I can’t lie, this is pretty crazy, I wish way more devs would do this. It’s probably quite a bit of extra work though.
It’s sad that VRR was downplayed by many because Sony didn’t have it and the moment they finally include some support for it “It’s a GameChanger!”
I see what you mean. But this guy has always been legit when it comes to this stuff. He’s been begging Sony for VRR ever since the start of the new gen, haha.
Yeah, it’s good to see some folks haven’t changed their positions. That they knew solid technology when they saw it. I wasn’t commenting on his take, just the general state of the other forums or social media.
Personally, I wish all games presented an option for unlocked frame-rates. This way gamers have a choice. We don’t want to be locked into some arbitrary frame-rate, not when display technology and future consoles will bring additional advantages.
It’s kind of crazy that there is even a thing as supported games because on Xbox it doesn’t exist as far as I know. It just goes to show how far Sony is behind in this aspect.
That’s true. But in other ways I can’t deny its insanely impressive what PS5 has with Spidey and Ratchet. In the raytracing performance mode reaching 90fps and such, and that in a open world too. Damn!
I wonder if Halo Infinite campaign could maybe do this too, or Gears 5, hell…FH5. Or maybe it’s an engine thing? I’d definitely like to know.
I thought it was bumped up to 40fps?
EDIT: Sorry didn’t read it in full, in performance mode it allegedly reaches 80-100 FPS (need to wait for a DF video). Very impressive Indeed!
They can move some of the SPU instructions to the gpu. Ms does that (it’s the reason even xbone can run 360 games, because even natively, the 360 cpu blew past the jaguars in vectorized code)
Of course, that would require spending some resources on the matter and Sony just isn’t interested in it
Yeah when the article mentioned that I did think that couldn’t Sony put some of the SPU instructions onto the GPU. In a way it would be a complete reverse of what was happening during the PS3 generation.
As you say, it would require a lot of dev time and at the end of the day Sony has a solution already, it is called streaming, so from their point of view why invest money into something that they already provide.
Yep, though there are reports that Sony are reducing or even getting rid of Ps3 in the Ps Now data centers, so they can run everything on the latest console and expand faster.
But I imagine that instead of making sure ps3 games run on ps5, they will just ignore it and “compensate” with Psone and PSP games where emulation is a non issue.
I don’t think moving SPU code to the PS5 GPU will work. 6 threads will not utilize a GPU in a useful manner. Recompiling this stuff to x64 and running it on the CPU should be enough in practical terms. Raw performance on paper may be lower but the whole architecture is more efficient, thats how 360 code runs over all faster on Xbox One. No load-hit-stores, faster caches, branch prediction etc.
Insomniac are wizards.
Did they unlock the framerate for VRR to do its magic? Man I want to see much more of this. It seems its only Insomniac so far, being able to achieve this.
They patched some games for VRR support.
Yes. There is no “magic” going on, as all they did was unlock the frsmerate and let VRR do its thing. Also I would argue Metro is just as impressive and probably a little bit more as it hits an almost consistent 60fps and it is full ray traced global illumination.
Metro is damn impressive, but Spidey is open world. I just didn’t expect that.
Would this mean that if any studio just keeps the framerate unlocked we can start seeing similar things in many many games? And if yes, what could be the reason they would choose not to?
I think the open world aspect is a bit overblown in my opinion. It is a dense city and there are obvious ways you can see how Insomniac was able to break up line of sights with the buildings etc.
It is still very impressive what Insomniac has achieved don’t get me wrong, but it is not like Metro doesn’t have large detailed environments. Plus with reflections you can cull the ray tracing elements in a way you can’t really do with what Metro is doing with its global illustration. What 4A did with Metro is pretty much what all developers hope to be able to do when making games because it is the holy grail of real-time rendering.
Yeah, if the framerate doesn’t really dip below 60fps too hard, developers can just set the screen refresh rate to 120fps and let VRR do the rest.
Depends if the engine has a well balanced dynamic scaler that targets framerates. If the engine had that then it would mostly hold steady framerates while other aspects changed, such as resolution or quality of effects increase if theres headroom or scales down if there isn’t. The engine would had to have been coded such that it was artificially limited by framerate targets in the first place and then patched to remove that throttle.
xbone/SX BC recompiles so the instructions are not needed to be translated in runtime, but the actual implementation is that they still had to create drivers to convert 360 directx calls into the version they use for xbone, and when developing those some of the CPU instructions were implemented on the gpu instead. Since Cell and 360s cpu shared the same instruction set, it would be possible for Cell too.
You don’t need high gpu occupancy because GPU these days are so much more powerful than a single SPU (and has more memory) that even a partially utilized CU would be more than enough for running the tasks that ran on SPUs (though, you don’t even need to dedicate a part of the gpu to act as an SPU, you can just issue the commands and let the very efficienct thread scheduler of the gpu let it execute async)