DF Written Article is up for Ghostwire Tokyo. I had no idea it had so many different modes.
Nice to see they giving out so many options even if most of them are useless
But there is an RT FSR mode at 60 fps
Game seems like a bit of a mess with all these weird options and even the performance modes not hitting consistent frame rates. However, watching the game actually being played made it look pretty fun to play. None of the trailers or marketing appealed to me at all. Iāll definitely check it out on Game Pass at least.
Your prediction was about the whole generation though, and clearly what matters in that context is how actual next gen games perform, not cross gen stuff.
Not sure why you are interpreting anything as ādefensiveā. There is a rather simple explanation for the examples you gave as all but 1 are cross gen and that other one is a small indie team who made a game in the launch window during a time we already knew the GDK wasnāt able to properly offer devs a space for implementing RT well. Explanations are not ādefensiveā by default.
Ten??? Jesus.
Yup, to be slightly more nuanced about it, implementing decent looking and decent performing RT into last gen engines is gonna be vastly tougher than implementing it in next gen engines. The last gen engines were built on top of decades of effort by the industry to find clever tricks to cheat at lighting scenes using shortcuts and those lighting tricks have really been whatās defined the way engines have been built. Additionally, art assets werenāt being built with RT in mind, so some of those lighting tricks were baked into the art pipeline too, which limits how well bolted on RT can look.
By stark contrast, proper next gen engines built around RT can throw some/all of those old lighting tricks out the window and lean into next gen toolsets, next gen art pipelines and whatnot to really get the most out of RT (to say nothing of other tech being helpful like super resolution and apparently even VRS can help). When you build an engine ground up knowing at the start you can rely on RT being present due to targeting next gen and modern PCās, that can really free up how compute is handled each frame.
For cross gen games/engines/assets, the work required to find room for RT in the mess of techniques built in previous yrs to fake the lighting is very complicated and time consuming and expensive when the window for implementing it within the frame is smaller due to lower compute and tighter RAM restrictions on XSS. So it isnāt all that surprising that publishers look at XSS and have to decide if the target market for that device would care about RT if it were missing. Once it isnāt so much work/time/money to implement into the engines running on XSS that will likely change tho.
More 6 but 4 depends on tv refresh rate so itās like 2 + (4x2) = 10
I thought it would be done by GPU or some other coprocessor similar to Series X.
Thats the plan for future releases. They are not there yet.
current: storage => memory (here it is decompressed by CPU) => PCI => GPU
next: storage => memory => PCI => GPU (here it is decompressed by GPU)
next next and almost like console: storage => DMA to GPU => GPU (here it is decompressed by GPU)
Yes nvm I forgot about the whole RTX IO promise.
As I understand, on PC itās GPU but on Xbox Series thereās a dedicated hardware block, that means both CPU&GPU are freed from decompression tasks right?
Yes, on Xbox its like storage => hardware decompression => unified memory
Yep, and Ms has said that thereās potential that sampler feedback and vrs can also be used in conjunction to significantly speed up RT performance (by sampling the usage of the lit surface and give that to vrs so it can reduce the number of rays per pixel for said surface) . They are only starting researching into that, but as the generation goes might help series consoles holding up better
Yes, but keep in mind that itās not hard to substantially outpace SX cpu and gpu performance on series 3000 gpus and they will probably be lower than the low end coming 4000.
So thereās headroom for those tasks and still outperform the consoles in game performance
A bit late but I just want to say thank you for your informative and accessible posts. Most of what I read here flies over my head but I never have trouble with your posts (possibly because you have a child and are used to explaining things simply )
Also, Iām choosing to interpret the above as Xbox still wearing weighted clothing at this stage in the āfightā
I spent a very long time teaching younger children haha! But I do much prefer explaining things in a more simple way, mostly because I know a lot of people donāt fully follow or understand what some things are. It just hits better for some.
So we probably have our first look of UE new TSR and the tldr is that it is looking impressive. It is amazing how far these upsampling techniques have come.