This is intresting
But too early to have the hopes high… First let’s see how well it works in actual games
This is intresting
But too early to have the hopes high… First let’s see how well it works in actual games
Your question deserves a detailed and diagrammed explanation and I unfortunately I can’t do that soon but I will try to do that as soon as possible.
I also want to add a whole bunch of disclaimers to it because there is so much that the game is doing right and I want to acknowledge that.
Senua looked decent, but I found her face to look kind of washed out in the gameplay trailer. Might just be a lighting thing, but to me, it seemed the details needed to pop a wee bit more to do her face more justice. Then again, this is all taken from a gameplay trailer on an engine that isn’t even finished yet, so I’m not really worried.
Edit: what really stood out to me was how the environment looked. I’ve been on the black sand beaches in Iceland, and it was like I was standing there again, so they did a terrific job on that.
That was a very close up shot and given that everything looked highly detailed as you mentioned yourself, I bet it is because of the lighting. Not much light to show details which is accurate as per physics
A look at the Series S version of GTA5.
Fidelity mode is 1440p while performance mode is 1080p. Frame rates are more prone to drop when the action heats up compared to the more powerful consoles. This is also another game with RT removed. I predicted we’d see a trend of RT missing on the Series S versions of games and unfortunately that has turned out to be mostly true so far this gen. I’m wondering if the memory amount is more of a bottleneck than the GPU itself. I also wonder how the bottlenecks will impact future games that default to RT with no rasterization fallback, like Metro.
It is most likely the memory allocation that is the main issue, as we know that the Coalition was primarily brought in for that purpose for the Matrix demo. Although this does raise the crux of the issue, as we have Metro and the Matrix demo that shows RT can be done on the Series S, but it requires a lot of work and most developers will just not bother to put in the work due to a variety of reasons.
In regards to the next Metro, I don’t think it will be an issue as 4A has come out and said they are going all in on RT and this was after working on the next gen version, so they know what they are getting into.
But doesn’t Metro use RT on Series S already? We also had a recent talk from Intel on RT that seems to try to fix the bottle necks from the little I read about? Or do we think it won’t be used on Xbox? I Should probably watch the videos.
Yeah it’s in Metro but they had to make some severe cuts to get it on the system. That’s kind of goes along with my point. We’re already seeing almost every game skip RT on the Series S now, so I’m curious to see how future (more demanding) games will turn out when RT is a standard part of the pipeline and not just an option.
I am more positive about series S once RT becomes standard pipeline with next gen only games
Currently devs aren’t just putting the required effort for series S and simply fallback to non RT rendering. There are obvious limitations but it is doable as evedient in both Watch Dogs and Metro games.
Things will improve with next gen only version ( damn, taking about gen is confusing )
RT is in Matrix demo. I wouldn’t worry about cross gen games missing features.
Just to clarify, since it appears my posts are seen as a negative POV, I’m not worried or have any bad assumptions to how these RT only games will turn out. We all know there will be compromises with it being a lower end, cheaper system. I’m just curious on how the results will be knowing there are more bottlenecks in place. It’s purely a curiosity from a technical standpoint, not intended to be seen as a knock against the system.
The errors in the construction of those pixels in VRS block regions isn’t problematic in the first place (hence why shading rate is reduced in those spots). So I don’t think(?) it’d cause any issue there in terms of perceptible artifacting.
@GavinStevens note that FXX VRS is part of the GDK now. So there’s that, at least.
@KageMaru I don’t think there any real trend wrt XSS and RT. Not many cross gen games at all have RT so sample size is too tiny. I’d also say maybe the least informative title to look to here would be yet another rehashed GTA5 port.
Assets have to be built with RT in mind to make effective use of it so once engines move to proper next gen targets it should iron itself out. Reconstruction options are gonna be available to help XSS target 1080p/RT here too, just as they do on PC for 4k targets. Just gotta be patient and wait for ground up next gen games to be built/released.
I think that just is due to the scene lighting being very different in the two trailers. In the announcement trailer her face was lit by dramatic fire lighting sources. Also, her face was animating in wild ways which shows off how realistic it looked. In the gameplay trailer her facial expression is muted and not very animated at the beginning and the scene is overcast w/o much dramatic lighting.
Memory wise the console should get a headroom overtime when games starting pushing the SSD to load as needed instead of still having a big pool of memory for that.
With Coalition making sure SS gets all the visual features including RT and the same performance profiles as the big guys on UE5 adoption could go higher as well mostly on how widespread UE has become.
It’s possible, but performance gains from VRS increase with resolution, and dlss allows decreasing native resolution to 1080p so the vrs gains are reduced.
But VRS can be used with reconstruction, Gears 5 on SX does for example.
VRS also can be applied to every rendered buffer not just the final picture, so shadows, lighting etc can still see big gains even with 1080p->4k scenarios
VRS can now be used for Shading, HDR and lighting
It’s great that a fixed function block could help out in so many processes
But I thought CPU decompression creates bottleneck.
DirectStorage’s asychronous queue-based architecture frees CPU ressources. These can be used to decompress data.
All of these games lack RT on the Series S since launch. That’s a long enough list to be considered a trend IMO and even if you still disagree, it’s hard to deny that currently most devs just don’t find it worth the effort to support the technology on the platform.
I’m also not being impatient, I’m only commenting on the current state. I’m not putting a negative spin on it, I’m not slacking on the system, I’m not worried about future games, and I’m not saying things will continue down this road. So I don’t understand the defensive reactions to my posts when there is no need for it. I’m commenting on the present situation and saying I’m curious to see how that development evolves this gen. That is it.
Only Medium out of the list is series S|X gen only game and that too coming from a smaller studio at the very early stages of series console launch as well.
It is obvious that devs are simply not putting much effort into it based on there time and budget. Which will improve with going next gen only.