It could be, but i dont think cerny is so smart he could get a significant performance increase over the raw architecture.
If he is that smart then Sony should start making chips or something.
To be fair, Cerny and his team are impressively smart and talented when it comes to maximizing hardware. Considering the limitations they had to deal with for the PS5, they did an awesome job.
That’s a non news. The confirmation for SX and SS rt support came from the Xbox wired interview. They would obviously not announce anything for ps5 in there.
I wonder how they’ll handle RT in Hitman 3. Will they use it to replace or enhance the SSR or also use it to replace their render to texture implementation. There are a lot of materials in the game that would benefit from RT.
They also have that “trick” from Xbox and ps2 era to render the scene from another pov for mirrors. I imagine with the acceleration structure already build it should be of similar cost or perhaps even lower for them.
That’s the render to texture tech I mentioned before. It’s costly but I would think RT would be more expensive.
Outside of the CPU speed and GPU extra grunt, most of the XSX new tech such as Mesh Shaders, SFS, VRS, ML XVA etc are all software extension, which will take longer to get up to speed with.
Indeed. It’s not even an official thing put out by Bethesda.
I guess they gotta do something until Outriders in April and RE8 in May.
I dont think this says anything about the consoles capabilities at all but hey. Anything to stir the pot a bit.
Rather enjoyable, I found it more interesting then I thought I would.
PS5 having suprior performance is puzzling though, maybe some of the hardware on the seriesX is held back a bit for BC, it was on the 1X, BC games only used 3tflops for 360 games if I recall correctly.
Surprised the seriesX has Raytracing, pretty good results considering the budget and dev size of the title. I do wish john went into a bit more detail about when the big res drops occur and how long they occur for.
This puzzles me as well.
We need someome from the inside to leak, why this is happening and where is the potential bottleneck if any in XSX when compared to PS5 in these scenarios.
Also, i am surprised to see there are no die shots of playstation 5 SoC yet. Neither the full proof confirmation of Sony’s RT implementation. I am not doubting PS5 any more, but just want to know more from technical side.
Funny you mention PS5 die shots I was just thinking the same thing today, that you would of thought we would have die shots by now, even if its some one grinding it down.
However based on the size of the PS5s SOC I think its going to look very similer to the xsx/xss.
It’s a fucking 3rd party mod dude. It’s not even put out by Bethesda.
What the hell are you even talking about ?
Brother went all overboard on his analysis about a MOD thats not from Bethesda or has anything to do with the Series X or PS5 beyond running the game.
I wanna know where the bottleneck talk went in Hitman or Fallen Order or all the other games xbox is dominating with a GDK thats still getting figured out.
I don’t think that has anything to do with it. On all the Creation Engine games I modded on the PC, the engine was a very, very simple ini notepad file tweak to choose what fps frame cap it ran with and whether or not that cap was vsync’d or not. I simply dont beleive the disparity is due to the mod.
I do however believe their is definitely some driver optimisation or something of that nature at play here, because my 10.35 tflop PC could run Skyrim at a locked 4k 60fps and certainly far better than XSX is running it. Also the fact that the mist effects at the beginning caused major drops. The other reason I think this. Is when I ran it with a vsync’d 60 on SX, it was brilliantly smooth around Whiterun yet when heading towards Riverwood it would stutter, which again was an area with lots of mist effects. All of which presents itself in a very familiar way to how a PC with a new gpu and yet to mature drivers would behave in some scenarios.
It’s a 3rd party mod with no optimizations done.
A large part of game development is optimizations.