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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.
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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.
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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
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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 :(
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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.
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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.
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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.
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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.
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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(.
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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).
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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
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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).
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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.
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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.
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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?
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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.
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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.
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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.
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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.
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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.
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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
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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.
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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?
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Thread Is PS5's variable clocks good design going forward?
4. Requires a trade off of you designing around another factor and choosing your boundedness strictly (GPU vs. CPU). We cannot just act like it is normal or something every developer wants. I think the opinions will be mixed.
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Thread PlayStation 5 Specs Revealed by EuroGamer (See Threadmarks)
The geometry engine and primitive shader sounds like a rename of the never used vega Feature, which evolved into the more Feature complete mesh shader that Turing and Xbox Series X has. It has yet to be seen if they are in fact one and the same. So no, there is no secret equivalent makesng sauce. GPU and CPU are just better in XSX, which makes sense as MS went with an untypical console Design which surprised everyone. It is a tall Box.That is so context less and we have no idea what type of RT reflections (just coherent sharp reflections?, how many rays per Pixel?), with no context for the resolution or framerate. Very different than MS showing a fully path traced game and giving out the ballpark performance metric there and resolution. We still do not have a Real idea of the, presumably, less performant RT that the PS5 will have.
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Thread PlayStation 5 Specs Revealed by EuroGamer (See Threadmarks)
I think the gpu and CPU clocking Thing will work like this, i have it on a good hunch: Devs will prioritise modes like high clocked GPU and lower clockd CPU, or the other way around. That is basically what the presentation says, they will have trouble hitting full speeds on both parts simultaneously due to utilisation (which is a bit duh), so one Part being higherclocked requires an under utilisation of the other. So a game that is mostly gpu limited will use a gpu Mode, a very intense open world game or... Some other Design requiring more CPU will use a CPU Mode. So underclocking the GPU there. This of course assume that games do not really heavily utilise both parts at the same time, in which case, like a 60 Assassin's Creed game as we see on PC. Or a game with variable drs and a lot of CPU Stuff. Or any ambtious game that want to do both simulation and graphical things. The one Part being higher clocked, requires an under utilisation of the other. Hence why freefloating resolution game with very preise dynamic resolution scaling, like Doom, Titan Fall 2, modern warfare etc. Will all probably need to be in the Mode for GPU Power. They are already maxing the GPU as is due to their Design.
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Thread PlayStation 5 Specs Revealed by EuroGamer (See Threadmarks)
When i say I have it on a good hunch, i mean I have it The whole Thing is that some engines use intensive instructions and Max out the GPU or CPU with no bubbles already. You bet your Butt all those target 60 fps games on console have throttled the jag and the GPUs as well. Your Battlefield, dooms, call of duties, etc. Such engines that gobble up any and All performance will have to make choice as to which Mode they want based on their game Design. I would assume many transitional engines will choose to prioritise GPU clocks since the Zen cores are just dancing around their Code optimised for utilising the Jag so well.
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Thread DF Direct: PS5: The full technical specification
Actually this is not a good example since hzds asset scattering is proceduralised on the GPU, not drawing a Ton of already existing Stuff steaming in from the hdd. The ssd I think will be for those games that have fully planned out worlds/levels.
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Thread DF Direct: PS5: The full technical specification
Cross post from the other threads. I think the gpu and CPU clocking Thing will work like this, i have it on a good hunch: Devs will prioritise modes like high clocked GPU and lower clockd CPU, or the other way around. That is basically what the presentation says, they will have trouble hitting full speeds on both parts simultaneously due to utilisation (which is a bit duh), so one Part being higherclocked requires an under utilisation of the other. So a game that is mostly gpu limited will use a gpu Mode, a very intense open world game or... Some other Design requiring more CPU will use a CPU Mode. So underclocking the GPU there. This of course assume that games do not really heavily utilise both parts at the same time, in which case, like a 60 Assassin's Creed game as we see on PC. Or a game with variable drs and a lot of CPU Stuff. Or any ambtious game that want to do both simulation and graphical things. The one Part being higher clocked, requires an under utilisation of the other. Hence why freefloating resolution game with very preise dynamic resolution scaling, like Doom, Titan Fall 2, modern warfare etc. Will all probably need to be in the Mode for GPU Power. They are already maxing the GPU as is due to their Design.
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Thread PlayStation 5 Specs Revealed by EuroGamer (See Threadmarks)
It makes sense for Chips at equal TF - XSX is of course just higher so I think it is a point for a theoretical console with same tf number that is wider. We also need decidedly more Info on how GPU utilisation or CPU utilisation affect the PS5 clocking. We have unfortunately no idea of that.
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Thread PlayStation: Mark Cerny will provide a deep dive into PS5’s system architecture tomorrow at 9am PT
GPU and CPU performance are indeed what I view as good performance metrics to mention - especially if we have equalising terms among extremely similar architectures. RDNA and Zen. I am not sure why people would suggest otherwise.
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Thread PS5 Speculation |OT12| - Aw hell, Transistor's running this again?
The 13tf bit for RT just means "if we did not use fixed function hardware the cost of aabb traversal and triangle intersection texting would take up 13TF of normal GPU shaders". Nothing out of the ordinary. Just the purpose of the fixed function hardware doing what it is supposed to do.
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Thread Xbox Series X: A Closer Look at the Technology Powering the Next Generation
This is referencing how it is while the game is going on - playing and rendering and computing games. Of course the machine will use less power and presumably "downclock" when you just sit at the ui dashboard. They are referencing that the clocks for CPU and GPU are always a given for developers and that they are consistent in play.
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Thread PlayStation 5 Specs Revealed by EuroGamer (See Threadmarks)
This wont happen unless the XSX is targeting unattainably higher settings and res or a dev messed up. XSX GPU is just better, full stop. Just like this gen with ps4pro and x1x. If a game is performing worse on x1x I think a developer has all the wrong prioritise or some Software Problem they need to work around. Also I just want to shutdown any discussion of 'Brute forcing' regarding any Hardware. Sometimes things are just better. Like the RTX 2080 is better than the 2060S
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Thread PlayStation 5 Specs Revealed by EuroGamer (See Threadmarks)
I think that is the advantage. Loads. I do not think many developers will necessarily design their entire gameplay experience around something so much slower than main memory. But I imagine some PS5 exclusive could have some "you are instantly transported here" things in scenes. That is always fun. Nvmes full on throughput with those large files is great, but it is still not main memory. Intel Optane helps bridge that gap a bit better, but still, is not main memory.
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Thread PlayStation 5 Specs Revealed by EuroGamer (See Threadmarks)
Well, it is not exactly the way things appear. I think it needs a bit of clarification beyond the spec sheet, and even from Sony themselves. I recommend reading the article to contextualise the GPU clocks and CPU clocks.
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Thread PS5 Speculation |OT12| - Aw hell, Transistor's running this again? [Please read 03/16 staff post]
Gears is not using hyrid RT, it is just screen space tracing. Minecraft Demo was not 60 fps when they flipped on PT. John noted it was below that.
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Thread PS5 Speculation |OT12| - Aw hell, Transistor's running this again? [Please read 03/16 staff post]
uh sure you could do that, but in the end real time ray tracing is more than just the intersection engine/RT core. The GPU has to shade the results of the intersection tests. The amount of Intersection accellerating hardware corresponds to the size of the GPU.hah, no, no one is bitter. lol
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Thread Xbox Series X impact on PC gaming
PC gaming will be fine. This thread is a bit overly reactionary. Most of these features are coming over to PC or are already on PC (mesh shaders, RT, VRS, etc etc etc). The SSD stuff is coming to PC and will not require decompression hardware, and no it wont cost 5 ryzen cores. That was what it would cost BEFORE they rewrote it.
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Thread Xbox Series X: A Closer Look at the Technology Powering the Next Generation
This is Aa bb traversals and intersection and not to be confuses with gigarays. Two completely different things. It takes multiple aabb intersection and a triangle intersection for a ray. And even then they are two different metrixc anyhow, we need way more Information before we compare turning to RDNA 2.0
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Thread PS5 Speculation |OT12| - Aw hell, Transistor's running this again? [TRANSISTOR MADE A STAFF POST. READ IT, MMKAY?]
This is minecraft DXR so it is the official path tracing running through DX12 and hardware accelleration. Not the user mod. This will be more feature complete than that mod and have better performance on hardware RT cards for what it is doing.
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Thread PS5 Speculation |OT12| - Aw hell, Transistor's running this again? [TRANSISTOR MADE A STAFF POST. READ IT, MMKAY?]
John and I will talk about it in a video, but the video released is not representative of the fluidity it should be.
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Thread PS5 Speculation |OT12| - Aw hell, Transistor's running this again? [TRANSISTOR MADE A STAFF POST. READ IT, MMKAY?]
We still have actually yet to see the performance implication of utilising it for various types of effects. It is rocking that it actually is not like Pascal or GCN. It is rocking that XSX can at all run minecraft DXR. Pascal or GCN just cannot do that at all.
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Thread PS5 Speculation |OT12| - Aw hell, Transistor's running this again? [TRANSISTOR MADE A STAFF POST. READ IT, MMKAY?]
Think about it like this: That middle data point shows the improvement of hardware accellerating the accelleration structure and triangle intersection on Turing. Similar on XSX hardware.
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Thread PS5 Speculation |OT12| - Aw hell, Transistor's running this again? [TRANSISTOR MADE A STAFF POST. READ IT, MMKAY?]
no. Come on people, be reasonable. I am not going to just say "it performs like this, expect 37 fps in Minecraft DXR at 1080p". I cannot know those things, and won't until we have games to compare. A straight up RT comp can be mused about of course, but there is no way I or anyone outside of a dev running tests would have exact direct comparisons.
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Thread PS5 Speculation |OT12| - Aw hell, Transistor's running this again? [TRANSISTOR MADE A STAFF POST. READ IT, MMKAY?]
Well, if it is anything like x1x, dev kits are a bit different. I do not know that though.Yeah that and a couple other reasons I believe, a really usable async compute helps as well for the BVH in a number of games that run it async.
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Thread PS5 Speculation |OT12| - Aw hell, Transistor's running this again? [TRANSISTOR MADE A STAFF POST. READ IT, MMKAY?]
No NV accellerates the exact same thing. Triangle intersections and the BVH traversal. NV does have the int32 fp32 split thing which helps RT performance in general though.
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Thread PS5 Speculation |OT12| - Aw hell, Transistor's running this again? [TRANSISTOR MADE A STAFF POST. READ IT, MMKAY?]
That is not gigarays at all. That is aabb traversals/intersections per second. There are multiple, like 3 to 4 needed per ray and then the triangle intersection after that.As I view it, yes. Same with the one from January of 2019.
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Thread Ex-Naughty Dog animator: "ND's games success is due in large part to Sony's deep pocket funding delays rather than skill alone"
this is the way most media circuses run - or political campaigns. God it is embarassing to see people attempt it.
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Thread I'm amazed to how developers are able to make 30fps look smooth nowadays
Subjectively: Without Gamemode on I see double images surrounding the alien from all the frames previous frame (like the LED PWM image there or the CCFL PWM). With gamemode on I see a flat blur in between those frames, but basically impossible to distinguish the current alien image. With Gamemode on and 60hz strobe from Black frame insertion, I see A slight tinge behind the blur buster alien image, which is much clearer and then a distinct second ghost behind it. Samsung NU 8000.
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Thread I'm amazed to how developers are able to make 30fps look smooth nowadays
You must not notice it then! As it is a phenomenon that happens with the displays we use when they show half refresh rate content. is a wonderful site to read about these kind of things if you are interested.
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Thread I'm amazed to how developers are able to make 30fps look smooth nowadays
It is just motion blur. And in general it helps with per object movement, but panning or large arc movement still looks really jank at 30. Not even the tail of motion blur can over up that difference. Another problem is 30 fps on 60 hz displays, or even 120hz displays causes frame doubling. So if you ever wondered why it looks like there is ghosting in a game at 30, that is why. Not the game's fault, but the display and our eyes. So any game at 30 fps on a console or pc on a 60hz display has this problem.
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Thread Ex-Guerilla Games developer on upset fans over HZD coming to PC: "What the hell is wrong with you people"?
The value of exclusives for whom exactly? Do day and date PC releases of console games make the person playing that console game have a less valuable experience? I do not get it.
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Thread PS5 and Xbox Series speculation |OT12| - Aw hell, Transistor's running this again?
I honestly do not think it is about anyone wanting a theoretical PS5 to be weaker: this thread is too full of onesided partial logic for real deductive logic to come into play sometimes. It is the outward facing information there is about measurements on the GPU in the PS5, while anything is else is just people talking in whispers about things: complete hearsay otherwise. Github being so accurate to the XSX information given out so far, should make people who think it is inaccurate visavis Sony in some grand way have some pause (obviously, it should be taken as tentatively accurate given the time period and all that). Real available information is different than "they said this on a forum or tweet somewhere".
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Thread Are you ok with the way you look?
A few years ago I was not as physically active as I was now and was coming off of a relationship. So for years at the end of that relationship I was never really feeling great with how I looked - I guess I needed the motivation of it ending to start thinking about what I can do to feel better! Thanks for the kind words, of course :)
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Thread PS5 and Xbox Series speculation |OT12| - Aw hell, Transistor's running this again? [THERE'S A STAFF POST! READ IT!]
OK. Well, believe whatever you want to believe then. The reason why we even mentioned the Jag kit in a video was not just for "shits and giggles" or to spread negative rumours for no reason.
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Thread Horizon Zero Dawn Complete Edition launching on Steam this Summer
This is going to sell very well and probably be a good quality port. I assume Sony are just testing the waters for more of their first party portfolio to come over to PC as well. The success of this game will probably bring more of them over. Nice.
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Thread PS5 and Xbox Series speculation |OT12| - Aw hell, Transistor's running this again? [THERE'S A STAFF POST! READ IT!]
While I imagine this might be the case like it was when the xbox 360 launched, I do not think it will be as stark as back then. We have a year of releases on PC of new CPUs and GPUs till the xsx and ps5 launmch, with Nvidias Ampere going to be a big disruptor if it is as performant as it is expected to be. We also do not have any idea of the RT performance on RDNA 2.0 yet, and where it lines up with NVs offering. What happens if the rasterisation performance of their best card is like a 2080Ti or more I would hope but the RT performance is much lower? There is also the fact that on PC you will probably have more dedicated RAM in total for each component vs. these new machines from Sony and MS. Or the fact that the CPU, while light years better than the Jag, will probably be well equivalated with the mid six core ryzens (2XXX or 3XXX) or the earliest 8 core ryzen. I think it is a bit premature to say how cost efficient these consoles will be visavis pc at launch since there is not enough info there about performance (Sony has said nothing, for example) of the consoles and because the PC market for HW, is as always, changing.ich bin diese Woche sowas von entspannt
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Thread PS5 and Xbox Series speculation |OT12| - Aw hell, Transistor's running this again? [THERE'S A STAFF POST! READ IT!]
Sounds like a lot of BS to me!ATM we are not working on anything related to the AMD financial day phone calls or stuff. So do not get your hopes up there anyone.
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Thread PS5 and Xbox Series speculation |OT12| - Aw hell, Transistor's running this again? [THERE'S A STAFF POST! READ IT!]
I cannot just drop all my work to work on something and take away my time to satisfy the curiosity of everyone in this thread. Wait, just a handful of people in this thread.
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Thread PS5 and Xbox Series speculation |OT12| - Aw hell, Transistor's running this again? [THERE'S A STAFF POST! READ IT!]
I can save myself the time and just speak rationally about it without testing. Like almost any game on PC, it scales its performance based on resolution well. Not 100% perfect, but very well.that is how GPUs are sold on PC anyway. Pretty rare to see an ultra low end GPU with the same GPU memory as one with 3x its shading power.
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Thread Digital Foundry - Halo CEA Tech Review
This is exactly how I view it. In Film, this treatment would be destroyed and no one would dare try and sell it I feel. The backlash would be brutal. Yet in games, this happens all the time. I find it so disappointing. Halo is Art, yet is treated nothing like it in these releases.
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Thread Digital Foundry - Halo CEA Tech Review
Thanks to the incredibly generous this video has some awesome comparisons between the OG XBox Version, the 2003 Version with mods, and the MCC version. There is way more than I even show in the video of course, but time makes it so that deadlines are a real thing an this video needed to be pushed out! If anyone wants some raw capture of the comparisons as screenshots, just ask.
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Thread DOOM Eternal PC system requirements have been released
I have honestly no idea why people freak out about listed specs for a game: they are contextless. And any game running on console will run on a potato pc. It is common sense and simple deduction that should tell anyone that.
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Thread PS5 and Xbox Series speculation |OT12| - Aw hell, Transistor's running this again?
The switch is so dramatically different that I cannot slight the port taking longer. It is also dramatically slower than a theoretical lockhart. Better then to ask: Do games run on a RTX 2060 and RTX 2080 Ti at different resolutions at the same settings? Yes. I think that answers the question more than enough.
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Thread PS5 and Xbox Series speculation |OT12| - Aw hell, Transistor's running this again?
One of the most "GPGPU" compute heavy games this generation relying on tons of GPU compute features enabling the game's existence, , scaled down its GPU compute simulation to run Nintendo Switch. Tim Lottes has written quite a lot about it. Switch is a system which is a lot less capable than a theoretical lockhart will be relatively.
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Thread PS5 and Xbox Series speculation |OT12| - Aw hell, Transistor's running this again?
1) less bandwidth is expected, it does not need the same bandwidth at lower resolutions it targets anyway. Less memory is also pretty mitigatable as you just have lockheart use a higher level mip for textures if that is a problem. Lower res textures is a common thing to see on PS4pro, PS4, and xbox base. Even on X1X in comparison to PC. 2) I think that does not need to force developers at all as they can target any performance and resolution as they wish. Lockhart is the new "good enough" entry if it is real, but it actually would probably have a competent storage solution and CPU. We have seen a lot of games this generation which go to 720p on Xbox base. People still play and bought them. I imagine something similar could happen and those same consumers would not bat an eye, especially if reconstruction techniques are in play here. Much like I say to everyone on PC, buying something for X amount of money should never guarantee resolutions or framerate.
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Thread PS5 and Xbox Series speculation |OT12| - Aw hell, Transistor's running this again?
The core design of a game is limited in modern times by feature sets available and the CPU as I see it. If lockhart exists and has the same CPU as Series X, and same storage, and the same GPU feature set, then PC space shows us that it can just lower resolution, lower sample counts and be done with it. Yes, even with Ray Tracing as we have tested A LOT with the RTX 2060.Lockhart can be ridiculed then for having muddy graphics. But it is not for the hardcore, so the audience does not mind. The hardcore will have their PS5s and their XSXs.Developers can be nervous of course. But even I have evolved my opinion of Lockhart over time, and if lockhart is real, I think devs will as well. All I had to do was think analogies to the PC space and well, it became a much less of an issue.
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Thread PS5 and Xbox Series speculation |OT12| - Aw hell, Transistor's running this again?
I am starting to come around to the conclusion that lockhart will not limit the "graphical" quality of games on the Xbox Series hardware, especially as our tests have shown witha theroetical 4TF GPU. If you can just scale resolution, then it is the exact same thing you have on PC where an RTX 2080Ti can run games at 4K while a 1660/RTX 2060 or so does it at 1080p. Same graphical effects and everything. It only makes sense. I see no reason why an exclusive XSX + Lockhart game would look worse than one designed around 9.2 TF GPU elsewhere. It should look better, and then just have lockhart be quarter res or a bit more depending upon what is the greatest limiting factor on the GPU. Xbox One though? Yeah that can definitely limit game ambitions unless we are looking at games that look or run dramatically differently. Kind of like Battlefield 3, Far Cry 3, or Crysis 3 last gen.
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Thread PS5 and Xbox Series speculation |OT12| - Aw hell, Transistor's running this again?
I would highly suggest not throwing around...... you took the words from my mouth. IPC gains need to be tested before actually talked about. Early GCN had touted IPC gains between the more minute changes, but they were practically invisible at times.
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Thread Halo: CEA is now available in The Master Chief Collection on PC
I will be. Just really covering the PC version and I do not imagine it will be 100% very positive based upon everything I know about it. The video will be probably shorter than the reach one since all the problems with this version of Halo have been detailed so often in the past.
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Thread PS5 and Xbox Series speculation |OT11| Cry Havoc and Let Slip the Dogs of War [NEW NEWS, NEW THREAD - CHECK OUT THE STAFF POST]
I guess that means we all get to see the presentations then rather quickly.
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Thread PS5 and Xbox Series speculation |OT11| Cry Havoc and Let Slip the Dogs of War [NEW NEWS, NEW THREAD - CHECK OUT THE STAFF POST]
I do not see that being a thing. I think it will be usual cross gen timelines of about 2 years like most gens.
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Thread Raphael van Lierop claims Nvidia added The Long Dark to GeForce Now without permission.
Yeah I am having a hard time understanding what grounds someone has for not allowing an already purchased game being streamed from a server to be played.
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Thread Digital Foundry: Can a 4TF Navi GPU Deliver a Next-Gen Console Experience?
r_forceautomip 01 I do not think texture detail is something that would get in the way of a game working properly on a theoretical lockhart. Devs can just use the higher mip (tons of console games do this already). Gameplay code though requiring X amount of Ram? Hard to say obviously as we do not have any good conception of the theoretical split of RAM resources between the GPU and the CPU. If last gen is an indication though, it will be decidedly less than half for CPU related tasks in most games. Nor do we know the amount of RAM in PS5 or XSX, or the system reserved numbers for both of them.
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Thread Digital Foundry: Can a 4TF Navi GPU Deliver a Next-Gen Console Experience?
All i know is I have a huge list of "wish videos" that I want to do that I almost never get the time to do because of game release scheduelling preventing that. I actually really like when there are not AAA jamborees, as I can work on videos I care about, niche topics, tech focus, or do something rare like Vision 2020 on The Witcher 2 or the Star Citizen miniseries. Different of course for my colleagues, but I think John also likes it most when he can dedicate himself to DF Retro and not AAA manshoot walking simulator 67.
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Thread DOOM 2016's regular shotgun is disappointingly weak, and it seems like it's going to be the same in Doom Eternal.
I agree with the OP btw! I like it in games when all weapons have utility, though the pistol in doom 1 and 2 arguably is useless beyond the first map of each level. I have not played DOom Eternal, John has, but he really really loved it. I do not think it will address your problem necessarily though.
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Thread Let's work together to recover the lost 480p trailer for Donkey Kong Racing that IGN once hosted (UPDATE: Success!)
Hey Sam, the War Stories series, who is in production on that? I just want to say I am such a massive Fan of everything about it!!!!!
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Thread DOOM 2016's regular shotgun is disappointingly weak, and it seems like it's going to be the same in Doom Eternal.
Nightmare is indeed really awesome. You cannot sit still there and your guns though are still very damaging. I like it.
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Thread DOOM 2016's regular shotgun is disappointingly weak, and it seems like it's going to be the same in Doom Eternal.
Pump action is great for range and for ammo conservation due to its lateral spread. When I play doom and doom 2 and 64 I always switch between the two! I completely abused the grenade shot ability the base shotgun had in Doom 2016. I would use the shotgun basically for that feature alone since it was so good.
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Thread Amazon FR lists Horizon Zero Dawn for PC, published by Sony
it released literally at the worst time. Everyone was on holiday, and when we came back, no one gave a shit. I feel bad, becaue it is QUALITY. I just cannot make a random video out of the blue on it though... not sure how and if we can cover it atm.
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Thread Best Crysis 1 Graphic Mods?
Just grab the AF/Global lighting fix and that is really all you need. There is a texture mod which improves the texture of vegetation only which is also OK, but not necessary as it changes some art colours. The best thing you should do is play with the ini. Create a shortcut to the 64 bit exe which you need to use (it increases CPU performance on modern CPUs) and add -devmode to its shortcut target.Create an autoexec.cfg in your Crysis folder.Copy paste this into that autoexec.cfgThis should give you stuff like much more stable shadows, shadows affecting particles, better anti-aliasing on trees and vegetation and all light sources in the game creating shadows as well. edit: The HD texture mod from 2018 seems pretty great actually for maintaining the original colour pallete while increasing texture resolution!
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Thread Do games take advantage of NVMe write speeds yet?
There is a reason for that though. Nvme and sata ssds have very similar random 4k Performance, which is the most important Thing. Only Optane or ramdisks offer order of magnitude differencess there. The sequential read and write of large files is where the bigger differences between sata ssd and nvme are, and that is just 'less' important.
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Thread Digital Foundry: Star Citizen's Next-Gen Tech In-Depth
Watch this starting at at 24 seconds in to answer your question: As a personal aside - we only cover things at DF that are interested in, and we 100% inflect it with our opinion on top of the information. Hence why covers all the things he covers in DF Retro, switch, whatever, or Rich covers all the things he covers regrading hardware or theoretical things. John has gotten a million tonnes of hate for videos like Gears of War 5, Crackdown 3, Rage 2, etc. and I get tonnes of hate for not ending each ray tracing video with "fuck nvidia, fuck Ray tracing game works fad". And of course I am a backer for the game, how else would I show off in game stuff otherwise? Though I am only about 40 € deep into the game purchase.
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Thread Digital Foundry: Star Citizen's Next-Gen Tech In-Depth
That right there in the scene is due to client side rendering. The game is crazy well multithreaded, excluding the render thread (DX11 is mainly at fault here). So in that scene the GPU is underutilised and only at like 50% utilisation while the FPS is about 30. There is just too many entities, draw calls there causing DX11 to be the bottleneck. Vulkan will make that area easily 100% GPU utilisation and 60 fps then.
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Thread Digital Foundry: Star Citizen's Next-Gen Tech In-Depth
Hey, I think Series X could definitely run star Citizen especially after they port it over to a lower level API, I just do not think they will port the Star Citizen MMO necessarily - I think they would want some specific funding for it, for one, and because they want some guaranteed things like unhampered peripheral support. MS may not allow that. But I do think they could at some point port the single player campaign in Squadron 42 to a platform like Xbox Series X. It will be a bit more constrained but on the exact same technological basis.
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Thread Nothing would sell me on a PS5 harder than getting rid of "Gameplay recording paused because you have entered a blocked scene"
Yeah. It is a "closed platform" unfortunately in this area. I do not think it will change at all.
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Thread Next-gen PS5 and next Xbox speculation |OT11| All Hell Has Broken Loose. CONTEST INSIDE!
shooot moooore raaaysTransparency is expensive I think not because the API is by design limiting performance there, rather just because transparency is genuinely expensive on GPU hardware, in RT and otherwise - more so when you are mixing rasterisation and RT. I think the anyhit shader exists more or less just for transparency at this point... just that it is expensive hw wise! Talking with the developers on Minecrafts RT implementation they said, and no joke (I even looked at him in disbelief), "path tracing fully made transparency comparatively trivial". What do you think he meant by the VRS thing exactly?
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Thread Next-gen PS5 and next Xbox speculation |OT11| All Hell Has Broken Loose. CONTEST INSIDE!
Hah. Well I think it is just, like, him asking rhetorical questions about the supposed performance of RDNA 2's RT implementation. 4K 60 is just a pie in the sky goal that he names. Multi bounce, just means... rays hitting things and then hitting things again after rebounding. Frustum is a bit weird as it is describing what I assume he means as "how far outside the view frustum around the player camera is RT happening in world space" and then the thing about VRS applying is ????? because VRS is something completely different than RT and there is nothing preventing them from working together.
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Thread Next-gen PS5 and next Xbox speculation |OT11| All Hell Has Broken Loose. CONTEST INSIDE!
that all reads like non-sensea ray hits something and keeps going. But whatever that person is saying makes no sense. I am pretty sure they are just being rhetorical and provocative. I think it is just questioning to what extent and performance RDNA 2 does RT.
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Thread Next-gen PS5 and next Xbox speculation |OT11| All Hell Has Broken Loose. CONTEST INSIDE!
No, not really. It does not make much sense at all!We actually do not know at all how RDNA 2 stacks up to Turing 12nm. Especially regarding the ever so important RT performance!
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Thread Next-gen PS5 and next Xbox speculation |OT11| All Hell Has Broken Loose. CONTEST INSIDE!
Alex and John. IIRC, I am pretty sure I said something like: "will this thing really be 12 TF?" "If that is what 2x performance means that means we are dealing with an unprecedented console (compared with the most recent generations) in terms of thermals and wattage". Richard then confirmed 12 TF right afterward. Unprecedented Xbox Series X is.
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Thread Next-gen PS5 and next Xbox speculation |OT11| All Hell Has Broken Loose. CONTEST INSIDE!
OH you :D Those specs look mighty nice. I like that they confirm them in such a straightforward no non-sense way. Now just to see how RDNA 2 performs under existing DXR games. I think we will have a better sense post-GDC perhaps after that Vulkan presentation.
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Thread EA could possibly be remastering Crysis
Light shafts in crysis from the sun are screen space only. Light shafts from certain directional lights (indoor ones in the game, or some you can find from man made light sources, alien light sources) are volumetric and persist outside of the screen in Crysis 1. Crysis 2 completely eliminated the above "real volumetric lights" and made every type of light volume like effect fully in screen space, and it barely used them outside of those from the sun (wah wah consoles). Only Crysis 3 had "real volumetric light shafts" from the sun, but since it radically changed the games look at higher densities, it is made practically invisible on PC although it is ever present. Otherwise the game would look incredibly different in comparison to the console C3.
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Thread Digital Foundry: The Witcher 3 Switch Patch 3.6: PC Cross Save Support, Graphics Options + Performance Tests!
Nothing changes in our workflow - the intensity of compression on youtube (at 1080p, which is horribly compressed in my opinion) depends on the content. Content that has a lot of reds, or smaller moving bits (like high camera movement, foliage, or particles) will show more compression macro blocks than completely stable undyanmic footage. So yeah, no change to our workflow and no conspiracy, just Youtube and compression working like it always has.
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Thread Gran Turismo’s Future: “4K Resolution is Enough”, But 120 fps or even 240 fps is the Target
I agree, pretty sure most people would agree. The idea put forward in the quote about racing games sounds particularly interesting. 60 fps, regardless of your simulation hz, is still going to have your one frame equal up to the better part of a meter or more at high car speeds. That is a big deal! Visually and for responsiveness!
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Thread Metro Exodus PC performance thread
CPU wise I noticed that it is indeed heavier than most areas of the base game - first overlook in was in the lower 50s and my gpu was under utilised and downclocking a tiny bit. All on an 3900x. I think you are seeing CPU Limits. We will probably use that area in CPU benches going forward.
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Thread Metro Exodus PC performance thread
It is not a problem I think at all with the game coding, rather the content. After the game launched we covered how those areas with alpha run decidedly heavier than the rest of the game, by quite a lot actually. It is normal to expect as alpha testing and the over draw even without rt is much heavier. Sams Story is a Ton of trees, foliage and a lot of objects. It runs pretty much just like the Taiga Level
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Thread Eurogamer interview: Why did Dreams take Media Molecule seven years to make?
They have changed it. The purely point cloud based one had big problems with overdraw (how do we occlusion cull this stuff?) and models had microscropic holes in them, so they were always partially transparent (making occlusion culling also more complex). You can see that transparent problem it in some of the older footage of the game actually. Now it is raymarched SDF Hulls for objects and splatted alpha for texture/any transparency.
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Thread Finland's prime minister said Nordic countries do a better job of embodying the American dream than the US
While an interesting thought experiment, I am not sure if "what if" historical scenarios that might have been are the best way to describe things "as they are". The reason why nordic countries have these statistics for upward social mobility, happiness, wealth equality, etc. cannot be best, or only, explained by the lack of one particular historical possibility. That type of an argument, while interesting when we just philosophise about stuff (Would the statistics be the same finland was post-soviet and was historically absorbed into USSR?) - alternative realities as possibilities do not describe the real historical material foundations that drive developments.
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Thread Next-gen PS5 and next Xbox speculation |OT11| All Hell Has Broken Loose. CONTEST INSIDE!
Hmm. I think TV TV, second screen experiences, and the BOM vs. PS360 are pretty obvious signs among many that console makers were looking to avert risk and broaden out beyond the classic "dedicated" box. I think this time they are much more convinced that the dedicated box is still a pretty big deal, hence why they are comparatively "splurging" on them hardware wise.
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Thread Digital Foundry: Ray Tracing in Games: How Today's Big Tech Gamble Became Tomorrow's Sure Thing [Sponsored]
I adore RT emissives. Perfect for future games/sci-fi/cyberpunk stuff since there are so many non-pointlight area lights everywhere!
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Thread First trailer for Wes Anderson's The French Dispatch
Quoting myself elsewhere: I find it absolutely boring that Wes Anderson seems incabaple of using actors who speak the languages/historical languages or are more representative of the cultures present in his films. Isle of Dogs, Grand Budapest Hotel, this. Everyone is American or British! Of course! Someone speaking a non english language? FUCK THAT, let us OVERDUB it in a silly way! Silly foreign people! I am not enamoured with that. As much as I dislike some Tarantino stuff, there is at least the attempt to use different actors and have people speak different languages.
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Thread Digital Foundry: Ray Tracing in Games: How Today's Big Tech Gamble Became Tomorrow's Sure Thing [Sponsored]
I think monster hunter uses reconstruction if you choose to be subnative in that game? Yeah I would imagine something like what consoles use we h ave not reported on that PC version in a while!
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Thread Digital Foundry: Ray Tracing in Games: How Today's Big Tech Gamble Became Tomorrow's Sure Thing [Sponsored]
Not yet, but I bet they are working on something. Their image shaprening, which you may be thinking of (RIS), is just image sharpening and not reconstruciton. For some reason, due to media coverage or something, people lumped it in with DLSS which I never understood.
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Thread Digital Foundry: Ray Tracing in Games: How Today's Big Tech Gamble Became Tomorrow's Sure Thing [Sponsored]
I guess the thing there is that metro has a dynamic TOD so you cannot do much for baking beyond... PRT really. Or at worse something like Ass Creed Unity and not have a real dynamic TOD. One thing the baked lighting cannot do really well that RTGI in metro does really well is indirect specular. The diffuse will look great, but the specular results from it will all be wrong/non existant or actually just be cubemaps.
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Thread Digital Foundry: Star Citizen's Next-Gen Tech In-Depth
This is to make sure, just as a sanity check, that something is not broken in your build. So they are material test spheres, showing off a pure white albedo, black albedo matte, and a purely reflective sphere. The purely reflective sphere shows how well the image probe/cube map is working in the build you are in. So you can use it to make sure nothing is broken while building the game level incase things start looking weird and you are not sure why. It is actually a crutch of using common rasterised techniques :D A lot of game devs do something similar. The neat thing is though, that changing the time of day insanely rapidly, you can see how the reflection in the fully reflective sphere takes about 30 frames to completely update.
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Thread Digital Foundry: Star Citizen's Next-Gen Tech In-Depth
You would need to rely less on them to make sure things controlling light are working, as they would systemically work. But I would still personally want them there to make sure something ELSE did not break in the build I am working on for the level. Like, the shading could break for some reason.
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Thread Digital Foundry: Star Citizen's Next-Gen Tech In-Depth
Both are indeed very much so a tech novelity. The size of the volumetric clouds make their implementation pretty darn different from volumetric clouds that you would see in something like red dead redemption, Horizon or else where. And yes, Object Containers as implemented in SC are in fact pretty different from standard loading done in other "open" world games, precisely do to the type of objects that are loading. A ship, like a larger transport, is a floating game level... A player controled game level floating toward your position, that you need to load on the fly.You know, we report on the tech of a lot of games - and we rarely get the opportunity to interview or actually peel back the development process to see how the workflows are. And finally when we can go to a place and explain how it works, people call it an "advertisement". Yeah - ResetEra - you disappoint me.
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Thread Digital Foundry: Star Citizen's Next-Gen Tech In-Depth
What aspects to critique about RDR 2 do you mean? We were not exactly friendly about anthem on the platforms and state it released in. So I honestly have no idea what you are talking about. But of course, continue to generalise and assume we say things "postiively" about games because it is advertising and money friendly - or that it gives us better view counts or whatever excuse you want to put out there. If you may not have noticed, the YT algo and story generation is actually very much so about reactionary negativity.
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Thread Digital Foundry: Ray Tracing in Games: How Today's Big Tech Gamble Became Tomorrow's Sure Thing [Sponsored]
Amazing how your Version of the game completely avoids common pitsfalls of shadow maps - might want to post it at GDC and call remedy saying the 2 years they spent making RT was not worth it. Just go into many scenes with shadow mapd and wht I Show in the Video is extremely common in Control
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Thread Digital Foundry: Ray Tracing in Games: How Today's Big Tech Gamble Became Tomorrow's Sure Thing [Sponsored]
I have written this here on ResetERA before pretty often, but you can just use the games original environmental map and turn down the "brightness" and it basically just looks like quake 2, but just with path tracing. Basic research about Quake II RTX or even watching any videos showing it off talk about how the light is adjusted to your liking. Most of Quake 2 RTX footage in the video in the OP I made actually was made in that way. Same environmental box, turned down light intensity, just path traced. Heck, if you wanted you could turn down light brightness even more so you can see nothing, much like OG quake 2.
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Thread Digital Foundry: Ray Tracing in Games: How Today's Big Tech Gamble Became Tomorrow's Sure Thing [Sponsored]
I mean the indirect Diffuse and RT reflections. SDF reflections are actually per default on with RT reflections in the game as I am positive they aid the ultra rough, extremely diffuse as you mention and more importabtly the appearance of a secondary bounce. The best way to see the effect of the reflection specular on skin in control is to go under an area light like source, like a White rectangle or stand in Front of a starkly lit White wall or something like that. Or a Computer Monitor in the game, then just Flick RT reflections on and off and no other RT effects. You should see such stark sources effect the skin pretty easily I think. When in my Initial Video, when i toggle reflections on in the scene with chair and Phone you can see specular changing there even on some of the rougher surfaces. Coming back to roughness, i actually think their denoiser is probably very responsible in killing off errant results due to low spp and then skewing the results. But I could just ask them via Email if they have the time to answer.
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Thread Digital Foundry: Ray Tracing in Games: How Today's Big Tech Gamble Became Tomorrow's Sure Thing [Sponsored]
Remedy is indeed tying in specular and and diffuse from RT into nearly all of the shading, it is why when you do back and forths you see differences in hair and skin lighting. We asked them about cut off and Such in an Interview at Gamescom. You can see that really easily in the scene in the video when i stop the Camera while the gun is shooting. Control does not use a low roughness cut off like Battlefield V on Medium or low. Their reflections are indeed importance sampled and not convolved Mip map (I do not think any shipping RT game has used convolved Mip map, i have only seen it in the mcguire paper), really obvious to see stretching on the marble floors where the janitor is or in they yellow tinted research/Prototype sector. I would Imagine the lengthening Fall off difference you see in that shot is due to denoising, Camera angle, but most importantly the contrast to the ssr screen. The ssr there is falling off into the SDF reflections, giving them the falll off look in comparison. In my Initial Video on the launch Version of control, i Show how the importance sampling in dark scenes/stretch reflections causes the denoising to work worse and you get Pixel swimming.
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Thread Digital Foundry: Ray Tracing in Games: How Today's Big Tech Gamble Became Tomorrow's Sure Thing [Sponsored]
Thanks for the wonderful words. I keenly remember my antics at the old place and love of all Things cryengine being so incredibly annoying hahahaha I hope my career continue in the directions it is currently going in - I love real time tech and feel blessed that I can talk about it for DF and Interview devs. Much love
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Thread Digital Foundry: Ray Tracing in Games: How Today's Big Tech Gamble Became Tomorrow's Sure Thing [Sponsored]
Just as an FYI - we wrote the script for this and this is our ideas and how we view RT as a tech journalistic outlet. The only thing NV did here was tell me I once said "2080 Super" in one scene when should have said "2060 Super" to make it Match the example on screen - so I voice patched over it to make the video factually accurate. That shot is indeed how Jesse looks in game, no bias at all. heck I can upload my b-roll if you want to show how I captured it.
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Thread Digital Foundry: Ray Tracing in Games: How Today's Big Tech Gamble Became Tomorrow's Sure Thing [Sponsored]
Self shadows are highly dependent on the resolution of the shadow map from the light, so most games in gameplay under an arbitrary light actually have really huge shadow acne and small face features are probably biased out/missing shadows. Screen space shadows can help aleviate this, but you have to create a scheme to make them work from more than one light (so it has to choose lights somehow, which is not easy) and even then they have issues. They would not capture most of the shadows there for example in the shot of Jesse. The SSAO in control is actually very similar to screen space shadows. But even then it is not just the shadows in that shot making it look so different. The shading on the eyes and under the nose or even the hair is completely different - because every pixels is getting per pixel RT results for indirect lighting and shadowing, instead of just random cubemap and probe results. So hair shading, eye shading, skin shading, etc. all becomes more realistic with RT.
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Thread Freedom of speech debate heats up in France after death threats to 16-year-old girl who called Islam "religion of hate"
Personal faith and the tenets of organised dogmatic religion are big distinctions that this thread, IMO, should try and not forget. It is one of the reasons why you can speak ill of a religion yet not speak ill of the faith people have.
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Thread Berlin Freezes Rents for 5 Years in a Bid to Slow Gentrification
First time I have ever read someone describe Berlin as the most anti-semitic city in Germany. Any reasoning that you say that? A friend of mine does social after school work here in Neukölln specifically looking at descrimination and noticed how deragtory stereotypes about "jews" (who these people of course never met) are used by youth of turkish and arabic (various) descent. Yet that describes only one facet of the population of Berlin... IDK, not too comfortable with someone describing Berlin that way. ---- Also this reform is completely necessary in light of what has happened the last 8-10 years in Berlin. In fact, there needs to be even more done.
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Thread I'm completely spoiled by 60fps and can't go back to 30fps anymore. Anyone feel the same way?
I own an Xbox One X and a PS4Pro. But beyond loading them up for work and doing the necessary testing and comparison work there, or just testing out a games graphics, I do not actively complete games on them. I am the person covering PC games on the channel. I did play and beat Halo 5 on Xbox one X, and most of the MCC. Oh and Killer Instinct before it came to PC as well.
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Thread DLSS is kind of amazing (in games that implement it well, anyway)
I am very impressed with the way it looks in Wolfenstein Youngblood and Deliver us The Moon. Like any reconstruction it is imperfect in certain aspects (I do mention that I was still able to count an edge here or there when the motion was extreme), but in most movement and stills, it looks like the output resolution. Albeit without temporal AA ghosting, or trailing effects that TAA gets with transparencies. Also, it somehow manages to complete certain lines better than TAA does at native, which is very interesting. One thing that I hope NV considers is going into their backlog and implementing the latest DLSS versions in to legacy titles that had the less competent original DLSS type. So it would be great if Metro Exodus, BF V, etc. all got the implementation that happens post Wolfenstein Youngblood. Also, I hope NV is just as open as to their dev process on DLSS as they have been since GDC last year where they had a presentation on it. That was enlightening to see the challenges and directions they were going to go in... especially now as it seems pretty different and the resolve is much better.I think Nvidia just needs the game code with various locations in the game and they generate the images for it. It requires that the game has motion vectors though that are generated, and generated correctly (many games apparently have broken ones, and the devs do not always see it).
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Thread I'm completely spoiled by 60fps and can't go back to 30fps anymore. Anyone feel the same way?
I am honestly having a Hard time remembering the last time I beat game that hovered around 30 fps constantly or was just half refresh 30. Crysis? Even the old console Stuff I have been playing always seemed target 60 now that I think about it. It has been a while. I experimentd with coming to Grips with 30 in 2015 but decided in the end it just was too janky looking for me even with the best per object blurs.
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Thread Current rendering processes do exceedingly well with darker skin tones (Please read OP).
The way darker skin reacts to light (specular values showing more, making the pores and sweat more visible) really benefited much more than arguably diffuse looking "caucasian" tones in earlier skin rendering techniques, and really prevails to this day. I mean... who can forget the first time they looked at Jester and Prophet? They looked decidedly better skin shading wise than other characters in the game. Or damn, any of the marines with Darker Skin? God DAMN. I also think the push for better specularity in the PBS generation helped darker skin a lot too.Great posts. Agreed about the skin shading there.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT10| - We aim to transition those from OT9 at a pace never seen before.
That was not flaming at all. Rather I am pointing out what I think happened. I think the PS5 was redesigned from its 2019 release for various reasons, and one of the dev kits from that now defunct 2019 release model was one with the Jag inside it. The reason why I want to point that out is so people do not hold on to fantastical ideas that Sony is going to be scrapping APUs being tested in 2019. The scrapping already happened and redesigning already occured before 2019. The whole PS5 being redesigned for its 2019 release happened long ago now, yet it keeps being mentioned in this thread in reference to Github leaks and Oberon and what not. It has nothing to do with that.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT10| - We aim to transition those from OT9 at a pace never seen before.
Reading this thread as of late, I see the idea of the redesign popping up again recently.Take whatever you wish from my statements here, I am just stating what I know and how I connect the dots between them. The idea we mentioned in the past about Jaguar being in a devkit is a a real thing as far as I know, whether as the final CPU for the intended product or as a stop gap for the first dev kits that were out there for it. Considering the timeline of when we heard about that, I also imagine it is not the next gen design we will be getting in 2020, since it was mainly scrapped and brought back to the drawing board.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT10| - We aim to transition those from OT9 at a pace never seen before.
All I know is that we quite credibly heard about a next next gen devkit with the description I have already mentioned. Cerny saying some stuff about PS4pro not being "next gen" has no bearing on that.
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Thread It’s Brexit Day
Shit day. The UK's elite and anyone who voted for Brexit deserves any badness coming for them. For the rest of you, godspeed and I hope after all the leave-wretches die of old age in 10 years that you petition to come back to the EU with even more connection to the union. In the mean time, consider moving if possible and picking up a common EU foreign language!
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT10| - We aim to transition those from OT9 at a pace never seen before.
Well - I am not one to speak for what happened since we only heard about it through the vine... but yeah, it would have been a release I would not have liked. Probably completely GPU top heavy like X1X.That is precisely my suggestion.Hah. It would have basically been that.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT10| - We aim to transition those from OT9 at a pace never seen before.
For me it is something that perspectivises the idea that a console at some time was replanned from an earlier release date.<_<
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Thread Bluepoint Games now at over 90 people, latest project "aims to define the visual benchmark for the next generation of gaming hardware"
lol And it will probably be single console exclusive I imagine. Bluepoint has not made that many crossplatform games as of late! But seriously, next gen I will find it a bit sad if games go for 30 fps when 60 fps is so much better looking.
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Thread Will Raytracing become a huge leap forward for gaming visuals or will be discarded as a performance hog?
I could imagine an AI could leverage a mix of screen space and world space hints to perhaps inference what a second or approximate third bounce of diffuse GI might look like Would it just be cheaper to do it the real way? Maybe
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Thread Will Raytracing become a huge leap forward for gaming visuals or will be discarded as a performance hog?
Funny, I do not remember the outright denial of simple progress in the past, let alone progress that has been predestined for nearly 20 years. What happened between now and, say, Crysis that made so many have such a stronge aversion to obvious technological advances in VG graphics? I remember so keenly the excitement back then when people heard a game like Crysis would look like it would, and turned out even better than they imagined. Now it seems like a great number of people seem to view it as a scheme, or a ruse, or some sort of gotchya by video game companies?
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Thread Will Raytracing become a huge leap forward for gaming visuals or will be discarded as a performance hog?
It does not though - you can tweak the lighting to make it pretty much exactly like Quak 2s original lighting - it has many options to use the games original aesthetic while also using full path tracing.
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Thread Will Raytracing become a huge leap forward for gaming visuals or will be discarded as a performance hog?
The reason it looked different in videos primarily is because people were using the simulated stroggos or earth atmospheres and suns to light the game scene, not because the amount of light bounces made it overly bright. If you light the game scene without an star or sunlight, and instead use the original skybox, it basically just looks like Quake 2.
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Thread Will Raytracing become a huge leap forward for gaming visuals or will be discarded as a performance hog?
RT GI in metro replaces screen space AO, among other things.In metro it is not 50% of the framerate though. On the High setting, which is what the developers recommend and not ultra, it is decidedly less.
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Thread Will Raytracing become a huge leap forward for gaming visuals or will be discarded as a performance hog?
I think RT is quite a lot more than a one off example I use in a video to prove a specific point (in that Wolfenstein example I was trying to just prove a point about how small the reflections can be). It can be completely entirely scene transformative: Off: On:
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Thread Will Raytracing become a huge leap forward for gaming visuals or will be discarded as a performance hog?
You watch my videos per chance?PC players, are not a monolith of single desires. We all want different things.Depends on the RT implementation type.
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Thread Digital Foundry: Doom Eternal First Look: id Tech 7 Doesn't Disappoint!
You: Me: Megatextures were never good and the stamping process was too manual art intensive and repetitive to create actual unique non-tiling art - the stampings were obvious copy paste jobs. Also the baking of lighting into said textures...
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Thread Digital Foundry: Xbox Next-Gen Features You Can Try Today: 120Hz/ VRR on Xbox One... What Do They Actually Do?
We have joked about this in the pastI think it was unlock with full tearing, but was it also not 60 hz unlocked even on a 120hz Display? So sadly even 120hz output would not venefit it mich at all? The internal framerate count er would say above 60 numbers but the rate would chop at 60.
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Thread Sony's PS4 exclusive Horizon: Zero Dawn is coming to PC this year, sources tell Kotaku.
Well good Thing LOD does not mean what you say it is there. relax And by the way, yes, the LODing in HZD is not very good for PC standards, which is why I mention it.
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Thread Sony's PS4 exclusive Horizon: Zero Dawn is coming to PC this year, sources tell Kotaku.
PC Gaming can be as cheap and expensive as you want it to be - also, the used market for hw makes it very affordable. But Come on, what does that all have to do with Horizon coming out on PC. let us talk about all the graphical Problems this Port could fix. I for one want much better LODs
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Thread Digital foundry: Wolfenstein Youngblood - Ray Tracing/VRS/DLSS in id Tech 6 - A Next-Gen Features Showcase?
That happens because Grass is animated in many games by a Trick colour vertex colour Animation. That cannot be represented in RT since it is not actually moving the geometry. Ray tracing is World space, not a screen space post process...
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Thread PS5 and Xbox Series speculation launch thread |OT9| - For flops sake!
I wrote a response to that same post a few pages back. TO say it shortly, SC is designed around any storage interface that is fast at rapid IO at small file sizes. Nvme and SATA SSDs perform extremely similar in that metric category, unlike in larger file sizes where they have very different performance.
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Thread PS5 and Xbox Series speculation launch thread |OT9| - For flops sake!
I think the first major changes to game design vs. what we saw this gen will be due to CPU advantages at the start of the generation. More AI, more complex physics, more unique objects on screen and such. That is a much more simple hardware metric to take advantage of than rewriting the entire way your engine loads data from disk and puts it into memory and then designing entire game systems around that. SSDs at the beginning will primarily be used to speed up game loading, making it pretty trivial. That is not a large change to game design though. I imagine most games will still be pretty traditional for a while - dedicated levels, dedicated cutscenes, dedicated front ends/uis for each area of the game (multiplayer/singleplayer/etc.). Not every game needs to be 100% seamless all the time / give the player full agency necessarily. The spider man camera thing that they demod on PS5 is just a test case. On ps4 the camera was hardware limited to a certain degree to a certain speed, faster than that speed, the game would probably stutter as it loaded in objects too slowly from disk. But how necessary is it for most games out there, honestly, that the camera move really rapidly? Spiderman/the player won't need to move that quickly! Only later on, and then, only for games that need it (for which many have no need for it), will some developers leverage the different way SSDs can do loading vs. before.
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Thread PS5 and Xbox Series speculation launch thread |OT9| - For flops sake!
Especially if it is running like trash. Who wants to cover that let alone spend the time away from the more interesting thing? (the next gen version) There is no joy in covering something like Shadow of Mordor on PS3You sure you read what I wrote? I said that it will trivialise loading. That does not mean every game though will suddenly have a 100% seemless world thnough.
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Thread PS5 and Xbox Series speculation launch thread |OT9| - For flops sake!
Star Citizen heavily leverages this portion of an SSD's speed. Not its bandwidth for large files over time (which it also uses of course), but its immediate seek speed for small files. Grabbing tons of tiny files off the disk and bringing them into RAM constantly. A Sata 3.0 SSD and higher end NVME SSD here actually have pretty similar performance even though the NVME is much faster at larger read writes. And HDD is impossibly slow at those tasks in comparison if you look at the numbers there for two 7200 RPMs in Raid 0. And Optane absolutely blows an NVME or normal SSD out of the water in those smaller tasks. Order of magnitude. Notice how optane destroys even an Nvme SSD in 4K reads.They have a number of posts and interviews about it scattered out over the years of behind the scenes coverage of the game, but I am also (writing it here on ResetERA first) going to be some dedicated Star Citizen coverage soon where I will have interviews regarding this stuf. I hope you guys like it. The reason why the game focuses on that burst / parallel data grabbing from the SSD is due to its world and asset design, and not because of the physics so much so. The game's asset size in the sizte of its world is the thing that motivated them to focus on this type of game loading. How do we stop the game from stuttering with multiple ship models and worlds where each one is multiple hundreds of megabytes in memory?
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Thread PS5 and Xbox Series speculation launch thread |OT9| - For flops sake!
It is built around the 4k burst data capabilizies of storage, not raw bandwidth. Moving many tiny files very rapidly in parallel - something ssds can do and hdds cannot (look at the 4k result in crystal Mark benches) This thread is way too focused on raw bandwidth and is not thinking at all about multithreaded i/o capabilizies of ssds. SC runs best on Optane, something better than nvme
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Thread If games are going to be 4K60fps then "next-gen" is just a continuation of this gen, with a hardware refresh.
You may want to educate yourself about real time ray tracing. It is a game changer. Also @ the OP. It will be much more thanks to the SSDs and CPUs.
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Thread The lack of good WARHAMMER 40,000 games is criminal.
Yep I agree so much Marcel - for me Dow II is peak real time strategy. So freaking tactical and enjoyable. It is next to doom, my most played game EVER (my play numbers on steam do not even include the time before Steam counted play hours. Let alone the hundred hours I put into the beta. Not sure why they took the direction they took with DOW III - I think a lot of people who played DOW I for comp stomps really disliked 2.
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Thread I've played and finished almost every 007 game since 1996, and now it's your turn to suffer
BLess you I remember actually liking The World is Not Enough on N64 - but I was young, and probably knew nothing! I wonder... is it different engine than Golden Eye
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Thread PS5 and Xbox Series speculation launch thread |OT9| - For flops sake!
We know how AMD does it via the patent. But we do not know a lot about RT core set up and such is what I meant.That is just an inherent quality of divergent rays - they are always more expensive as far as I know. Nothing to do with the API.
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Thread PS5 and Xbox Series speculation launch thread |OT9| - For flops sake!
Not what I wanted to say. I wanted to say, rhetorically, AMDs patent does not address things NV did not implement, since our knowledge of the HW implementation NV has is surpisingly limited. We cannot say things with such certainty. What can be done or not done with RT core in Turing and what is possible is informed by what the APIs allow. We know you can program custom interesection - just the question is the performance consideration for it. Also RT LODing - I have talked with a dev who work on an RT game about it. They did indeed look into its implementation but found the performance boost not of great significance in the current API.
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Thread PS5 and Xbox Series speculation launch thread |OT9| - For flops sake!
Sure! That is what temporal components in denoisers can do. Like anything done over time in real time rendering, that causes problems of its own. Ghosting is introduced on movement, the real resolution shows up when things move... so you get a crumbly looking/noisy resolve when the screen moves. That works - but I would not imagine it to be done for RT effects that take up a lot of screen space or heavily affect the image. If you had RT GI for example and it was very unstable, you could imagine the game visuals being very negatively affected. As an example: RT reflections in BF5 on Ultra are about 40% rays per pixel... and are pretty stable since and non ghosty since BFV's denoiser is purposefully not accumulating too much over time. It is high feedback. But there are not too many huge reflections on screen all the time with that game's art. Metro RT GI on High (not ultra) is Half Resolution then checkerboard reconstructed up to full res. So it works.
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Thread PS5 and Xbox Series speculation launch thread |OT9| - For flops sake!
I would say I would not expect that too much unless the game has a very "special" type of design - I think that was possible due to voxels allowing pre filtered stored results from the trace. Triangle ray tracing is more accurate and dynamic at the cost of volatility. If you think about it, if you had such a scheme its viability visually places limits on the game. If large features only had their RT upate in a staggered rate, then the game could not traverse the camera rapidly or accross distances quickly without the visuals lagging behind visually. Think UE3 or Rage style texture update... but for materials and lighting. That would be rather ugly.4K 60 native resolution with RT effects that are full screen? I would not expect that at all. A console is not magic. And I would not describe RT implementations on PC as "brute force" or anything. THe fact that they are 1 ray per pixel or even less on average and use a lot of denoising and culling to work at all shows that they are not "brute force". Brute force is something like SSAA.
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Thread PS5 and Xbox Series speculation launch thread |OT9| - For flops sake!
Some reflections are just not subtle though! And I would not count on what you are saying exactly - for one, the rendering of transparency is in and of itself much more expensive and complex to Model than opaque hard surface. You end up having to spend a lot more rendering Power on Such surface for subtle distibctions, diminish Returns are strong there. And if ray tracing is involved, subtle effects requires vastly higher ray counts. For example, quake 2 rtx just introduced double sided glass, and at Standard real time ray counts it barely Shows up for its added cost. It either requires many more rays per Pixel to Show up at all or not be undersampled, and/or a specialised denoising Pass to bias the results more to make it more visible (and denoisers are expensive). In reality, i would expect next gen console RT solutions to dramatically increase ray/Pixel over what we currently see.
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Thread PS5 and Xbox Series speculation launch thread |OT9| - For flops sake!
I make a point of it in the video, but glass's perpendicular reflectivity to you looking to it is very dependent on the background behind the glass itself. The darker that background behind it is, the more stark the reflected light from the front looks. So yeah, transparent glass definitely can look very "mirror" like if the room / area lighting conditions and area materials from the perspective of the viewer line up. If you look at this screen shot from control from that same video - the reflection of that electronics dish in the transparent glass is more visible in the area behind the glass that is dark than it is in the area behind the glass that is whitish!That woud be bad ass. But to be honest, unless we are given a tech person to talk to - our interviews can be TERRIBLY off-topic for DF.
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Thread PS5 and Xbox Series speculation launch thread |OT9| - For flops sake!
Have you actually played control with RT reflections on to see how and which objects have reflections? Pure concrete that is not wet won't just have a stark reflection on it willy nilly. Also the game's RT reflections by their very nature include the effect you are talking about.
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Thread PS5 and Xbox Series speculation launch thread |OT9| - For flops sake!
Unless a developer is for some reason implementing physical based materials completely incorrectly, that really won't happen!I think video game graphics doing reflections so poorly and inaccuarately for so long has made many people who play them often think the world is much less shiny than it really is. Definitely agree with you there. My very matte keyboard as well current has a darkened reflection of my hand easily visible on it too!
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Thread PS5 and Xbox Series speculation launch thread |OT9| - For flops sake!
Given that we have a die shot now and reasonable estimates again for its size, I do wonder if we will see other difference between PS5 and X Series X beyond GPU compute power. Perhaps Series X also has a less cutdown L3 cache as well? That would be intriguing - Ryzen 1000 performance vs. Ryzen 3000 performance essentially if that would be the case: L3 cache is pretty essential for the gains in performance we tested across Ryzen generations since 1.
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Thread Nvidia Announce "World's First" 1080p, 360 Hz Monitor - with G-sync!
I am talking about retro styled 2d platforms (using 2d art) made at least since 2008. I have not played many recently, but many of the ones I tried to get above 60+ did not tend to work at all or correctly. But like I said, I have not tried any recent popular releases.
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Thread PS5 and Xbox Series speculation launch thread |OT9| - For flops sake!
They are probably not "the best" since the models themselves have that massive subjective quality to them. But they definitely do not lose as much of their splendor in shadow / in gameplay due to the RT GI. Here some screens: Voxel Probe GI RT GI Voxel Probe GI RT GI If you notice, the skin is evently lit with the Voxel Probe GI. It essentially glows in shadow and lacks much of the depth - also none of the sub-surface scattering is showing. RT GI on the other hand has 1/multiple directions of light hitting the face, and multiple shadows... not just directionless AO and directionless probes which just wrap "light" around the head. If someone posted that picture of Drake in Gameplay, in a scene where there is only indirect lighting in shadow, it looks very much the same. Notice how the light on drake in the above on the right wraps around and is monotone... it glows just like the Voxel Probe GI in metro :D1. I guess it depends how good AMD's RT solution is with very divergent rays, which is what RT GI is. It is more expensive on average than reflections on Turing. It also seems to benefit the most from Turings split int32/fp32 performance. 2. If too expensive even RT reflections with a low roughness cut off help a lot to make models in shadows have a much more accurate specular response, it would help prevent the specular glow you seen in shadows, but the diffuse would still be wrong. If you go back to my BF V RT Reflections video, I show a scene on a beach with SSR + Probes vs. Probes vs Low Roughness Cutoff RT Reflections and all that wierd in-shadow glow is eliminated in the RT reflections. Even if RT GI is too expensive, RT AO helps a lot - or perhaps there are less expensive ways to have smaller RT GI like effects in a closer radius around the game cameras that have yet to be invented. The indirect diffuse lighting from Control is a localised form of GI that works pretty well and helps a lot for in-shadow objects. Cheaper than the RT GI in metro as well.
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Thread PS5 and Xbox Series speculation launch thread |OT9| - For flops sake!
I have written this in a topic here before, but real-time sub-surface scattering needs at least 2 to real time lights directions (with corresponding accurate shadows to look correct. 1 light and shadow driving the primary lit side of an object, and one directional light and shadow drving the darker side in the primary shadow. Hence why in cutscenes with multiple lights close to a digital actor skin looks pretty great. In most gameplay scenes you probably have 1 primary light that casts shadows if it is a console game or outdoors, so the shadowed side looks pretty awkward. It is probably lit with some very innacurate cube map/probe and SSAO, which does not produce the Sub surface scattering effect. Even worse is when the shadow map resolution is far too low to even produce a real Sub surface scattering effect (your 3rd screenshot shows that here) even if there is a direct light. That is one reason why RT GI is so interesting, because it gives the dark side of an object outside of direct lighting another direction light source... it dramatically improves the shading of the dark side of objects: those with sub surface scattering, or even just the normal material which could be matte or metal. Image based lighting which usually shades the dark sides of objects is just not at all accurate to make it look completely convincing... and it also tends to have edges which glow.
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Thread PS5 and Xbox Series speculation launch thread |OT9| - For flops sake!
(Sharing with CPU) which is what I put in my post as well: effective GPU bandwidth is lower on an APU in realworld since the CPU needs memory too. XseriesX will have that 'problem' as well.
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Thread PS5 and Xbox Series speculation launch thread |OT9| - For flops sake!
Yeah like I say though it is literally baseless speculation, the 2.0 ghz clock on the apu seems like a bad call for thermals and efficiency and I am just wondering why it is there. Perhaps it is just the aim and not the reality and the retail Chip will be around 1.8 which would be that RDNA sweet Spot for thermals. Also one Thing to think of regarding RDNA. It also has a sweet Spot for bandwidth and efficiency of that bandwidth for the CUs. Not as bad as with gcn where adding CUs paßt a certain amount basically did nothing for Performance if you were bandwidth limited... But it still has it. We have yet to do testing on it, but probably could Do it when larger RDNA Chips Come out. Basically see how adding more RDNA CUs scales with a steady bandwidth amount: like gcn there will be a number after which the relative increase in rendering Power for more CUs starts to decrease unless bandwidth is increased in a similar or even greater fashion. Perhaps 36 CUs on RDNA is actually not just smart for yields, but also smart for the best bang for buck bandwidth efficiency... Of around less than 500 gb/s (sharing with CPU remember) And increasing the core frequency at 36 CUs at that bandwidth gives better saturation than at other CU counts with the same Bandwidth.
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Thread PS5 and Xbox Series speculation launch thread |OT9| - For flops sake!
Just some speculation to align the AMD leak with other discussion: the dev kit with the rather large V Fans is cooling the 2.0 ghz gpu, hence it's size and shape. It is 7nm tapeout. Final retail unit will be 7nm+ and maintain those clocks or similar clocks with more normalised thermals and have a more normalised design. But that is me just saying words.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT8| - The Dark Tower (See Staff Post)
If this leak is not about final cu count then I think it would mean exactly what Rich said - that AMD made an apu and just tossed it in the bin.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT8| - The Dark Tower (See Staff Post)
I do not know what to make of one-off Twitter posts and such. I think it is obvious though that next gen consoles like PS5 will be better than stadia. Even x1x is better than stadia in many titles. PS5 GPU look excellent in this leak.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT8| - The Dark Tower (See Staff Post)
Oh that is something completely considered, hence why the Gpu is being tested at varying speeds in the tests before and how xb1 could see MHz changing pre launch. The leak regarding final clock speed should not be considered final, as Rich States in the video. APU CU count though is the real more concrete information.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT8| - The Dark Tower (See Staff Post)
Rich put it excellently in the video: the PS5 GPU specs leak aligns with everything out there before that had concrete links. It also aligns with the reasonable position regarding console wattage and price. Perhaps you may have seen a post I made earlier here a few threads ago? Something about 36 CUs? Maybe Yeah. But it would be neat to see if that is still somehow not the whole picture. Series X though seems to be the outlier going beyond usual assumptions. Interesting times, now just to see what on earth RT Implementation is and how it scales with CU and clockspeeds and other factors.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT8| - The Dark Tower (See Staff Post)
One Thing that I think is kinda reasonable that I see being posted here is the idea that earlier devkits were using GCN. Just makes sense to me giving how devkit Revisions work.
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Thread Tell me about an old game that literally everyone has forgotten about.
Cyclones Before the genius that are Hexen and Heretic, Raven Software made an FPS on their own engine that is "doom like". Even then, it is not very doom like, more like a more quiet and open Wolf 3D given the lack of multidimensionality in enemy placement and level design. I remember its use of the mouse, which I at the time was not at all accustomed to and I ended up playing it originally on KB only. The game has interesting looking first person weapon and hand sprites - presumably based off of the 3D SGI looking graphics made for the game's cover?
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Thread NVidia GTC presentation slide claims "RTX 2080 > next gen console"
Modern dx12 and Vulkan + more easily usable hw (you can extract perf more easily these days, especially on NV) makes this old John Carmack quote you are thinking about not very relevant. In dx9 days? Sure.
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Thread NVidia GTC presentation slide claims "RTX 2080 > next gen console"
They do not outperform their paper specs, they more closely come to utilising their paper specs. Punching above weight is a phrase I really dislike, rather they leverage their weight.VRS is available on PC (that is where it started on NV cards) and DRS is, likewise, available in PC titles and is a game per game thing, much like it is on console.
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Thread NVidia GTC presentation slide claims "RTX 2080 > next gen console"
This is a Real considerations under the impression the Gpu and CPU are addressing the same memory - something a Computer scientist may want to do. But in an environment where GPUs and CPUs are doing very specialised things, like im a video game, it is not very important. last gen consoles showed like the PS4 and x1, UMA share memory was not utilised really as it is still too slow and still bottlenecks even without pci-e when you share address. Just looking at the Hardware Design back then Shows that with how slow the various buses were. I do not think it will be dramatically better this time, relativly speaking as we are looking at game consoles meant for gaming. Not data Science machines utilising huge share data Sets.
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Thread Digital Foundry's Best Game Graphics of 2019
About 4 devs and a year and a lot of changes to how it work to make it run at such a low cost at run time. It is an incredible technical achievement actually and should not just be understood as something easy or a simple switch that Hardware only enables. They had a huge gdc presentation on it from the 4 devs that I recommend watching.
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Thread Rumor: 'Big' Navi GPU that has just passed certification will power the PlayStation 5 and the Xbox Scarlett
Not sure why - we have proven countless times over the years that half refresh rate with NV is perfect. Quite literally perfect. Something is wrong with your Set up I think.
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Thread Rumor: 'Big' Navi GPU that has just passed certification will power the PlayStation 5 and the Xbox Scarlett
You have to use half refresh rate by itself. It quite literally is perfect though, there is no way it cannot work incorrectly as it is driver Vsync - not some fiddly Software one that can have Problems. Direct commmunicati8n between gpu and Monitor basically. Do not use half refresh rate and rtss at the same time.
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Thread Digital Foundry: Senua's Saga: Hellblade 2 Xbox Series X Trailer Analysis: Our First Taste of Next-Gen Power?
The one Thing is this Demo Show cases assets that have horizontal displacement from the ground, so much of it cannot be heightmapped tessellation. All those skulls and bones and such are discrete assets.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT8| - The Dark Tower (See Staff Post)
VRS just changes surface shading rate - makes the inner surface of objects look less detailed. It does not change the geometry. edit: you change lods for other reasons than just pixel shading being the expensive. The amount of triangles on screen or the amount of sub pixel triangles.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT8| - The Dark Tower (See Staff Post)
It 100% is mandatory to play the game. You will have like 10 m-inute load times on a platter drive and constant stutter in the realm of 120 to 180 miliseconds throughout your entire play if you do not have an SSD! The game's technical design requires an SSD. The best thing for the game is actually an SSD + Optane.I think an SSD can 100% help with not utilising as much RAM. A good example is once again star citizen. WIthout the object container streaming technology (which constantly is swapping things in and out RAM from the SSD) , the game used to require more than and that was with less than a tenth of the content that the game has now. The game cannot exist on modern computers and their RAM limits without heavy SSD use - you would need sooo much more RAM otherwise. Their servers right now do not have object container streaming and require more than 64 gigabytes of RAM. It goes down to a magnitude fraction less RAM with server side object container streaming implemented.I bet they could use Geometry Cache if they wanted, but not sure if they would/could use geo cache for something with transparency like a volumetric cloud. THen again, there was not actual visible transparency in the ash cloud. I would just bet on it being offline or like any of the fake volume stuff we saw in Ryse or Rise of the Tomb Raider.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT8| - The Dark Tower (See Staff Post)
That was just a misnomer - it is standard SSR if you read their presentations. The Wargaming update for that game does not add in the RT GI into the XBox Version as far as their patchnotes say: In terms of non triangle ray tracing, we do have sign distance field ray tracing in a couple games, voxel cone tracing in like 2 maybe.
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Thread Digital Foundry: Senua's Saga: Hellblade 2 Xbox Series X Trailer Analysis: Our First Taste of Next-Gen Power?
Thanks for the kind words People using my look at the Trailer for console warring is silly and useless - so Power to them I guess. I was pretty sure my take on the Trailer was obvious - not Controversial. By the way I get what you are saying about clicks - also know that I the creator of this video do not necessarily Label it or give it its title.
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Thread Digital Foundry: Senua's Saga: Hellblade 2 Xbox Series X Trailer Analysis: Our First Taste of Next-Gen Power?
They were really Controversial and Stuck out in my mind - so Yeah. If you are trying to find some angle about how I hate Microsoft or hate Sony or whatever you will not find it.
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Thread Digital Foundry: Senua's Saga: Hellblade 2 Xbox Series X Trailer Analysis: Our First Taste of Next-Gen Power?
I vastly prefer direct quotes because they show accountability and gives us better context as to what is being said by the person saying them. And to be honest, it would not be the first time there was some level of confusion regarding in-engine, real time, running on a play station or whatever coming from an off quote.hah. Yeah.
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Thread Jonathan Cooper (ex ND) says studios MS acquired aren't at the same level as Sony 1P "will only get there with long-term hiring and financial support"
In terms of technical chops for the new studios I could agree on that sentiment - a new studio needs time to come to grips with its tech and build itself up. But If you look at a lot of MSs games... they are extremely high quality, just not that same type of game always that gets the press and the game award hype.Yeah MS did do that too.
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Thread Will current PC GPUs get obsolete in next gen games?
Nvidia and AMD are going to be releasing new GPUs in the time before next gen consoles coming out as you mention - which will all put the economies of scale as to how consoles can launch with such GPUs into perspective. Much like how the economies of scale for the CPU side will also be similar by the time consoles launch.
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Thread Will current PC GPUs get obsolete in next gen games?
The reduction to framerate for turning on RT reflections in Neon Noir is something that we did not report on since the retail build of Neon Noir does not allow you to turn it off (the press build on the other hand...), but let me just say that it does not compare favourably in terms of performance deficit vs. turning on DXR to low in BFV (which makes sense, since it is not using HWRT). Battlefield V's DXR set to low is basically a more total version of Crytek's RT in terms of how it effects image quality - but just better. DXR on Low in Battlefield V runs quite a lot faster than it set to High or Ultra.
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Thread Will current PC GPUs get obsolete in next gen games?
You should spend some time informing yourself about these things. The Crytek verison of RT is not at all more performant/efficent/ or even as good looking as DXR enabled RT reflections - it is extremely limited and runs better on Turing than RDNA (even though it is not using hardware RT which Turing has). There is no evidence that AMDs RT implementation is somehow superior to NVs. The hellblade 2 trailer... I have quite a lot to say about it - but using something titled just "in-engine" that is 24 fps at 70% or so of 4K resolution as the representation of next gen graphics even though it has yet to be even proven as being real time running on a next gen console is not exactly wise. Every generation this happens... PC GPU owners will of course be fine.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT8| - The Dark Tower
More RT cores means faster ray intersection testing - that is for certain. But in Turing, the amount of bandwidth, cache, and shading power is also very important for many parts of RT. But if we did have wide vs. narrow designs here between X and PS5 we could easily see different strengths depending upon what is happening on screen.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT8| - The Dark Tower
I do note that you can seemingly see parts of the darkened under part of bone that I would 'assume' SSR at such an angle could not show but literally it is only one tiny thing and not nearly as indicative as God Fall. And once again, unless they are showing off screen reflections on curved surfaces that are variable glossy, all reflections could just be purposefully placed planar reflections for the purpose of a trailer/ cinematic. Even games this gen have used planar reflections in cinematics not found in gameplay (Metal Gear Solid V, Death Stranding, Ryse).
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT8| - The Dark Tower
As she breathes you can see the hair resolving more - I do not think that is right.Yeah you can also see how the DOF leaves rings around the severed hands as well. All rasterisation /masking errors.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT8| - The Dark Tower
We of course have information across places that is not official - but it is not like we can 100% go on in confirming non publicly verifiable Information not put out by MS. We have to be reasonable and talk about known knowns everybody has access to. And unfortunately for MS, they worded things in a way toward the public which is ambiguous. Ambiguous at least to my ears and understanding, hence why I said that in the conversation with John.
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Thread Ninja Theory sets a new benchmark in video game animation
I am just going to say that your line of argumentation is completely devaluing the amount of time actual animators and technical artists invest into cleaning up, rigging, and iterating on motion capture data. It is 100% a form of animation. Let alone the considerations of how you translate that data from a motion capture session onto a face made up of geometry - which just does not magically happen.
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Thread Godfall announced for Sony PlayStation 5 and PC (Counterplay Games, Gearbox Publishing)
GPU particles tend not to be ray traced at all - in any engine. Whether that is for their collision or for their showing up or affecting game lighting, such as being visible in reflections. They are completely ephemeral basically - for all games.
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Thread President Trump will sign an executive order defining Judaism as a Nationality or a Race to aid stamping out "Boycott Israel" movements on campuses
Yeah people who view people of jewish faith or some form of jewish culture as a race are quite literally in agreement with the Nuremberg race laws. Completely unscientific and racist bullshit
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT7| - nm
Just to say something I think makes sense. Most developers have reportedly not even had Scarlett dev kits, while some have gotten PS5 kits. It would make sense then if any information regarding their relative power in regards to one another, should be looked at with a questioning eye.
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Thread Digital Foundry: Tomb Raider Trilogy: Stadia's Most Impressive Ports? Full Xbox One X Comparisons!
Actually I think Rich has learned this - but encoding in Stadia is done on a separate piece of dedicated silicon. It should not affect the performance of the server instance!One thing to say here - SOTR is definitely not using close to PC's ultra settings. It has no HBAO+, no tessellation, no Screen Space shadows and definitely no Ray Traced shadows. But thanks for the summary :)
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Thread Sony's Strategy for next gen involve releasing games on more than one platform, your thoughts?
Yeah - I think people need to stop viewing PC as some competitor platform to consoles. MS do not anymore. I think Sony sees it that way probably soon enough if they already do not. Diff people want diff things. Some people just want a box like a console. Some people want a box like a PC. No people want Stadia. ;)
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Thread Halo: The Master Chief Collection PC performance thread
Sure - I am surprised you have not noticed the problems regarding animation or input lining up at a high refresh.There is a reason for that probably, but it is not a good thing. You are just seeing the problems "lining up" more correctly with torn refreshes rather than actually being changed.
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Thread Halo: The Master Chief Collection PC performance thread
The thing is, and you can wait till my vid if you prefer, your mouse movement replicated at a higher FPS is actually erratic with screen movement. If is not as consistent as it should be. 60 fps is consistent. As I see it - there is nothing wrong with the 60 fps / 60 hz experience in reach. But everything is wrong with the 120 hz or higher experience.
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Thread Halo: The Master Chief Collection PC performance thread
Do not use it. It does not work at all like it should.An application of Reshade in various ways could easily replicate that bloomy look from the first game. Even ghosting if you wanted ;) The one thing it could really never add would be the full screen motion blur - at least in the current state of the game.
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Thread Halo: Reach MCC |OT| Reaching back into the MCC without an MC
If you are on PC and want a visually consistent experience, do not use the high framerate mode at the moment. It has way too many problems regarding how animation/screen udpate is handled. It will look nothing like a real 120 fps and arguably worse than 60hz vsync
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Thread LTTP: Wolfenstein 2: The New Disappointment
A lot can be said about it, but I also do not like TNC as much as TNO - and I have not gone back to beat it multiple times as I did with TNO and The Old Blood. THere is something done in the base combat of the game that made the act of shooting enemies itself less satisfying - whether that is how the gun animates on the screen, how audio feedback is handled, or how turning the character and screen is that made it just less satisfying. I wish it were different as there are some beats in the TNC story that I really like (I like the whole beheading thing, and I also like that you are weaker at the start). Compare the LaserKraftwerk and its upgrading system and how it shoots, animates, and does damage vs. how that is in TNC. It is a complete regression! In general though - the game's change in setting I feel made it less interesting unfortunately. Or at least, the way the setting is used it in its missions. We already have a lot of games set in the u.s. - wolf being set in all these different areas of Europe that are rarely shown in games was incredibly interesting. Also its great handling of various languages, cultures, etc. And on a side note, as a German speaker I did even notice that some things were done differently in the second game regarding the way lore is presented. In TNC, there is less side material actually present in German or other langauges. Rather it is all in English. In TNO, all the news paper clippings, the side audio you could listen to, etc. was in the languages that the characters would speak with the english presented as subtitles or text right next to it. Not sure why they changed that design, as the way TNO did it was IMO, more respectful to the various languages present in the world of the game. EDIT: Like seriously, boot up the game and compare the audio and weapon animation for the pistol or assault rifle in both games and you will be horribly disappointed in TNC vs. TNO. I have no idea how they messed that up.
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Thread Red Dead Redemption II PC performance thread
Huh. I guess I would wonder then what your CPU is exactly and I wonder if that is the problem because that is very periodic there.. Is that you like moving throught he world or sitting still? The one thing is that the RTSS graph there is lacking any undersstanding of what the frame times are... it is near flat and then it has a drop down and a spike up (but with no context how low and high respectively above and below). How is the frametime graph so flat if you are leaving your framerate uncapped with Gsync on? That looks like a framepacing error (one tick above with a corresponding tick below), which does not make sense since you are not capping externally or elsewhere. Are you? Are you capping somewhere?
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Thread Quake 2 RTX Upgraded: v1.2 Adds New Ray Tracing Features, Dynamic Res + More
One Thing is that the aesthetic is actually not that different, as you can make the time of day and lighting intensity nearly the same as the first game if you want really. But then the video would be dark, Brown and Red and really uninteresting! Quake 2 was not particularly full of variety and contraaring visuals when it came out!
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Thread Star Citizen Presents: CitizenCon 2949 | Keynote 11/23 @ 3PM EST
It is your i5, game very much is designed around 8 threads. You are under spec :/
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Thread Digital Foundry: Red Dead Redemption 2 Stadia vs Xbox One X vs PC Analysis!
To be very fair, it is doing an activity that is designed to have that latency: Shooting a gun from the hip in first person. If you aim the weapon, it does not have as much latency of course. The reason why I at all wanted to highlight such animation priority as a test is because I think it is the real reason why people think the game "controls poorly": things just take longer to do than in other games which basically have no animation in comparison. It gets a bit better on PC of course, but it will never ever be like playing quake or counter strike where things happen nigh immediately. And the one thing I found interesting was how stadia at 60 fps was better than x1x locally - in that action at least. At the same time, the game graphically looks, IMO, better on console.
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Thread Digital Foundry: Google Stadia Review: 4K Image Quality Analysis, Latency Tests. Is This Really The Future Of Gaming?
BTW - I have a video looking more extensively coming out tomorrow about Red Dead 2 on Stadia.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT7| - nm
That was refering to the comparison to DX9, and presumably about CPUs. We have found out time and time again THIS generation, under DX11 (on NV) and especially DX12 and VUlkan that it is not the case.
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Thread Digital Foundry: Stadia Red Dead 2 runs at 1440p and 30 fps at X1X settings on Chromecast. 1080p uncapped in browser.
I did not do the capture of stadia, but I did watch some clips Richard sent to me. Ultra high quality encodes, and they were indeed 30 fps. Dual frames in 60 Hz feed. The clips were 4k 60 Hz, and were very obviously 30 fps for the game. For example, i was stepping through them frame by frame to find aliasing and that required me to skip 2 frames to see unique ones
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Thread Red Dead Redemption 2 Lag/ Latency In-Depth: PC vs Xbox One X Analysis!
Actually I did not test that at all! Could be something to look at when we look at *another* version of this game. As many people in the thread mentioned, this test was putting the game in like for like against X1X. Obviously you can improve latency via Gsync, no Vsync (but we never ever recommend just leaving a game to tear). The big point is that, the game is better at 60 fps, but will never be fully responsive in the traditional sense since the game does not emphasise immediate action. Even in FPS mode!
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Thread Stadia - Red Dead 2 runs at 1440p and 30 fps at X1X settings (Eurogamer)
Let me just say - counting the pixels on that stadia feed was not easy.
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Thread Update: Stadia Launch titles increased from 12 to 22, SamSho now included with Pro
The reason why GCN does not match its theoretical performance is not just 100% tied to thefact that it requires enormous amount of bandwidth to be "efficient" (radeon VII shows this well). It also - in general - leaves a lot of performance on the table.
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Thread Update: Stadia Launch titles increased from 12 to 22, SamSho now included with Pro
On GCN you have to match wavefront and be extremely careful with what is happening in a frame for proper CU utilisation. Not every game engine can design can do that, regardless of Vukan or DX12.
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Thread Star Wars Jedi Fallen Order: The Digital Foundry Tech Review
There are 2 platforms in this video. We can then put out multiple videos - get information out early, not lose the huge amount of views we would otherwise miss, not overly burden the person making the video with too many platforms. Just because a video does not cover the platforms or the cross platform comparisons you want, does not make it "too early". Sometimes I literally just cover a PC version. Does that make it "too early?"
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT7| - nm
There are no settings to turn down to alleviate that because the entire game engine/streaming was designed with SSD in mind. It is a core part of the gameplay loop / how the game is modularly built.Very. Very.
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Thread CryEngine - Neon Noir: Hardware agnostic ray tracing benchmark
Thanks for posting! Yeah the novelty of the crytek solution's accelleration structure and the fallbacks are interesting. Fallback from triangle trace to cone trace for those more rough surfaces? I like that idea quite a lot actually... But it does make me wonder how worth it could be for material correctness / denoisers themselves too will be advancing at the same time. Maybe we might not need that prefiltering!
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Thread Red Dead Redemption II PC performance thread
Hell yeah. It is a pretty smart way to scale the game into future for people playing in first person. Obviously, most of the details added in the high and ultra settings really only start to come out when you play in first person... the game also runs worse in first person hahaha
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Thread Red Dead Redemption II PC performance thread
One thing about that kind of stutter is that it is really easy to see any game do that. If you unlock FPS in many modern AAA games that use tons of threads and let the CPU get thrashed you can see worse frametimes on average, like greater stutter, than if you let the game cap at 70 or 80 fps or something. We noticed this pretty handidly when testing ultra hi fps in battlefield 5. The frametime graph when you let the CPU get saturated completely in that game goes to shit with a much worse subjective experience then just capping it and letting the CPU breathe.
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Thread Digital Foundry - Red Dead Redemption II PC: Every Setting Explained (Dictator's Magnum Opus)
I Show in the Video how it runs at more than double the framerate of x1x Btw everyone, thanks for such kind words. Taking a day of tomorrow, but will reply to everyone here very soon.
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Thread Digital Foundry: Red Dead Redemption 2 PC: What Does It Take To Run At 60fps?
These are Incomplete and inaccurate btw as rich's video was in production as I was still finalising the settings - the final list will be found in my Video out late today.This is what you would think, but there are differences. Ultra just is just more tesellated of a mesh.
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Thread Red Dead Redemption II PC performance thread
I am hoping for today - it is a lot though. I hope people in the end can appreciate the amount of hours (and frustration, honestly) that can go into such a thing.
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Thread Red Dead Redemption II PC performance thread
I actually did not notice that yet, but it would not surprise me at all. Call of Duty MW also copmoetely shit the bed in performance randomly at times when I was changing settings. But to be fair, I was changing settings so often that they probably never ever QA for such a thing.
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Thread Red Dead Redemption II PC performance thread
GI effects Global Illumination, bounce light from the moon or sun, not sub surface scattering (the ear effect). As far as I know, you cannot turn off subsurface scattering at all.
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Thread Red Dead Redemption II PC performance thread
It is not horrible - it is better. There are only 2 settings for it, and Medium aligns with all console versions. It is using the Basically, the higher the output resolution increases their fidelity like hair fins. Likewise, increasing the amount of shell layers, makes them look more and more like full strands. PC Hair High X1X Hair: PC Hair Medium With less layers of shells (like on X1X or medium) you can literally see the shell/layer structure. And if held close to the camera, you can see the effect rapidly break down as it looks like Sif in Darksouls.
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Thread Red Dead Redemption II PC performance thread
I really do not think it was arted to just look like medium (console). I think it is not an artistic question as to which looks better: PC High Hair: X1X: That does not mean I would not prefer another hair/fur technique - but arguing which is artist when the medium/x1x version produces results like the above... yeah I am not believing that. Since when is less sample counts for an effect something we consider better?
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Thread OPINION: Read Dead Redemption 2 on PC is exactly the reason why some people still HATE gaming on PC
I agree on a philosophical level: because like I also think we are seeing some rather classic "rasterisation can only go so far here" kinda stuff here. But I also Enjoy that a game allows us to tweak even incrementally better things. Like... I like it a lot! I would prefer both, a lot of incremental options AND some gob smackers that change the rendering (RT does that)It is not locked on X - we made a point of that in our review, PS4pro in 1080p mode runs best.
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Thread Red Dead Redemption II PC performance thread
I am not talking down to people reporting performance problems. No reason to get upset here about what I posted. People saying the game is an "unoptomised technical nightmare" is what I quoted and what I responded to, nothing else at all what the poster stated (hence why I only quoted a tiny bit). I simply understand "optimisation issues" as when the game is runnig poorly in an unjustified manner. And really, as we found out rather quickly by just looking at the console versions and using some common sense, . Not just inferencing from every other game out there, but rather perhaps a base of knowledge a user might have from playing games on PC. The game comes across as optimised as any other AAA release when your settings are set appropriately. And yeah, going back to the GTX 970 we have found that even: a rather old GPU at this point. I never said any of the other things or did any of the other things that you post there.We are testing the game on a good number of low end GPUs - which is the content for one of our videos. And like any game out there, textures settings probably should not be scaled with other settings, rather in accordance with your VRAM budget. Just because a game offers a low setting which universally destroys the image, does not mean your own "custom" low with 2 settings extra would make it look like the console versions. The lowest setting turn off many visual features that, of course, consoles have on. It is no wonder why it looks terrible.
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Thread OPINION: Read Dead Redemption 2 on PC is exactly the reason why some people still HATE gaming on PC
Honestly, just because you do not see a difference does not mean it is not meaningfully there at all. That is what being informed means, reading in between the lines and actually knowning where to look for differences. Also, knowing WHY something is more expensive in terms of performance. It is not bad at all. Far from, this is the best way PC ports can be done in many ways.
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Thread OPINION: Read Dead Redemption 2 on PC is exactly the reason why some people still HATE gaming on PC
Once again, you are reacting without thinking. Balanced settings? Those balanced settings are invariably much higher than those on X1X. Just think about it. COmputers are not magic in this instance, we know how much better a RTX 2080 Ti fairs on settings very similar to those put out on X1X in general. I have done that testing now dozens of times to prove it. If a games ultra settings, or high settings, or even MEDIUM settings do not double X1X performance or more (as we should expect on an RTX 2080Ti) than those nominal settings are HIGHER than X1X. This game is no exception, if you were to run it at x1x settings it is, unsurprisingly, far in excess of 4K 60.
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Thread OPINION: Read Dead Redemption 2 on PC is exactly the reason why some people still HATE gaming on PC
Going to take time since I got the game yesterday - I just hope the carnival of stupid will stop in the meantime. It is really bothersome that DF has to be a voice of reason here for the blatantly obvious. I seriously do not enjoy the pressure of time having to rush a video that needs a lot of care to nail settings downbut also have to contend with the ignorant posting I see all across the web.I am not done nailing settings down and I am reserving any information for the video (I have a job that relies on people actually watching our work and not just clicking through it or reading summaries). But just think logically. We know how powerful GPUs are in comarison to X1X usually... reasonable deduction makes it seem like dah dah dah.
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Thread OPINION: Read Dead Redemption 2 on PC is exactly the reason why some people still HATE gaming on PC
SEtting names are arbitrary and it is choice of the user to cripple their own performance experience. I see no problem with including incrementally or stupidly expensive video options in games.
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Thread OPINION: Read Dead Redemption 2 on PC is exactly the reason why some people still HATE gaming on PC
You are reacting with your gut and not your mind to be honest, think of low as high and there you have it It is not a Bad port - rather the audience is 'Bad' here and is honestly not even thinking
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Thread Red Dead Redemption II for PC |OT| For A Few Hundred Hours More
Thanks!I think so! Reading here too of course mine is dcrypting pretty slowly
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Thread Red Dead Redemption II for PC |OT| For A Few Hundred Hours More
As an FYI - no day one video here. I am getting the game the same time as all of you. Sad of course, but hey, we cannot have everything in life!
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Thread Red Dead Redemption II for PC |OT| For A Few Hundred Hours More
If I hear people complaining on here about putting this game to ultra and running "below 60 fps" and it being "bad" or something, I will flip shit. Please be smart, Era, please.
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Thread Digital Foundry: The Outer Worlds: Xbox One X/PS4 Pro vs PC + Best Settings Analysis!
I did not test the game on many rigs, rather just one - the nature of my having to cover the game across 3 different platforms means having to divide my time - so I chose 1 PC, optimised settings, console equivalent settings + console performance. All those things take Lots of time, then grabbing footage and sunmarising that in a Script for other PC config Breaks the time Limit on a video that can reasonable only have 3 days of work in it. Personally I would like to only Cover PC only, always, but that is not where the audience always is... Unfortunately. Wrt to stuttering - I did not get it on that PC. Ob another? Maybe. On consoles? Hell Yeah. Wrt to AMD perf - as an engine UE4 sucks on AMD in it's base config. Hence why its various console Branches for specific games have rewritten Tons of its pipe to be Compute, sometimes at the detriment of graphics. As a rule though, unless it is a highly customised UE4, it will just suck on AMD.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT7| - nm
You can dramatically cheapen the cost of RT reflections by just having them only be highly coherent rays (so ultra sharp reflections) and then changing their sharpnesd or softness in a post process manner. They are not PBR compliant or accurate actually, but they are way cheaper. SSR in decima is done this way for example, or in Cryengine or Lots of other games since it is cheaper than Stochastik methods. It can be done for RT reflections as well. BFV DXR on low works most like this and so does the RT reflections implemented by Morgan McGuire into unity.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT7| - nm
Games do not use an NV API to add RT to their games, rather Vulkan or the DX Standard. The NV driver takes these calls and farms off bits of them, the ray intersection cast and call bit to the RT cores to accellerate it. The API from VK or DXR is a way of streamlining and unifying the ability for the hardware acceleration to occur across all games without devs needing to write that bit themselves. So it is about ease of use for Integration (standaedisation) AND performance to fit the HW acceleration available.
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Thread (Digital Foundry) Call of Duty Modern Warfare Multiplayer: PS4/Pro/Xbox One/X/PC - Which Has the Competitive Edge?
I have said this before, but X1X should never lose out on performance - improper dev priority there IMO.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT7| - nm
One thing I never posted here, but this cinematic... as I have heard from a reliable source, was not actually real time on that GPU in that form in that video. Other footage out there you may have seen of it, yeah, but that video? I heard that it is, in spite of what may have been written about it, not actually real-time. RRather pre-rendered out and then just playing back.
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Thread Luigi´s Mansion 3 is the most graphically/technically advanced Nintendo release ever
This is interestingly the area where I see the greatest need for improvement! And by lighting I mean indirect lighting and indirect shadowing, not 'volumetric' lighting or how objects are shaded in direct light, nor the General colours of the game offers
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Thread LG's 2019 OLED TVs certified NVIDIA G-SYNC on 20 and 16 series. Force VRR over HDMI coming too.
I have an x1x hdmi cable wiähich is pretty high spec.. I will try that out later and report back.
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Thread LG's 2019 OLED TVs certified NVIDIA G-SYNC on 20 and 16 series. Force VRR over HDMI coming too.
NU 8000 120hz at 1440p and 1080p are alive for a flash, and then the screen flashes a few times and I get this: So it is not supported there atm, kinda breaks the display.
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Thread Upgrading from an i5-4670K to a Ryzen 5 3600 worth it?
Yeah that is indeed a big upgrade. But I think the 3700x is better for that future proofing like people say here. It will be better than next gen console CPUs, so you will never have to worry about being up to speed!
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Thread LG's 2019 OLED TVs certified NVIDIA G-SYNC on 20 and 16 series. Force VRR over HDMI coming too.
Gotta test this asap serious Sam!!!
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Thread LG's 2019 OLED TVs certified NVIDIA G-SYNC on 20 and 16 series. Force VRR over HDMI coming too.
Yeah I just tried it out in a fullscreen game, was getting frame blacking/display black flickering, but it did ostensibly work in the range as I could see it.
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Thread EA could possibly be remastering Crysis
I bet they are - I even made a comment about this immediately on twitter and in our PS5 video after this engine trailer came out :)I can 100% tell you that it is the opening level of Island from Crysis. Mountain are the same, music is the same, just with slightly different layouts, but the cay/bay is the same!It is probably as we imagine here - let us just say I heard rumblings about this before the team went on a full-production of Hunt... as it was being considered back then. Now that Hunt is out, the engine is much more mature, next gen consoles are coming, RT is being put in the engine on top of SVOGI.... the time is ripe for something that will look and run much better than the OG.Crysis 1 is one of the best FPS games ever made - I would easily put it next to Doom, Quake, Half Life, Halo. Its gameplay is so much fun.
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Thread Digital Foundry: Call of Duty Modern Warfare PC: Extra Features, Performance + Ray Tracing Analysis!
I am talking about the fence since I was talking about shadow bias issues with shadow maps. I even point out in the image to say what I mean with a hint.
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Thread Digital Foundry: Call of Duty Modern Warfare PC: Extra Features, Performance + Ray Tracing Analysis!
As I mention in the Video, it is probably because vertex colour Animations are not passed onto the RT representations. It is not static, rather the trace cannot understand that it is 'moving' as it is tracing something else. RT shadows are dynamic of course.
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Thread Call of Duty: Modern Warfare PC performance thread
The one Thing you may see with RT shadows is the actual locations of the light source... Which is probably pretty fake at times. As artiss will move lights closer and further from the 'real source' to help mitigate bias Problems or to make the shadows Look right in their head, but not anywhere near the Real physical light location Common Thing in games
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT7| - nm
Yeah! But I never said anything about TF numbers there, as the core clock is going to decide that in the end. Rather, just how I view 36 CUs as realistic :)
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Thread Favorite death scenes in anime (Or other media)?
All of the death's of big characters in LOTGH are so well executed, being poetic... brutal... or just unfair. They felt so well-realised. God I love that anime.
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Thread Call of Duty: Modern Warfare PC performance thread
Yeah I gave them a try (I only just got to that missiong hah) and it seems to actually curious just be from those square area lights, other bulb lights or point lights have no dither like that. So I bet it is a combination of larger square light (so a huge area of confusion for that penumbra shadow) + the movement + the general contrast in the lighting By the way thanks for pointing that out everyone, it is now going in the video :)
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Thread Call of Duty: Modern Warfare PC performance thread
Actually have not beaten that level yetActually have not beaten this level yet :( so busy trying to get other things like x1x settings hammered out. Were they temporally unstable while looking like that? As in fizzling? Or do they just have a static dithered look to them?
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Thread Call of Duty: Modern Warfare PC performance thread
I have not at all seen any dithering and "low" resolution with the shadows. It only works for man made spotlights, not the sun and moon and what not. Which ones are you thinking off that look like that? Got screens?
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Thread Call of Duty Modern Warfare: Deep-Dive Tech Breakdown + PS4 vs PS4 Pro Campaign Mode Tested! | Digital Foundry
You know that area where it drops to 40 fps on standard PS4? That is what I mean by nightmare scenario - not the general performance. I mean nightmare scenario as in "a nightmare scenario for the system it is running on" as it is hard to run, not because it runs like a nightmare :( It is via the magic of editing that it happens to sound like something else.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT7| - nm
hah scarcely I think if I was in the "realism" camp here on ResetEra I would be firmly looking at this from a couple angles. 1. Thermals and power consumption (how much power have consoles historically used in total?) 2. Manufacturing costs and using as much produced material as possible (how much is the bom usually in total for successful consoles like the PS4?) 3. The cost of the console (how much can the consumer spend? 499 USD was apparently a deathknell for X1) 4. History regarding where console GPUs tend to be regarding the midrange cards (7850ish?) There is also that interesting thing about "elegance" that Mark Cerny once talked about regarding the PS4Pro's butterfly design. Turning off CUs to maintain back compat to match that OG PS4. Interestingly, 36 CUs would of modern RDNA would also follow that butterfly concept. Just some food for thought, but I personally find the realism angle of 36 CUs nothing too terrible, the machine would still be rocking.
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Thread Call of Duty: Modern Warfare PC performance thread
The game's performance is pretty resolution bound or when bandwidth killling effects hit the screen - like explosions and particles. You can have a perfect 60 for so much of the game, and then there is a CALL OF DUTY MOMENT where michael bay explosions occur that will reduce your perfvormance steadily below 60. That is my experience so far. If the game had DRS, it would not have this "problem" really of course.
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Thread Digital Foundry: [4K] Star Citizen: A Next-Gen Experience In The Making... And You Can Play-Test It Now
As far as I know, not really in any relevant capacity for a while through official channels or the roadmap - but I do know they are looking into it for possibilities to solve outstanding rendering challenges the game has (shadows at a distance, reflections or GI). Hard to say what they would do - unfortunately all HW does not support it yet :(
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Thread best snow in video games
If you read about these things, IIRC RoTR has the most "technically correct" implementation in a game so far. Shout outs to Arkham Origins and HZD: Snow Expansion Pack.Oh yeah RDR2 looks great here.
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Thread Digital Foundry's analysis of Dragon Quest XI S : Echoes of an Elusive Age - Definitive Edition on the Nintendo Switch family of systems
Everyone should
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Thread 40k is the God Emperor of Mankind a bad guy?
A number of 30K Horus Heresy books shows a number of cultures that wittingly and unwittingly worship the chaos gods to various degrees. Some have more dystopian societies than others. Magnus' home planet Prospero more or less used sorcery and had a spirituality that "kinda" was a round about way of actually praising Tzeentch. In spite of that fact it was known as one of the most beautiful, enlightened places in the Imperium - also with some amazing wine apparently. There are a couple other cultures encountered that have chaos worhsipping elements in them, that beyond that fact, seem pretty "normal".
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Thread Digital Foundry: Red Dead Redemption 2 PC Trailer/ Recommended Specs Analysis!
We did not succumb to anything? Please calm down. I say immediately after showing it that it looks that way and takes that long since it is doing extremely previce blending that looks perfect and WILL NOT BE DIFFERENT BETWEEN versions. It is not a critique of the game. I even say thereafter "it looks really good" or something. It is me saying in the video - some input latency will get better due to headroom or raw frame differences, but the way the gameplay decides animations play will not change. Sigh - why would we want to misrepresent anything? I even say we will do specific detailed testing of this in a scientific manner when the PC version comes out.
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Thread Digital Foundry: [4K] Star Citizen: A Next-Gen Experience In The Making... And You Can Play-Test It Now
That seems rather unrepresentative for your GPU hardware - you should perhaps verify game data using the RSI launcher and make sure you have more than 8 GB of System RAM freed up for the game to run. What is your CPU? Or reinstall it if it is not working.
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Thread Digital Foundry: [4K] Star Citizen: A Next-Gen Experience In The Making... And You Can Play-Test It Now
Thanks for saying you enjoy my work. But I am not super happy with you saying that said tone is obvious with you not having the requirement to pinpoint it. If you are going to say something accusatory, it helps to actually back it up with quoting or examples. In the end it is my work, and I have my reputation and DFs reputation there to consider. I think you can see what I mean.
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Thread Digital Foundry: [4K] Star Citizen: A Next-Gen Experience In The Making... And You Can Play-Test It Now
Well then we shall leave it at the rest taht it is. THanks though for taking the time to respond back in the manner you have - it means a lot to me!thanks :D
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Thread Digital Foundry: Zen 2/Navi PC vs Xbox One X/PS4 Pro - How Much More Performance Could We Get?
What if I told you....
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Thread Digital Foundry: [4K] Star Citizen: A Next-Gen Experience In The Making... And You Can Play-Test It Now
The Crysis Thing is more referenceto how it is legitimatelx one of my favourite games of all time - it is the Butt of jokes internally at DF. Believe me, i actually dislike all the pcmr Stuff, i have written about it quite a lot on Twitter or here
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Thread Digital Foundry: [4K] Star Citizen: A Next-Gen Experience In The Making... And You Can Play-Test It Now
Before condeming my apparent personality? Can you please tell me, seriously, when and where in videos that I engage in PCMR like behaviour? Because I am pretty sure it will be impossible to find. I actively avoid that stuff - and if you are noticing anything of the sort, then please I would like to know where and when. For example, in this script I say thisWhich is pretty much innocuous and a statement of fact. If I replaced PC exclusive, with Xbox Scarlett exclusive... or went back in time the launch of X1x or PS4 and added those in instead of PC exclusive it would have a similar level of merit (well excluding the bit about specs increasing over time, impossible for consoles). Does that honestly sound "PC master race" to you? To me it just sounds like a very plain fact.
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Thread Digital Foundry: [4K] Star Citizen: A Next-Gen Experience In The Making... And You Can Play-Test It Now
Thanks for such kind words. Just so you know this video did have an editor and it was decided pretty early on that we would talk about the tech and not the controversial development as the focus of the video - something Eurogamer has in itself actually covered many times.
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Thread Digital Foundry: [4K] Star Citizen: A Next-Gen Experience In The Making... And You Can Play-Test It Now
Yeah I did focus on the tech achievements - but also spent the last 5 minutes of the video describing how it currently is not the game "it is supposed to be" and how I had some frankly game breaking bugs in making the footage for the video. I think videos discussing postive aspects in games aligns much more with the general mood of Digital Foundry. We even pointed out in videos how we like stuff like Bubsy... Turok... etc. games people use as memes. We also generally have a personal angle in videos that people sometimes unwittingly forget. John and I definitely give our 2 cents in there with the stuff we choose to edit into a video and the stuff we choose not to edit into videos based on our taste and our mood after we played a game. We have the objective analysis stuff based on our play experience, but then we have the "narrative" of the video in mind. Much like an editorial in that sense. A good example I think is John's coverage of Crackdown 3: This game had a massive hate brigade behind it - but John genuinely liked the game inspite of its flaws, and wrote his analysis around it. That made a lot of people seemingly hate us and our work as well.
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Thread Digital Foundry: [4K] Star Citizen: A Next-Gen Experience In The Making... And You Can Play-Test It Now
Thanks!
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT6| - Mostly Fan Noise and Hot Air
I think you are perhaps reading too negatively into that what we said? I mean, the article mentions two types of RT and we then just describe what we know about them (they are indeed the cheap effects that RT can do, and you can read about that fact anywhere) and what it might mean for the hw and games, and also say that it is not exhaustive "could just be a red herring/ might not be indicative". Both John and I say during and at the end that we are happy that hw accellerated RT is there and that I hope it is a good baseline of performance to kick start of the RTRT era right. As I see it, we trend to offer a grounded view on things that come from PR perspectives: that does not mean we are doing a disservice to anyone or anything.I do not think it is correcrt to say the big GPUs get pummeled by RT being set to on. If you use normalised standards of game performance (e.g. console performance of 30 fps at high res or 60 fps at intermediate res), then they do a fairly great job. I really do think that the strange collective expectation on the PC side of things that every game NEEDS to run at 4K 60 or 1440p 144 has completely skewed the conversation on how performant or not performant games are, since it ignores what is actually being rendered. RT is a part of that.
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Thread Digital Foundry Direct: PlayStation 5 Controller, UI, SSD News Reaction + Analysis
Only one on earth confused by that article? Yeah I do not think so. "The GPU, a custom variant of Radeon’s Navi family, will support ray tracing." Is all it said. This statement about "support" by the way is right around after the time Crytek put out a compute ray tracing demo running on Vega HW, Nvidia made DXR and VVKRT work on not RT-HW chips (pascal), and AMD said it will not be supporting RT at all until all of its GPU family does. "Support" means literally anything. PS3 supports 1080p output for example. Saying we have hardware accelerated ray tracing? Yeah that is a substantial sentence and very important.
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Thread Digital Foundry Direct: PlayStation 5 Controller, UI, SSD News Reaction + Analysis
In the original DF video about it, I pointed out how the word "support" was too vague and how its juxtaposition in the article (which by the way was the only information we had) next to direct quotes from Cerny about audio RT was odd. We did our initial "coverage" based on the article, day of. And the tweets from the author after that video when live did not clarify what RT support meant at all.As a primarily PC player back in 2004-2005 I was incredibly hyped about the 360 after they unveiled it. That GPU was the future, before we even knew what it was.
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Thread Digital Foundry Direct: PlayStation 5 Controller, UI, SSD News Reaction + Analysis
we mentioned the confusion stemming from the article because there is a difference between hw accelerated RT in some fashion and RT just running on Standard Compute. We were talking about the article, not some tweets afterward. Also we are not 'down' on it at all and talk excited about a number of features (CPU) - we just tend toward sobering conjecture rather than the hyperbolic. One game where you can see ssd leveraged in that way is Star citizen, where they designed the whole steaming of Planet and space with ssd i/o in mind. The game just is stutter City on a platter drive.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT6| - Mostly Fan Noise and Hot Air
I am not sure what you are saying ? Some games are more bandwidth bound than others and especially the higher they up the resolution, of course.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT6| - Mostly Fan Noise and Hot Air
Well, if you think about the compute power differences they do not at all line up with the resolution differences we tend to see. We have heard from developers directly saying to us working around the lack of bandwidth feeding the GPU in the pro is frustrating and that is where it bottleneck lies.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT6| - Mostly Fan Noise and Hot Air
I am pretty sure we are noticing bigger differences due to BW in most PS4pro and X1X games.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT6| - Mostly Fan Noise and Hot Air
Rich did a fantastic video on this exact subject
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT6| - Mostly Fan Noise and Hot Air
RT is in the main build of UE4, not special or anything
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT6| - Mostly Fan Noise and Hot Air
We can, the point is that it has an asymptotic relationship is for effort and reward. We can spend Silicon and development hours on brute forcing emulation or perhaps spend that same time and silicon for systemic solutions. One imo makes much more sense
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT6| - Mostly Fan Noise and Hot Air
The one thing about porting things to the GPU that I always was upset with people seeing it has some holy grail kind of thing was that, things could not be universally ported there. If something were ported, it might not be able to then affect game code/ ould misalign with the CPU state of the world (like GPU particles, which are ephemeral and cannot feed back). And that porting something to the GPU means taking up GPU time which could be used all for other things, all to support the weaker CPU. With Ryzen in the new consoles, I really hope to see a greater emphasis on physics and interesting game simulation, and not just GPU compute driven graphically effects.Perhaps you are unimpressed because you just need to inform yourself more? Ray Tracing is not "fancy lights", it is a core way to solve problems of incoherent visibility in rendering. It is a tool, and the tool to make game graphics simulatethe rules of real light physics instead of emulating their effect after the fact. Increasing the dynamism and realism at the same time.
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Thread The Last of Us Part 2 Graphics Analysis – Naughty Dog Continues To Push Boundaries | GamingBolt
Are you certain it is there? I never saw definitive evidence of its existence tbh. You would have to zoom in on a rounded edge and see if it keeps deforming to maintain it, no matter the distance. So macro to micro. THose are all gameplay camera distance which would not show it really.
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Thread The Last of Us Part 2 Graphics Analysis – Naughty Dog Continues To Push Boundaries | GamingBolt
I think you could do such a scheme maybe with compute shader or Geometry shader tessellation? So not using the Fixed Function Pipeline for it. It would be more expensive then of course.
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Thread The Last of Us Part 2 Graphics Analysis – Naughty Dog Continues To Push Boundaries | GamingBolt
I think it could just be matter of the drage model having a much denser polygon count on key areas of roundness where it is most obvious. But if you look closely, you can still see obvious edges where you would imagine such a tessellation scheme as described would eliminate them.
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Thread Digital Foundry: The Surge 2 on Consoles: All Versions Tested! Can Pro and X Lock to 60fps?
Hah - yeaaaaaaaaaaaaaaaaaaaaaaaah BTW if People notice me favouring PCs in analyses, that is because I was hired to cover PC as the platform, its history etc. is my passion. It is where I have my knowledge base too. I genuinely always want the PC version of the game to be the best it can be. That is pretty normal I think for anyone who has a speciality.It is mentioned yeah, happens in combat anywhere in Jericho as I mention, but it does that thing where it does not go full screen, it drops frames if it leaves a certain area of the screen more or less. But if the game IS dropping frames and just a bit under, it will be constant :/ #Yeah this and I hope things like Xbox Scarlett enforce Vsync + then VRR for anygame, regardless of OG developer coding.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT6| - Mostly Fan Noise and Hot Air
The image is missing self reflections which RT reflections would have (even SSR would to a good degree), so I do not think so!
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Thread Red Dead Redemption 2 PC - Nov 5 (Rockstar Games Launcher, EGS, GMG, Humble and other digital retailers. Coming to Steam in December)
I do not think it was rushed based upon how it was announced, when, and what has rumbled for a while.
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Thread Red Dead Redemption 2 PC - Nov 5 (Rockstar Games Launcher, EGS, GMG, Humble and other digital retailers. Coming to Steam in December)
YOU BET YOUR ASS I AM ALL OVER THIS
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Thread Nvidia Kepler ray tracing demo 2012
Curiously, when the camera at around 1:50, the reflection on the bottom part of the glass cube to the NV logo behind it warps in a way that looks like screen-space stuff, could just be my brain going nuts though :D Yeah, I wish we had more fluid simulations in games. We basically have next to none that are not just geo meshes that ripple on the surface.RTX is just the name of the Driver and hardware acceleration for Ray tracing, through Direct X Ray Tracing Or Vulkan (DXR). It has no limitations like you describe and can fully use ray tracing for every single thing (Minecraft RTX and Quake 2 RTX work basically like that).
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Thread Gizmodo: PS5 devkit name Prospero, both PS5 and Scarlett dev kits include camera, MS will ‘make the camera a priority while Prospero uses older tech’
Magnus would have none of this bundled-camera tomfoolery!
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Thread Digital Foundry: The Last of Us Part 2: PS4 Pro Tech Preview! - 4K
What happens if you can see the fake very well? :) It should be interesting to see this game on PS4Pro in the context after Death Stranding! Decima does a lot differently than ND engine actually - I am curious which results people could end up prefering for IQ or how lighting is handled (baked vs. Dynamic primarily).
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Thread Digital Foundry: The Last of Us Part 2: PS4 Pro Tech Preview! - 4K
We do not mention it, but there is something odd regarding the released official "captured on a PS4Pro" screenshots. 4K images but they definitely do not count out to 1440p - probably just a marketing blunder.
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Thread The Last of Us Part 2 animation quality in the latest trailer looks just as good as the reveal gameplay
Yeah there are definitely things we talk about, but that video if you noticed was geared around "what makes it look like a scarlet" version of a game - so not just straight picking apart a current gen thing, but what the video tells us about a next gen product in comparison to a current gen one.
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Thread Microsoft Flight Simulator New Videos (Best Looking Game of All Time?) | Tech Alpha Registration Open
Oh yeah I will definitely be on this!
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Thread The Last of Us Part 2 animation quality in the latest trailer looks just as good as the reveal gameplay
I did not do the work, Tom is on it and John worked on the V/O with him. I am not sure to its level of detail or depth - but since it is a trailer, it invariably can only be skin deep! I say "bog-standard "since I think our trailer analysis will be similar to what we have done in the past, not my work necessarily, but other trailer work we have done before. It is not like this will be done in any different way that makes it more or less exciting!Oh! I did not read it as criticism so no worries. I agree it is a matter of taste as to what one might find interesting, but there is only so much "preaching to the choir" we can perform at times regarding content before it gets tiresome or tedious if you get what I mean. I think DF walks a fine line regarding how we talk about a game at times. A lot of people want us to look at the b-roll and trailer for this game for example, yet at the same time, it is just b-roll and a trailer so it only offers up a comparatively small amount of reliable information before the game comes out. We have this trouble all the time with trailers - people who have a vested interest in a platform or game series want us to look at them, but we sometimes have limited things to say. Or at least limited postive things to say. For example, when I watch a game trailer I look for artefacts or real time rendering limitations and think about those things, that is how I narrow down what techniques are on display, through their imperfections. Do people really want to watch a trailer analysis video that points at the flaws of rendering in their favourite video game? Or do they want to see something which aligns to their hype quotient and is just talking about "how good it looks"? It is hard - here I was spending this morning watching the b-roll and looking at the official screenshots but the things that stuck out to me were the artefacts or imperfections.Yeah thanks, you read what I wrote much better than I probably wrote it. hah. Like you say, a trailer analysis video is very much so standard content and ephemeral. How a game is technically made, warts and all, and a look behind the curtains is actually really rare as I see it. The lack of reception is disappointing.
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Thread The Last of Us Part 2 animation quality in the latest trailer looks just as good as the reveal gameplay
Trailer anaylsis is usually John or my work and I was on holiday and John was working on a wonderful video during the week as this footage came out. Sadly a lot of people did not watch John's great video on the Surge 2's engine and technical development, which is so much more interesting than an honestly bog-standard trailer analysis.
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Thread Digital Foundry: Call of Duty Modern Warfare Beta: PS4/Pro/Xbox One/X/PC Cross-Play Tested!
As far as I know, the normal Animations were not capped at 60, was it just ads Animations?
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Thread The Boston Dynamics robot is showing off again
IMO, they messed up that commercial with the camera shutter speed. It makes the robot movement's look less fluid than they probably are.
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Thread 16 Year Old Climate Activist Greta Thunberg to UN: "You have stolen my dreams and my childhood with your empty words"
This is so funny and incredibly depressing.
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Thread VGTech: Call of Duty Modern Warfare PS4 Pro vs Xbox One X Frame Rate Test (Beta)
It takes quite a bit of time to line up shots and run numbers and make sure it is right, then produce a video, publish it.. .etc. Base consoles = 2x the work.I think the IQ in terms Anti-Aliasing is actually pretty amazing - if you do not like its softness, just use fidelity FX or Freestyle to your liking. Bam, it can be as sharp or as soft as you like. PC gaming is pretty neat. It is probably one of the most effective TAAs we have ever seen.
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Thread VGTech: Call of Duty Modern Warfare PS4 Pro vs Xbox One X Frame Rate Test (Beta)
I found that it runs wonderfully there... Although I would like to see Dynamic Res Scaling
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Thread Hideo Kojima explains 'A Hideo Kojima game'
David Goldfarb's response to this was my own as well. Surely a game is made by VERY MANY PEOPLE and not just Hideo Kojima. But being Auteur means also being really big-headed usually I think.
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Thread Digital Foundry: The Legend of Zelda: Link's Awakening Switch Remake - Absolutely Unmissable
hahahah this is amazing, thanks you :D (still have to beat control).
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Thread Digital Foundry: The Legend of Zelda: Link's Awakening Switch Remake - Absolutely Unmissable
Hate to disappointed you, but we are in fact, not.
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Thread Digital Foundry: The Legend of Zelda: Link's Awakening Switch Remake - Absolutely Unmissable
Yeah - depending on the video, time of year or air humidity people accuse us of bias for one thing or the other. Perhaps we are in fact biased for and against everything!!!
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Thread Digital Foundry: The Legend of Zelda: Link's Awakening Switch Remake - Absolutely Unmissable
Where do you see John miseleading? He says exactly what happens as it happens and how often it occurs. "Most of the problems center on transitioning between different areas" "it can occur anywhere which is why it is a problem" "The game just doesn't feel as fluid as I feel a nintendo game should" "...is equally distracting. So... it is kind of a big problem, I would say." He even shows off the swamp area saying it is a "common" type of game slow down we see at DF, and then the overworld skipping and little sputters that happen elsewhere. He spends a lot of time in the video addressing how and where it manifests, why it does, what it looks like etc. He just personally feels it is not "game breaking" as he put it.
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Thread Digital Foundry: The Legend of Zelda: Link's Awakening Switch Remake - Absolutely Unmissable
Our titles in all honestly just exist to say a big theme of the video and attract a viewer, otherwise they are too long and unreadable. It is the same reduction of information any form of media has, movies, books, newspaper headlines. In this case a big theme of the video is what it spends most of its time talking about, how John thoroughly liked the game as a remake of the original.
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Thread Call of Duty®: Modern Warfare - MP Beta |OT| The Rules Have Changed
This runs and looks great on PC - thumbsup on the technical front from me. Gameplay is 100% not my thing though :D
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Thread Digital Foundry: The Legend of Zelda: Link's Awakening Switch Remake - Absolutely Unmissable
Yeah - definitely not good!
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Thread Control PC performance thread
You write in an incredibly toxic and self-assured manner which is not really fitting for civilised discussion by the way. How am I supposed to respond to something like that exactly with something other than outright hostility? Please go look up the effect for turning on and off cloud rendering in assassins creed odyssey (Ultra to Off). Please do.
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Thread Control PC performance thread
How on earth is it mandatory? I am pretty sure any ray traced feature is the same as turning on any form of expensive effect in any game. Some effects are expensive and require resolution concessions for certain framerate targets. Those are all subjective and not objective mandatory things, and are all optional. You are arguing in absolutes regarding options of choice, which does not align.That reads like conspiracy theory or rampant speculation. In 5 to 10 years every game will use machine learned inferenced image reconstruciton and force it on the user no matter what? Really? Read that aloud and tell me it is a reasonable stance.
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Thread Control PC performance thread
It is an option - not a mandate or a virtue. It is merely a tool in the belt of tools to allow users to tailour a game experience to their liking. I do not think it represents a change in the strivings of pc players as a whole and I definitely not think it represents users accepting subpar image quality.How is there a dark future there when you are on PC and have the choice to not use it?
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Thread Control PC performance thread
I mention it in the review for the game, in the OG video in a section after describing what they all do.DLSS here does not look like previous implementations and I think it is pretty obvious.
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Thread DF Direct! Modern Games Look Amazing On CRT Monitors... Yes, Better than LCD!
I hope it does - looking at a CRT in real time after having played on LCD for so long is just like "wow."
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Thread DF/Eurogamer: The making of Gears 5: how the Coalition hit 60fps - and improved visual quality
It usually is thankfully about 1% of my articles - I cover PC games. :)
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Thread Digital Foundry: Borderlands 3 PS4 Pro vs Xbox One X Graphics Comparison
The AMD driver does not have half refresh rate vsync - so that would be a big hurdle for most users. As you mention, motion blur is per game and per user selectable And a controller "hides" (poorly though IMO) the latency of 30 fps by already being an imprecise control implement in its conception. But yeah, this footage of BL3 looks poor because it is not actually a real proper 30 fps in general.Honestly, if you have the choice, why wouldn't this always be the answer?
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Thread DF/Eurogamer: The making of Gears 5: how the Coalition hit 60fps - and improved visual quality
It is about 1% of my workload.
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Thread Borderlands 3 PC performance thread
I am honestly not going to do a super duper deep dive with this game so I may not find anything here without spending many more hours than I care to spend on this game. If I find something, I will mention it, but like you and I will probably find nothing. If I were to bet, it probably has to do with material layering or... idk. This is one of those rare cases where I genuinely do not like this series of games at all and covering it is a chore. And it is the weekend...DX12, beyond the load time, is just better on that card and a CPU config I found. GPU limited it is slower, but the frametimes are better.
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Thread Digital Foundry: Borderlands 3 PS4 Pro vs Xbox One X Graphics Comparison
You play on AMD driver or something? Use kb +m? Play with motion blur? PC 30 fps is the exact same in term sof frame presentation, must be some sort of subjective difference.
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Thread Digital Foundry: Borderlands 3 PS4 Pro vs Xbox One X Graphics Comparison
THere is no such thing as a "PC 30 FPS" - if anything, PC 30 fps has probably lower latency than the equivalent on a console.
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Thread DF/Eurogamer: The making of Gears 5: how the Coalition hit 60fps - and improved visual quality
Of course it does - it would be suicide for microsoft if such a thing occured. Also - it is just the tiniest of GPU upclocks + HDR support. Only real difference between 1 and 1s. So you will see *maybe* a slightly higher resolution ever 1000 frames... or maybe one or two less tears. We do not cover it anymore because it is so miniscule.
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Thread ArsTechnica: Every game should copy Death Stranding’s “Very Easy Mode”
I do not agree with this as a blanket prognosis. I think every artistic medium has barriers to entry for the vast variety of genres and creators it contains - whether that be visual/subject matter complexity, language, etc. 40 minutes of noise rock or all the movements of Der Ring des Niebelungen are not super accessible - and that is fine. Games distinguishes itself as a medium through the interactive moment, and literature of all types through the reading moment. I think it is perfectly fine for a developer or write to make that moment as challenging or as "easy" as they see fit. There are a wealth of games as much as there are a wealth of books. Perhaps easymode can just be let's plays on the web for some games.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT6| - Mostly Fan Noise and Hot Air
They totally do - DX11 on Xbox and GNM are kinda this.
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Thread Lack of Splitscreen in AAA PC Games is a Wasted Opportunity (Gears 5 and Borderlands 3)
Yeah there is absolutely no reason for split screen to not be on PC when it will run SOOOOO much better there.
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Thread Lack of Splitscreen in AAA PC Games is a Wasted Opportunity (Gears 5 and Borderlands 3)
you can do it in the serious sam games - it looks awesome
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Thread Control PC performance thread
THanks Dan - it was actually a fun investigation of sorts to see what the hellw as happening here and why it looked so different. Now I am just REALLY curious how the ML inference model will look and run. It possibly even looking better than it does now would be quite the difference.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT6| - Mostly Fan Noise and Hot Air
Please, yell at more clouds. I would love to hear you say more :D
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Thread Hand-drawn/-animated game visuals being called "Flash-like" or "cheap"
I think the animation tweening is what most reminds me of flash animation.
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Thread Death Stranding - 50-Minute TGS Gameplay Demonstration
I am watching this and I think this could be a fun relaxing game as it looks here? Like, you just want to look at pretty stuff and maybe here some water falls and things. But I do not like that blinking effect the game has - as someone who stares at screens all the time sees single frame pacing problems, it hits my eyes very hard and makes the game look incofherent.
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Thread PewDiePie pulls $50,000 pledge to Jewish anti-hate group after fan backlash
There are probably much better anti-semitism organisations to donate money to than ADL - still really not great situation here. Sigh.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT6| - Mostly Fan Noise and Hot Air
Yeah no tensor denoising... yet. I cannot wait till that day though!
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Thread Do singleplayer campaigns in the RTS genre matter to you?
Yeah they definitely do - that is some of the most fun I have with RTS. Dawn of War 2 or all those C&C campaigns...
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT6| - Mostly Fan Noise and Hot Air
Hah - thanks
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Thread Goldeneye (1997) promotional renders were quite something
I wish I looked as relaxed as Pierce Brosnan looks in these shots. Shit is just getting completely wrecked and he looks like he is reading the newspaper.
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Thread Gears 5 PC performance thread
The game should 100% tear, but it will only tear at the resolution of your desktop. So you need the game to be your desktop res for it to tear. For me the game hooked properly with RTSS (I used it in the review constantly) - but never tried the steam overlay because I honestly always have it turned off (cannot be bothered by people in game while recording or because it can induce odd game behaviour in some titles).
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Thread Digital Foundry | Gears 5 Analysis: A New Technological Standard For Xbox One?
I am not sure if this is a swing at us, but I am pretty sure our long form videos cannot indeed be summarised in a dot point way, but usually require *even more* context, images, and comparisons than the run time of the video itselfI find myself actually constantly wishing my videos and editing had more time so I could cover everything better.
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Thread Gears 5 PC performance thread
I did not see any difference in performmance on an RTX 2080 Ti by the way with this driver and the benchmark - first bench run actually ran worse than the last driver. Still no async compute in the settings menu for Turing as well.
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Thread Is Minecraft Steve the single most frequently whitewashed character in gaming?
Wow - Notch used to be so cool. I wish Notch still was like this.
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Thread Is Minecraft Steve the single most frequently whitewashed character in gaming?
Today I learned that Minecraft steve has a darker complexion. I honestly did not know that so yeah he is pretty whitewashed I guess.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT6| - Mostly Fan Noise and Hot Air
Yep. REgarding HWRT that made a good point of. The idea of extra /separate "cores" on the die may not be the AMD HW RT implementation - especially if you follow the patents that are there. I think it is just a turn of phrase in the interview with Colin.
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Thread LG's 2019 OLED TVs will support NVIDIA G-SYNC
I guess I will wait for the driver to clarify this. Is it bringing generic VRR (like generic VRR over Displayport) to HDMI? Or is it literally just for LG T.V.s? I would obviously prefer the former as it allows you to "try" and get your VRR display to work with the NV driver, which generally does.
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Thread LG's 2019 OLED TVs will support NVIDIA G-SYNC
No idea why it needs to be RTX or GTX 16 series only at this point, (like integer scaling) but damn I am happy about what just highlighted ^_^
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Thread Digital Foundry: Gears 5 on PC- One Of The All Time Greatest PC Ports
You may indeed prefer it that way, but I do not think that is at all what the developers prefer. Rather the X1X is a grouping of necessary trade offs to hit higher resolutions and maintain 60 fps - not the intended artistic or technical version of the game.
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Thread In retrospect should Sony have given the PS4 Pro better specs for a higher price?
PS4pro has weak bandwidth and we have heard multiple devs say that it underperforms as a result - its GPU is capable of more. It is "unbalanced" for sure and I think they should have released it with better mem bandwidth.
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Thread Gears 5 lacks weight and intensity Crowbcat
Wow - I disagree completely. Gears 5 feels snappy and reactive in shooting. ANy sort of "reduction" in fidelity in other areas can easily chalked up to development priorities or other time oddities.
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Thread Digital Foundry: Gears 5 on PC- One Of The All Time Greatest PC Ports
X1x was below high for basically every setting except for shadows and cone step Mapping. And even then, i did not say it in the Video, but I found instances (like in the menu) where shadows on high are in fact higher res than those on x1x. Gears 5 may adjust some settings on a per Level Basis I think - I never asked the Coalition though. If you dropped everything to x1x settings, i am pretty Sure the rx 580 would perform the exact same basically. Though, well, there is no reflection setting low enough to Match x1x... And I would contend that the game having little to no ssr on x1x and then having glossy ssr for nearly every surface is a big difference. It completely changes the way the base materials Look in the game. That should be really obvious when the article with the Image comparison Tool goes up.
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Thread Digital Foundry: Gears 5 on PC- One Of The All Time Greatest PC Ports
This video is indeed about how amazing the performance and PC version of this gameTHanks mate :D X does not seem to punch above any weight at all. I just prefered to differentiate x settings from what I consider good visuals on PC. X1X is lower than high and surprisingly lower than medium - compromises I do not think pc user should go into. Especially things like SSR or world/foliage quality things which are IMO way too low on x1x.
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Thread Digital Foundry | Gears 5 Analysis: A New Technological Standard For Xbox One?
Ah you mean the "zoomer" image functionality. Yeah, it takes extra time and honestly we are not always too keen on preparing it after spending like 80 hours working on a video. But I see your point.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT6| - Mostly Fan Noise and Hot Air
One thing about "turning sub-surface scattering" off in gameplay, is that it may not always be the case. Better Sub-Surface Scatterings need firect lights and direct shadows - high-res shadow maps. If the lighting in an area is just driven by a cubemap, or some low-res imabe based lighting, or static light maps... then the Sub-Surface Scattering may not even show at all even though it is on!
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Thread Digital Foundry | Gears 5 Analysis: A New Technological Standard For Xbox One?
Actually targeting and hitting 60 fps at this fidelity is something The Coalition deserves huge props for. I find it SO much more impressive than so many 30 fps titles for that reason. People tend to forget but 60 fps is so much more than input latency. 1. Animation fludity is markedly improved 2. Camera Pan stutter is markedly decreased (yes, I can see this through the toughest of motion blur even) 3. Display ghosting is decreased 4. Eliminates the half-refresh display ghost on a 60hz display 5. Improves edge quality as temporal AA samples are spatially closer 6. Vastly reduces temporal AA ghosting and artifacting 7. Improves the spatial and in-motion quality of any effect that uses temporal data (basically all effects in AAA games do that these days) 60 fps makes this game look as as it does.
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Thread Gears 5 PC performance thread
PC w/ high res texture pack has much higher quality textures than X1X. They do require a lot of VRAM though... 8 GB at 4K. Late gen games lately are looking much more like medium, low, or lower than low for a lot of variables.
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Thread Gears 5 PC performance thread
There is dynamic resolution by setting the "output resolution" and a "minimum framerate" of 30, 60 or 90. It is in general very good, but currently has a problem regarding high GPU utilisation.
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Thread Gears 5 PC performance thread
Do not increase the ao amount - that just makes it darker and less accurate imo - unintended aesthetic and probably Shows the ao flaws more. Just use the default intensity setting, what ever that may be
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Thread [GamingBolt] Gears 5 is arguably the best looking game of all time
I think this may have my favourite character models for cutscenes of a release game this generation - that is something alright. This cutscene was running at 60 fps...
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Thread “Back Stage” Ray Tracing Tech Demo - Created By Luminous Productions
You are saying two different things. I contradicted your point that primary visibility is done through the path tracer in Qauke II RTX and Minecraft. Which is very true if you watch presentations on it by Christoph Schied or NV. Or you can just load up quake II RTX, turn off all lighting except primary visibility and the denoiser you will see tons of noise and swimming all in primary visibility surfaces. Like the above ^^ I would not contradict the fact that they use a Gbuffer for things (the volumetrics for example in Quake II need a shadow map and a G-Buffer as far as I know), but primary visibility is done via the trace and not via rasterisation. It was a big talking point as it costs 2 ms on turing (like nothing), but is SOO much more expensive of course on pre-RTRT hardware.Minecraft is not running simpler maps than the full game, rather in the WIP demo its performance cratered past a 8 chunk world. 8 Chunk is not a simpler world than standard MC worlds.
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Thread DOOM 64 announced for Nintendo Switch, out on November 22
Doom 64 is an amazing doom game - in many ways better than Doom II which I cherish. So good. Cannot wait for that PC release!
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Thread “Back Stage” Ray Tracing Tech Demo - Created By Luminous Productions
Kinda? Quake 2 RTX and Minecraft RTX have primary visibility done by the tracing.
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Thread Gears 5 Review Thread
It is a 3rd person cover shooter - IMO, there is really only so much it can do and change and still maintain the base gameplay formula which people enjoy so much already. I happen to like that gameplay loop, I really do not think zoning in and trying to make that gameplay loop the best it can be (as Gears 5 does a very good job at) is stagnation. I do not think every game series needs to reinvent itself to have a numbered sequel come out. Some series? Sure why not.
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Thread Gears 5 Review Thread
Gears controls extremely tightly, feels great to play. The only problem I ever have had so far is a conceit tons of games have that map a single button to multiple actions based on context. A couple times I would pick up a weapon instead of doing something else I wanted to do. IMO, a game designed around a keyboard would not have that happen.
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Thread Gears 5 Review Thread
The critique that it is "gears" - is for me an incredibly silly critique point. If you apply that to any other game and genre then it becomes silly I think. Docking points for a flight sim ... since it is a flight sim. IMO, approach a game on its terms and what it sets out to do, and evaluate it from there - then maybe theorise above and beyond its horizon to see what other games could be made from that content.
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Thread Gears 5 Review Thread
'courseI am actually fundamentally against review scores - how can I on earth quantify my fun?! ;) There are 2 DF vids - mine covering the PC, and john is doing the full treatment on consoles. We also have a tech interview going up separately.
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Thread “Back Stage” Ray Tracing Tech Demo - Created By Luminous Productions
The Character 's shading and lighting and evrything though is drive by path tracing, i think that is the point.
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Thread Digital Foundry: Cyberpunk 2077 Gamescom 2019 Demo Impressions + RTX Features Analysis!
I would not guess that - since there is official word it is RTX 2080Ti footage with RT on. But for some reason it is 1080p footage in a 4K file. I am not sure how or why CDPR released that instead of the ultra crisp 4K resolution footage we saw at Gamescom, but here we are. It is also missing any of the areas and shots that make the graphics super obvious - RT features which look really nice look pretty hidden in this footage. None of the eye candy areas :(
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Thread Digital Foundry: Cyberpunk 2077 Gamescom 2019 Demo Impressions + RTX Features Analysis!
thicc coverage of gamescom
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Thread [Der8auer] Good number of Ryzen 3000 chips does not reach advertised boost clock
My one problem has been the machine not cycling or shutting down or restarting after I click to do so in windows. It will leave the windows blue screen, stop displaying to the monitor, but the board, power, fans etc. will still be on. I asked another ryzen user in and he has the same problem. Anyone else getting this here? I eventually just have to manually power it down with holding the power button on the case for 10 seconds.
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Thread Control PC performance thread
Tons of effects in this engine are stochastic and reconstructed over time with temporal AA - UE4 is the same, UC4 is the same, tons of engines do this now but I think it is really obvious here in this game due to the harsh lighting and surface detail. You can see it really easily against starkly lit white pillars and such.
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Thread [Guide] How to use RTSS's Scanline Sync to reduce stuttering, screen tearing and input lag on PC (alternative to Vsync, G-Sync and FreeSync)
YOu need an incredibly low GPU utilisation or an incredibly high and perfectly consistent framerate for it move it offscreen at all times in my experience. We wanted to cover this on the channel, but is extremely specific in its use case. Very very very specific.
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Thread Cyberpunk 2077 Deep Dive |OT| - New Gameplay Stream [8/30/2019]
They need to actually render the game at higher than 1080p then IMOThis looks 100% like a temporal ghost from RT AO, not a overly crazy detail of it being humid and leaving condensation smudge.
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Thread C&C Tiberian Sun is 20 years old
This is actually my favourite game in the tiberium Universe due to the Story being really good actually. While it has some pathing and Terrain Problems along with perf at Release, i think it has the unit types, Terrain Hazards (ore mutants, dogs, Mutant are amazing) and weird tech that makes me love C&C so much (cyborgs!). Cabal is my favourite secret asshole.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT6| - Mostly Fan Noise and Hot Air
Minus that RAM used for system and that games did not use all of that RAM for the GPU - about 3 or 3.5 to the GPU probably per game. So it was not a whole metric higher than PC GPUs at the time!
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Thread Control PC performance thread
So the Control Flow Fix did not help my stutters at all really , but curiously, I noticed less stutters when I utilised This helped a bit - but I was still getting stutters. The game is perhaps not freeing memory correctly, or windows is not?
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Thread Cyberpunk 2077 E3 2018
Oh it is there. I definitely do not think the lighting is flat. There is a lot of shade in shadow regions, both negative areas where light does not enter (larger occlusion) and positive bounce. I think people tend to always confuse certain phenomenological aspects of light regarding video games. If you have a scene with good amount of volumetric light or participating media in the air (dust, fog, whatever) + Bloom or lensflares it will equalise lighting in an image and make it have less contrast usually. But that does change the fact that shadow regions are dark and lit regions are light. Like here, I definitely think people are confusing volumetric lighting as "flat lighting" when it could not be further from the case (all the images I just posted are full of real volumetric lighting)
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Thread Cyberpunk 2077 E3 2018
There is so much to unpack in the trailer just from the few snippets. And I definitely DO NOT think this clashes with established Cyberpunk aesthetic at all. Like at all. The only difference probably with peoples expectations are the time of day and the musical tonality of the trailer. If they show cased how the game looked in rain on a foggy night, I bet no one would bat an eye. But it is an open world game by CDPR - it has a dynamic time of day!
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Thread Control PC: Ray Tracing's Killer App? Plus: Full Xbox One X vs PC Comparison! | Digital Foundry
Yeah with the 60 odd comp shots I had I messed up 2 - that one and the debris one. I would love to have had more moving shots, but thta forgoed the whole head 2 head comp with rssterisation :(
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Thread Control PC: Ray Tracing's Killer App? Plus: Full Xbox One X vs PC Comparison! | Digital Foundry
Btw - when John makes a video praising a Sony exclusive for 30 mintues people do not, and should not, imply we are Sony's under the table advertising arm. Imo, not a nice Thing to say.
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Thread Control PC: Ray Tracing's Killer App? Plus: Full Xbox One X vs PC Comparison! | Digital Foundry
No Problem there! All good here ^_^
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Thread Control PC: Ray Tracing's Killer App? Plus: Full Xbox One X vs PC Comparison! | Digital Foundry
Are you certain this is true? I asked Remedy in an interview and they said it covers the entire player view - view LOD is RT LOD. Expanded view frustum for player view and then a (smaller) radius around the player for out of view objects.
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Thread Control PC: Ray Tracing's Killer App? Plus: Full Xbox One X vs PC Comparison! | Digital Foundry
I got it without RT on when testing the baby turing cards!
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Thread Control PC: Ray Tracing's Killer App? Plus: Full Xbox One X vs PC Comparison! | Digital Foundry
Probably the fact that the emmsive on and off flag for that specific texture was not passed on to RT - probably an asset oversight!
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Thread Digital Foundry Control Console Analysis: A Brilliant Game But What's Up With Performance?
Late gen games tend to run rather poorly on console usually - same as last gen. I still think those Drops though are too much and they should dial back as much as possible to make it run better on base machines. Maybe though their Design brief makes that impossible. Not every game Design can run well on consoles this old and with these CPUs and mem Set up (yes, less than 8 GB is a very small amount of usable RAM in 2019). This game is heavy with very good reason on every Plattform right now - it is graphically at least completely top Tier, doing things in an intense high quality way. Even without ray tracing.
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Thread Control PC performance thread
As an FYI - my first control video is much like my BFV, Q2 RTX, and Metro videos. I will not be doing normal graphics break down or anything and will not be testing DX11 vs. DX12 - there is not at all enough time. Especially on GTX cards, AMD cards, etc. We live at the wire unforunately and that means prioritising the stories - here on PC that story is RT, what it does (this is very important), how that performs, and similar things.
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Thread Control PC performance thread
Seperate video I think at this point - I will touch on it though briefly. We got this game good and early, but Gamescom meant us not at all working on it... until this week. That means we cannot go 100% in without taking too much time, and it also means prioritising what is important for all versions (DX11 vs. DX12 perf is decidedly less important than the elefants in the room). As I see it though, DLSS is more interesting of a story in this title than DX11 vs. DX12. DLSS looks good in this game.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT6| - Mostly Fan Noise and Hot Air
Yeah it is going to be expensive no matter what happens. On consoles...on PC GPUs... etc.It depends on the view and material surface as I see it. In game like Control where there are many reflective man/made surfaces, then having more accurate reflections + ones that work off screen really is a huge change in the game visuals.
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Thread Control PC performance thread
DLSS is reconstructing detail actually, so it should be pretty good!DLSS off v on at 1080p is like 3% difference.:D DLSS will be in the analysis for a split second, but I think it deserves its own video at this point/needs more time than I can dedicate to it right now. But atm, yes, DLSS here looks really good and far better than native internal resolution while costing little extra.
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Thread A game developer for Splash Damage (Gears of War 4, Batman: Arkham Origins) has been accused of sexual assault too
THat sounds like a russian saying actually.
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Thread Ion Fury to retain homophobic content after all
Given the situation, Skub would have been actually a very funny replacement. As it represents the fight surrounding this in a funny way. But ... "ogay" stays :(
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Thread Control PC performance thread
Indirect diffuse is very big difference on dynamic objects. Static ones? A lot less!The game's techniques in general are pretty grainy/stochastic I think yeah. Without RT even.
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Thread Control PC performance thread
DLSS and radeon sharpening do not even do the same thing though. DLSS literally does image reconstruction - it can create complete lines out of aliased partial ones. Sharpening cannot do that! Better to view different things as different things and not "competing".
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Thread Control PC performance thread
With RT Off and on consoles, the game interestingly, the game does not use cubemaps, but something much more modern and, IMO, better.The game renders internally at the resolution you set for "rendering resolution" - it then does temporal upscale as I have seen to your output resolution. DLSS is basically an "alternative" reconstruction technique they offer to bring that internal resolution up to the output resolution. DLSS looks decidedly better than the image with it off as I see it.
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Thread Ion Fury to retain homophobic content after all
sigh - "not the hill to die on". :( Ogay is not even funny, and never was. Replace it with something actually funny and it makes the game better and it does not use a word describing someone's sexuality as a juvenile insult.
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Thread Digital Foundry: Wrath: Aeon Of Ruin First Look - A Brand New Quake Engine Game?
I honestly love that mechanic because I think save scumming takes away much challenge in FPS design. I had to think much more about fights and positioning and resource management when I realised I just cannot save at will. Even then, at the end of this demo I had about 4 or 5 saves left over. They give you quite a lot of saves if you do the exploration and look for secrets. I really hope they keep the mechanic actually.
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Thread Digital Foundry: Wrath: Aeon Of Ruin First Look - A Brand New Quake Engine Game?
This is the correct thing you typed regarding your impression. This game is 100% designed with PC in mind as the platform to be played on and the input device they design around, including how they design enemy interaction. If you sit still for any second in this game, you will be extremely dead. Weapons and enemies are, beyond fire spread, 100% accurate on a still target - but they use projectile and not hit scan, so you are moving and avoiding the damage in the old-style. You can even shoot enemy projectiles out of the air in this game if you wish. This is indeed an "authentic PC game."
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Thread Digital Foundry: Wrath: Aeon Of Ruin First Look - A Brand New Quake Engine Game?
Wait, huh? This is not at all designed with consoles in mind - it was retrofitted after the fact onto consoles by them rewriting how it works rendering-wise. Enemies are not at all all slow (the banshee enemy and the brutes are incredibly fast), and the enemy count is vastly greater than that found in quake 1 and 2 in any given scene. Like 2 or 3x more enemies on average than a normal quake scene. Not every shooter needs Doom 2 or Serious Sam amounts of enemies in a flat arena for it to be a good PC 90s style FPS game. Tons of FPS from that era, especially 3d ones, did not utilise dozens of enemies at once on screen and instead focused on 3D spaces with verticality, enemy placement (quake) or with exploration combat (Turok, Hexen games, Blood etc.)
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Thread 'Duke Nuken Does the Internet' shows Duke hates Nazi sympathizers, racists and gay-bashers
How is 3D Realms "clearly shit" from the Ion Fury situation? I thought it was nice to see them put out a statement, donate to a good cause, and promise change in a clear way. Or should it have been purely a punative reaction?
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Thread 'Duke Nuken Does the Internet' shows Duke hates Nazi sympathizers, racists and gay-bashers
They are not changing the "Ogay" tagged sprite to be something else. Perhaps the zero out of bounds texture as well? They really should change the out of bounds one as I see it. Hrm, unexpected. I still like very much that they donated to a charity, said they would sever contract in the future, and require mandatory trainings. Those are nice things as I see it.Just saw it above. ^^
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Thread 'Duke Nuken Does the Internet' shows Duke hates Nazi sympathizers, racists and gay-bashers
Yeah - I would prefer if they were consistent.No problem there. I think they can be sincere still (3D Realms that is) - as this is a rather unique situation from a PR perspective, given how there are 2 distinct companies here. Seems frmo my perspective like Void + 3D R are on slightly diff pages? Perhaps.
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Thread 'Duke Nuken Does the Internet' shows Duke hates Nazi sympathizers, racists and gay-bashers
That is Voidpoint's twitter right? Not 3d realms'? I definitely stand by liking those 3 facets of their original statement. Hope they see them through.
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Thread 'Duke Nuken Does the Internet' shows Duke hates Nazi sympathizers, racists and gay-bashers
I am as confident as anyone else can be I guess. I really cannot show you receipts since I do not work there or at the charity. I would of course like them to.
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Thread Ion Fury to retain homophobic content after all
This is confusing. So is the "unoffensive joke we liked better" being patched into the game? AKA, Ogay being rewritten as something else?
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT6| - Mostly Fan Noise and Hot Air
Heh. This comes from comments under the video where people explicitly wrote how "shadows disappear" with RT on in some scenes, when in reality, they are still there, but have contact hardening so they terminate gradually. I think people are arrested to fake looks in VG rendering at times, like how cubemaps make surfaces decidedly less reflective than they really are.
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Thread Kingdom Come Deliverance to receive Mod Support; KCD 2 will still use CryEngine
yes, basically. A 6600K will heavily limit the possible framerate in this game.A 6600K is not exactly top of the line. THis game scales a lot with thread count and frequency, and a 6600 only really has frequency on its side.
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Thread Digital Foundry: Minecraft NEW Ray Tracing RTX Mode Hands-On And Tested In Depth!
Yeah :D That happens when you use the demo version of quake 2, since it did not ship with the player model :D
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Thread Digital Foundry: Minecraft NEW Ray Tracing RTX Mode Hands-On And Tested In Depth!
no character model in the footage ^^ just a floating arm, which reflects
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Thread Digital Foundry: Minecraft NEW Ray Tracing RTX Mode Hands-On And Tested In Depth!
That is post processing, this implementation is *more realistic and true to the real physics* of light and faster. It has to be of course as it is a native Implementation, they have the true source access and hw API Support that the Java version does not have.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT6| - Mostly Fan Noise and Hot Air
Never saw anything like that in an obvious manner, the Demo does not even allow the time to notice such a Thing at all. It is so fast moving. Animations Looping is like the most basic principle of Animation, why is that a Bad Thing?
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT6| - Mostly Fan Noise and Hot Air
No. It was running on a 1080 Ti in 2018, this year, as I can guess based upon everything, it was running on a gpu capable of hardware accelerated ray tracing. Probably a 2080Ti.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT6| - Mostly Fan Noise and Hot Air
Not at all - Cyberpunk 2077 has way more tech than 2018 in the 2019 stuff. Obvious things too. Painfully obvious in fact. The games has seen obvious visual and technical upgrades since 2018 that are VERY obvious in the latest preview.
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Thread Next-gen PS5 and next Xbox speculation launch thread |OT6| - Mostly Fan Noise and Hot Air
Yeah, today in fact!
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Thread NVIDIA Geforce Gamescom Game Ready Driver - 436.02
Almost nothing to cover imo. Ultra low latebcy Mode was already in the driver by being able to Control the number of Pre-rendered frames, and, afaik that is what the Option does on AMD and now on NV. Not too interesting, just more casually named for the casual User.
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Thread Ion Fury devs show signs of transphobia among other issues. [Update: Voidpoint apologizes in statement, see threadmarks]
I really like the way 3drealms handle this.
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Thread Minecraft News: Render dragon and NVIDIA ray tracing (A new engine and a new way to experience Minecraft! )
Just saw this in person - it has so many more effects and plausible behaviour than even Seus PTGI. Amazing Stuff.They are actually path traced volumetrics, it is nuts.
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Thread DF Retro EX: Turok 2 Revisited! Switch/ N64/ PC - Original + Remastered!
I think you are very much so missing the point of the video / misunderstanding us. John is going back and doing a deep dive and you will be very much so pleased then. Also, the exp Pack will not aid perf that much, and definitely not make it playable. As much as I would like that because I prefer n64 visuals over that og PC Port in terms of fog ramping and COLOUR. But John will Cover that all in the full retro on the game. Btw, we do compared ultra high end PC Version to low end Stuff all the time! We even put switch versions right next to Premiere console versions and the PC. It is kind of the thing we do at DF and it is not disengenuous, it is all about curiosity and comparison and a big reason people watch the channel!You definitely should imo, the PC version is so so good and you will appreciate it. The game is so much better in the remaster ed Form, but all it's flaws then shine through now that the performance is at a good Level. But still, the shotgun is frakking amazing in Turok 2, along with the mag60.
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Thread Vampire: TM Bloodlines 2 - Gamescom RTX trailer
A game at night like this in a City just looks so much better with RT reflections, especially on see through Windows like it has! Cubemap look garbo in comparison.
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Thread Minecraft News: Render dragon and NVIDIA ray tracing (A new engine and a new way to experience Minecraft! )
Normal maps will definitely help Show bounce lighting so much more than those diffuse low res blocks. Same Thing happened with MC mods as well, you really needed the normals... Quake 2 rtx Shows that.
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Thread Minecraft News: Render dragon and NVIDIA ray tracing (A new engine and a new way to experience Minecraft! )
They mention lighting and emmissives im Addition to reflections, so perhaps it is using GI.There is only one real RT mod for MC and it is so expensive since it is not hw accelerates, this will run much better on cards with hw RT.
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Thread Minecraft News: Render dragon and NVIDIA ray tracing (A new engine and a new way to experience Minecraft! )
Oh hello Andy, cannot wait to see it in Action! Full on PT like in Q2 rtx? Sign me up!
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Thread DF Retro EX: Turok 2 Revisited! Switch/ N64/ PC - Original + Remastered!
Um, what? Why don't you watch the video where John says that this video is not a full DF-Retro and the Turok 2 will be getting a full on treatment in the future when we both have time.
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