Games Analysis |OT| Time To Argue About Pixels And Frames!

What? GPU wise there is no context, expecially with RT. XD

Don’t 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 I’m 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 isn’t apples to apples comparison coz the 6600xt has higher clocks and probably has other advantages.

It doesn’t on a 6700XT from that graph, SX should be in the middle of that one and a 6800

I’m 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 that’s without all the great optimization that the architecture provides with DX12U.

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Ah yes, that’s why Medium was lacking any form of RT.

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Sorry I read this a while ago and was meaning to respond to it. BTW y’all 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 it’s exactly like looking for SS reflections, when you adjust your camera off certain elements that are meant to impact the reflection or GI, you’ll 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 I’m completely wrong about SSGI being used. I’m beginning to wonder that one time I ā€œobservedā€ 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 didn’t 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 it’s 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 there’s 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 there’s a pillar in the middle would mean the floor would have a lot more nuance with its shadow and GI and I didn’t 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 that’s what’s happening. Halo 4 and 5 had some simple baking you could do in Forge.

Sometimes I look at footage and I think I’m wrong especially with the indoor maps. The lights, as they hit a wall, have a great looking fall off and I don’t know if that’s baked or not. They look good enough to be baked.

If there’s another technical preview I’m 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 we’ll probably find out soon that there’s 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. I’ll probably comb through it when I get a chance and see if I can tell anything about their lighting model.

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Nah, i believe it’s in between the 6600xt and the 6700xt in terms of performance

The 6700 xt has less CUs than the Xbox.

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But it’s 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 they’re 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 don’t have time to do this review it will take 1 week. :joy:

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You really think DF won’t be covering FC6?

Alex is. But I do think the rest said ā€˜no’ because they just don’t 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.