer (See Threadmarks)
I typed this else where, but people saying things about the ssd enabling entirely different looking open world games does not make much sense based upon what we know about open world dev really. All data pulled from ssd would be static data, completely unmutable. That would mean perfectly predesigned Level data and arrangements, which is the exact opposite methodolgy of how modern open world games increase their detail and variety - which is infact through prcedural method not living on the disk (hdd/ssd). Procedural methods exist to increase the efficiency of artists and diversity of the game World and even increase detail beyond static draws. If you are pulling things from an ssd to do that kind of detail, that means artists spent their time making it.. Which seems pretty antithetical to efficient dev. I would think the ssd would not help open world games like you imagine, rather corridor games where a dev spend the time to Design every nut and bolt in a static fashion that is drawn from disc into memory. But not even geo as I have never recently Heard of a dev running out of memory for Model data. I guess completely unique textures (if the dev is not using sharable/procesural/Tiling textures for some reason) or rather static light maps that are very dense (so static and completely unique textures). That is, if that dev for some reason wants to forsake more modern Procedural Design or dynamic scene elements). Basically, if a dev is designing around an ssd in the manner like you describe, that means that all their detail must already exist In a big Form on disc, which sounds like a lot of wasted dev time and disc space to me when modern Procedural solutions save time, disc space, and probably increase the dynamism and accuracy. A good example is massively detail ed GI light map textures vs actually prcedural dynamic RT GI.
Published

(30036932)

Thread PlayStation 5 Specs Revealed by EuroGamer (See Threadmarks)
We do not know ROP or TMU count for the various GPUs here. We need to know that to say something. But even then, that assumes that certain screen elements are limiting framerate, which they might not at all.
Published

(30046086)

Thread Digital Foundry || Minecraft DXR on Xbox Series X: Next-Gen Ray Tracing Analysis!
Um, you can extrapolate that logically by utilising the benchmark on PC. If the bench Drops below 60 with drs off, that same bench with drs on would instead scale a certain percentage of those frames. An Rtx 2080 in the bench is not close to 60 fps average at a locked 4K with no DRS on. The games cutscenes are even heavier than the benchmark at times. I spent a lot of time in my PC Review explainung all this. You can run that test yourself or just read about it online.
Published

(30045823)

Thread Digital Foundry || Minecraft DXR on Xbox Series X: Next-Gen Ray Tracing Analysis!
What on earth are you going on about? Because it is running higher settings it would invariably drop res more often, that is common sense. Why do I need to count things? Weird Set of demands you have. Coalition wanted to Show John and Rich these Benchmarks just to Show how powerful the Maschine was - and they thought the 2080 was an impressive gpu to be similar to. That is the point. That is an awesome gpu.
Published

(30037072)

Thread DF Direct: PS5: The full technical specification
We did not see any of that or have any context to that at all. Just some rather unspecific words. Very different context to seeing a fully path traced game running on XSX. There is no logical reason to think the PS5 would be better at the aabb intersections or triangle intersections required for RT or the necessary and expensive shading step there after. They both use the same Implementation.
Published

(30048072)

Thread AMD RDNA 2 Microsoft DirectX Raytracing (DXR) Demo
RT reflections there for sure. I wonder if the shadows are RT, really hard to tell with that 1080p 60 vid feed on yt! Would love to know the actual GPU this ran on!Hah yeah, but it is just there to show off a feature. I won't slight them too much for making it look like this. Although I wonder why they did not just show off one of the benchmark titles we have. That would be ultra convincing.