What? GPU wise there is no context, expecially with RT. XD
Donāt know where the PS5 and XSX stack in this chart, but 1440p 30fps with RT could have been ez to optimize for on both consoles
How horrible that would feel, dropping all the way down to 30 fps.
Well Iām probably being not generous to both consoles capabilities, I know for the rdna 2 architecture the more compute units you have, the better the ray tracing capabilities. XSX has 52 compared 32 on 6600xt. Obviously this isnāt apples to apples comparison coz the 6600xt has higher clocks and probably has other advantages.
It doesnāt on a 6700XT from that graph, SX should be in the middle of that one and a 6800
Iām going off the posted comment of 1440p 30fps.
Ah, I see, but I think 1440p 60 would totally be feasible on both, with dynamic resolution and seeing that the 6700XT already can pull 60 as the minimum framerate on that setup.
I guess Xbox would be close to the RX 6800 performance.
Is that good?
Yes, and thatās without all the great optimization that the architecture provides with DX12U.
Ah yes, thatās why Medium was lacking any form of RT.
Sorry I read this a while ago and was meaning to respond to it. BTW yāall know more than me on some of this stuff judging from the discussion here so never feel shy in asking the little I know. But when it comes to looking for screen space GI itās exactly like looking for SS reflections, when you adjust your camera off certain elements that are meant to impact the reflection or GI, youāll no longer see the reflection/GI. There is another real-time GI method that uses probes, almost like some realtime cubemap generation.
But I thought I saw evidence for SSGI but upon reviewing my recorded clips (of just random gameplay) & watching YouTube footage of gameplay I know Iām completely wrong about SSGI being used. Iām beginning to wonder that one time I āobservedā it on Behemoth, whether there was a vehicle headlight that happened to turn away at the right time or something. And for some reason I thought that it was SSGI and I didnāt bother testing it and I wish I did I wish I went through the maps looking at the lighting in detail. But when watching clips I can definitely say that offscreen elements are informing the global illumination. So while it is not SS, it could still be real time using other methods.
The reason why I still think itās realtime GI, and I say this as someone whose made levels in Source, UE, etc rather than as a graphics programmer (compared to my friends I would consider myself unknowledgeable), pre-baked shadow maps with global illumination is so complex and nuanced and I sense thereās a bit of simplicity in Halo Infinite. The dark room in Bazaar (with the rat) would have a lot more complexity in the upper dark corners of the room, and the fact that only 3 sides have light sources and thereās a pillar in the middle would mean the floor would have a lot more nuance with its shadow and GI and I didnāt see that.
But this is just a gut feeling, which is why I sought all your opinions. There are good reasons to have simpler pre-baked shadow maps, one obvious one being memory. Not just simpler in terms of resolution but also in color resolution. Maybe thatās whatās happening. Halo 4 and 5 had some simple baking you could do in Forge.
Sometimes I look at footage and I think Iām wrong especially with the indoor maps. The lights, as they hit a wall, have a great looking fall off and I donāt know if thatās baked or not. They look good enough to be baked.
If thereās another technical preview Iām definitely going to go through all of the maps and try to observe this and maybe record it. Might be a futile endeavour considering that weāll probably find out soon that thereās no time of day option for these maps.
Oh, I also looked at leaked Forge footage for any hints. No luck.
This has nothing to do with a parity clause. The lead programmer said they opted to focus on 4K60 instead of ray tracing for consoles. There is a finite of time to support all of these features and sometimes developers have to pick what they think will provide the best experience.
Will ray tracing be available on PS5 and Xbox Series S|X, too? If so, how will it compare to the PC version?
Ray tracing is a PC only feature. On console, our objective has been to take advantage of new hardware capabilities, optimizing performance targeting 4K and achieving 60 FPS, for instance, all while ensuring new game features, like our dynamic weather system, are supported on all platforms.
Interesting. I have almost 300GB of high quality 4K footage. Iāll probably comb through it when I get a chance and see if I can tell anything about their lighting model.
Nah, i believe itās in between the 6600xt and the 6700xt in terms of performance
The 6700 xt has less CUs than the Xbox.
But itās clocked much higher. In terms of rasterization it should outpace the Xbox series x. For example, the pixel fill rate and the texture fill rate are higher on the 6700xt compared to the xsx. Even the tflop count is at 13.21 compared to the 12.15 of the Xbox. Since theyāre are the same architecture, you can somewhat compare the tflops. Also there is no way the xsx outperforms a 479$ gpu in rasterization from the same architecture. XSX does however have more ray tracing units
Digitalfoundry be like : We donāt have time to do this review it will take 1 week.
You really think DF wonāt be covering FC6?
Alex is. But I do think the rest said ānoā because they just donāt enjoy the games. Which is fair enough.
Do we know if Alex is also covering the console versions? Would be odd to cover the PC alone.