Watching through this one right now. TBH I
think I understand why they used Minecraft to show off the RT. Yeah, it might be a meme to us here, but it's just a lot easier for the average gamer outside of these kind of forums to
visually understand and more immediately see the difference in real-time what RT is using a game like Minecraft.
You can be someone who's not very knowledgeable on graphics tech and watch the RT in Minecraft and immediately see the difference, like going from a game demo showcasing a jump from PS1 to PS2 in graphics fidelity. We keep talking about diminishing returns all the time and it's a very real thing, so it's actually kinda clever they used a game as visually simple as Minecraft to show off the RT since the average person can just notice it right out of the gate, and don't need a video zooming in pointing out the very specific parts or pixels of the frame showing off the effect.
Another obvious choice would've probably been a racing game, but from what I'm to understand RT doesn't actually bring that big of a visual boost to racing games because they already use other graphical effects that more or less do a great job simulating reflections on the cars as-is. The benefit of RT to those kind of games would be small vs. the processing power required to implement it. Can't remember where I read this from, but it was someone who seemed to know a lot about graphical programming techniques.
It's kind of like if Nintendo decided to show off ray-tracing with a game like Super Mario Odyssey; I could see the effect being immediately noticeable to the average person and relatively easy to implement without too much optimizing required for framerate performance, similar to the Minecraft demo. Because both that and SMO are visually "simple" game, on a technical level. OTOH, something like the Gears 5 RT they showed off today (granted not optimized, but still) or if Sony decided to show off early RT implementation with, say, GOW4...I think it would be harder to immediately notice the difference because those games already have a lot more going on visually in the technical side, and the viewer would need to be more knowledgeable of what things to spot when looking in order to pick up on the RT effect.
That's kind of the feeling I got watching the Halo:Infinite E3 trailer; was really hard for me to notice the RT without tech videos specifically isolating out the minute instances. But it's not a constant rule on that note, either: the Project Mara teaser, when they get to the living room and hallway shot I can immediately tell RT is being utilized there and it's a game with much more visual complexity than a Minecraft, and I think even the average person would be able to pick up the RT use there as well without it needing to be specifically pointed out to them.
So it kind of really comes down to how it's implemented and optimized in the demonstrations. That said yeah, I understand now why MS chose to use Minecraft to show it off in this instance.
its only 10gb for vram. the rest is for os and 'system ram' like the ps3.
they say games can use up to 3.5 gb of this slower ram, but games need to be built around the fastest ram so technically only 10 gb of vram is available.
they better have some magic going on with the ssd otherwise ram is going to become a serious bottleneck next gen.
It will hold back lazy developers who want to brute everything through instead of learning intricacies of system in certain setups like RAM config and bandwidth. I'm actually interested in how devs will learn to adjust with the memory setup; I can see smarter devs (or those with more generous publishers) utilizing some nice tricks to make full use of the memory setup as we know of it now.
The 1st-party teams will certainly learn to do this, and maybe also find some clever uses of programming dynamically across the two different memory bandwidths and the virtual cache of the SSD. Maybe it might even be possible to adjust between the SMT/non-SMT modes dynamically through game code when performance instances might favor a higher clock vs. more threads but jumping between the two as needed (this depends on just how much freedom the OS gives to devs for doing this, and they wouldn't be able to do anything that would negatively affect OS stability or operation).
TBH I'm actually pretty excited to see how this stuff can be exploited down the line, gives me some tinges of the old days like SNES/Genesis, Saturn, N64, PS3 etc. where "odd quirks" in the system design forced devs (usually 1st party) to get creative with hardware resources. One thing for sure is that there is definitely a lot of customization going into XSX, much to the message of folks who kept insisting they were simply going to brute force their way to a next-gen console.