Agnostic2020
Member
June 4 th. Announcement could be this week or next weekSo, like, are we getting the PS5 console reveal this week?
June 4 th. Announcement could be this week or next weekSo, like, are we getting the PS5 console reveal this week?
That would confirms what I am afraid. I don't think there is way around lack of deformation, which probably would require rebuilding data on SSD. Riggid animation could be achieved with multiple passes composed with each other, but that's don't seems to be achievable on current generation. That are exactly same limitations like in sparse voxel octree rendering.
If someone needs proof, then look at stones falling at beginning of the demo. They are not on scene when they show mesh view. Also rotating wheel used to open doors looks much worse than statues. Details are much softer on it.
they said you don't need to create different lods, I assume that includes mip levels.I actually don't remember anything regarding MIPS in Nanite, just geometry. I mean, MIPS are still required, they are just streamed in pages on GPU requirement from the SSD to memory, don't they?
he says there's no secret deal. Everything is public. And obviously there's not a public deal is there? That's a clear denial.He didn’t deny they have marketing deal though, his answer isn’t really definitive.
Roger that!
On the same track....anyone have any guesses as to how much of a load it would take off of that demo to use 4k assets instead of 8k? Estimates on what that might do to frame rate and/or resolution? I know it's super early tech and we can't REALLY know the answers until we know and see a LOT more....just looking for any educated guesses?
Google won't translate from the video, so I don't doubt the veracity of it but it would be cool to have someone who speaks the language translate from the source.
What google translation tells me though is that the thread in that forum is just 6 or so guys fanboy warring each other, and one of them apparently called the guy from the video and the EPIC guy told him it was a 2080 but had forgotten about which SSD, or indeed any other detail beyond that. It's hard for me to believe that story of his, you know, that he called the guy and he just so happens to respond with the most obvious of answers.
U saw how they changed the translation to fit their narrative?i gotta say i love how tim sweeney himself is owning these fools. its so fucking hilarious to see the CEO of Epic Games engage with these idiots.
i wish cerny did this.
They said its fully scalable, i'd say performance would greatly benefit from 4K textures and a lower per frame polygon cap (15 mill instead of 20). They only used 8K textures for the sake of the demo, in real gameplay 4K would look just as good from a reasonable distance without being as taxing.
thats actually how i understood it. if the ps5 is using say 8k textures, the xbox will probably use 4k textures. its weird how they said that you have 6 billion triangles compressed down to 20 million, well 20 million is still 12 million more than 4k, and 1440p is 16 million fewer pixels, so where are these triangles going? i think it will come down to the quality of the pixel. you can have more pixels on the series x, but the detail will be higher in the ps5 pixels.U saw how they changed the translation to fit their narrative?
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Basically it was said if we drop the fidelity it can run on slower ssd no problem . Meaning the engine is scalable. who would have thought UE5 is scalable ?
I m shocked![]()
Yea ps5 will have a more detailed scene due to through put brining in more assets but xsx will have higher resolution framethats actually how i understood it. if the ps5 is using say 8k textures, the xbox will probably use 4k textures. its weird how they said that you have 6 billion triangles compressed down to 20 million, well 20 million is still 12 million more than 4k, and 1440p is 16 million fewer pixels, so where are these triangles going? i think it will come down to the quality of the pixel. you can have more pixels on the series x, but the detail will be higher in the ps5 pixels.
but this is just the UE5, i have been saying that the character model LODs, draw distance and other world detail will be better on the ps5 despite its tflops disadvantage. basically any pc setting vram bound will be better on the ps5 whereas xbox should provide a higher resolution.
it will be interesting to see just how downgraded the demo might be on the series x, but i suspect in motion no one will be able to tell. it will be hard to catch detail when flying that fast through an environment.
What a wonderful input. That's why I'm addicted to this thread, learning every day. Although I might not fully comprehend everything, but it's like visiting a perfume shop, you'll smell good by testing even if you end up not buying any.
The CELL tech is still too confusing to me because it has varied jobs and calculations from Road to PS4 video and other videos and posts here.
Some people are very triggered that he made a demo that made the PS5 look good. How dare he market the PS5?Can't believe people are still harassing Sweeney for some answer about the XsX. They created the demo to PS5 spec, they either havent tested it or it hasnt been optimized to run on a Series X, whats the big conspiracy
LMAO this is epic
they're so desperate in trying to make ps5 look this bad haha
Can you post the link to the twitter? Thanks
Can you post the link to the twitter? Thanks
And now that a revolution in I/O performance is upon us, we are probably going to find the capacity limitations of SSDs and 100 GB optical discs unacceptable. Maybe the industry will finally get around to producing a super cheap multi-terabyte holographic storage cartridge? Downloading terabyte-sized games might even work if everyone had super cheap and reliable gigabit network connections.
And we could eliminate global poverty and the climate problem by dramatically raising energy-per-capita with a cheap, highly scalable and sustainable power system with incredible energy payback.....
Yea i called that bs but now I m thinking maybe it was correct as seen by ue5 there is no polygon limit.wasn't there a horizon zero dawn rumor saying Aloy has more polygons then the entire list of characters in the first game combined? Seems believable now.
its a little bit more believable but still thats an Insanely overkill amount of polygons. Like more than Thanos amount of polygons. Perhaps it was hyperbole but i dont doubt she'll look amazing.wasn't there a horizon zero dawn rumor saying Aloy has more polygons then the entire list of characters in the first game combined? Seems believable now.
wasn't there a horizon zero dawn rumor saying Aloy has more polygons then the entire list of characters in the first game combined? Seems believable now.
It's a trend, here:
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Horizon: Zero Dawn’s Thunderjaw is made up of 550,000 polygons according to game director Mathijs De Jonge. In comparison – Killzone 3 used a maximum of 250,000 polygons for everything on the screen combined.
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UPDATED: Horizon: Zero Dawn’s Thunderjaw Consists Of 550k Polygons & Stands 24x9 Meters Tall
According to game director De Jonge, the Thunderjaw featured in Horizon: Zero Dawn consists of 550K polygons & stands 24x9 meters tall.wccftech.com
That statue in the demo had 33,000,000 polygons! So yes, that's already true to some extent.
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It's a trend, here:
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Horizon: Zero Dawn’s Thunderjaw is made up of 550,000 polygons according to game director Mathijs De Jonge. In comparison – Killzone 3 used a maximum of 250,000 polygons for everything on the screen combined.
![]()
UPDATED: Horizon: Zero Dawn’s Thunderjaw Consists Of 550k Polygons & Stands 24x9 Meters Tall
According to game director De Jonge, the Thunderjaw featured in Horizon: Zero Dawn consists of 550K polygons & stands 24x9 meters tall.wccftech.com
That statue in the demo had 33,000,000 polygons! So yes, that's already true to some extent.
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most good looking games will be sub 4K using some advanced 4K upscaling technique, it will look great and people will forget about resolutionsjust wondering what native resolution and FPS some of these games will be targeting, even though I am big fan of tech pushing native resolutions up, I cannot ignore increase in fidelity that comes with lower res
Damn tim is owning few shook fanboys. Why r few xbox fanboys shook to the core by this demo ? I don't get it. Each system has its own strength. And this engine scales on everything .
I assume They were hoping ssd is just for load tiems but they r understanding 8k assets will be allowed on ps5 thanks to the io through put
It didn't age well
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yeah lets see how much polygons they can use for a moving character. and give me some boobs and ass physics on Aloy![]()
That drive of yours is half the price of a next gen console, give or take. The reason why Microsoft went with what they have is budget. Sony invested a lot of money in R&D and they have a custom design which they can utilize to the fullest. When you just go shopping for ready modules like Microsoft did, you have to face the music.And it made me wonder. Is that the reason why Microsoft chose to use a single decompression block on the Series X? I mean they've basically been trying to cater to the pc community since 2016 when they started bringing their games to the Pc platform while attempting to unify pc and xbox as one platform. Since the pc already has nvme gen 4 drives with speeds faster than those of the ssd in the Series X. There's one that i have in my build, the Aorus gen 4 nvme ssd from Gigabyte which manages 5.5GB/s and 4.5GB/s in read and write speeds respectively. Could it be that Microsoft chose to use an ssd with speeds of 2.4 GB/s raw and 4.8GB/s compressed to match the speeds already available on pc in order to make games easier to port? It might sound a little outrageous, but if you think about it for quite a bit, it really starts to make sense. I don't know guys, that's just my two cents based on stuff I've already read, publicly available information as well as my own knowledge. What do you guys think? I would love to hear your thoughts on this.
Plus 6M in the IGN account and probably a few more in others. It's basically free marketing for Sony at this point. I've already heard from at least two people who are PC gamers right now that they'll seriously consider PS5.10 Million, that's insane. For comparison the Series X gameplay reveal hasn't even reached 1 million. Which is weird because Xbox has around 3 million subs in their channel while Epic is around 500k.
Only somewhat related but i hope they show off some soft body physics simulation for characters, im tired of watching these super detailed character models move around like they're action figures. Show me muscles flexing, rolls forming when they bend down, meaty hands that realistically bunch up when making a fist.yeah lets see how much polygons they can use for a moving character. and give me some boobs and ass physics on Aloy![]()
Everyone calls them BC, OpenGL has been calling them BC for years, there isn't even a DXT name for BC4 through 7. Some poeple still refer to BC1-3 as DXT, old school I guessOnly people that use DirectX call them BC - because the underlying techniques they derive from weren't by Microsoft-and I'm pretty sure the BCpack compressor is even fed with a DXTn flag from a link I checked out about 900 pages ago in this thread
As for pop-in, how does that work when you are loading the entire detail per frame? A delay is half frame-rate, yes? Or...it is a reduction in IQ for the frame you do load on time, and that's still not accounting for the noise issue in the lossy compressed textures you needed to use to avoid another magnitude of lost IO bandwidth compared to the PS5 IO/SSD solution. UE5 seems to be rendering at such fine grain I would speculate lossy textures using linear gradients will cause pixels in the final image to flash between two shades if a lookup is on an lossy error in a texture.
The marble demo is the most impressive real-time demo I've ever seen, I'm not sure why you are trying to nit-pick it, it's something the XSX and PS5 could never do.Yes, the MIGHTY RTX 8000 has been struggling yesterday with their latest tech demo with stutter/resolution drop/shitty VRS with below 30fps most of the time with downgraded aspect ratio from 16:9 to 23.9:1 for semi-4K. Brute-forcing can't solve everything.
wasn't there a horizon zero dawn rumor saying Aloy has more polygons then the entire list of characters in the first game combined? Seems believable now.
The marble demo is the most impressive real-time demo I've ever seen, I'm not sure why you are trying to nit-pick it, it's something the XSX and PS5 could never do.
DOA was the futureOnly somewhat related but i hope they show off some soft body physics simulation for characters, im tired of watching these super detailed character models move around like they're action figures. Show me muscles flexing, rolls forming when they bend down, meaty hands that realistically bunch up when making a fist.
8K textures are actually 8192 X 8192, not 7680 X 4320 like TV resolution. When developers talk about texture sizes they are talking about 1:1 ratio and always in the 2^x. So 1K is 1024x1024, 4K is 4096x4096, and so on. But even if you are using 8K textures you are still paging them and using different MIPS so it's not like there are 24 8K textures in memory at the same time. Also, BCPack and Kraken will make them 30%-60% smaller to stream on average.
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Unreal Engine 5, [UE5 Developer Availability 2022-04-05]
I'm not suggesting how this works or anything but could it be just this simple? Because the mesh data is so detailed each poly could just be represented by colour so no need for a texture. Effectively the mesh is flattened and stored like a texture somehow. The texture is resized down to get the...forum.beyond3d.com
He was going to guarantee that he will [hit 60fps]. But stopped short of completing his statement and then as a matter of fact, said that he already got laptops to run at 40fps near the beginning of the demo in the editor. [He didn't mention the resolution, effects, and general settings for his test]