Thugnificient
Banned
Would just like to point if it was found out some PS5 games used VRS, people would start saying things like "The PS5 is already at its limits because it needs VRS hur hur".
I watched their whole video reaction. To me it didn't seem like any kinda FUD. I think they did the best they could with what was provided and overall seemed to come away impressed. Maybe thier was VRS but they couldn't measure because they didn't have source who knows. Either way you dont need a pixle counter to know Spiderman, Ratchet, Horizon 2 and Demon Souls look bad@$$.Probably, but DF spreading their paid FUD about something not needed in the shown content is anything but outrageously dishonest. Doesn't surprise me anyway, they're kinda sad they had to rely on youtube's 10x compressed videos.
I watched their whole video reaction. To me it didn't seem like any kinda FUD. I think they did the best they could with what was provided and overall seemed to come away impressed. Maybe thier was VRS but they couldn't measure because they didn't have source who knows. Either way you dont need a pixle counter to know Spiderman, Ratchet, Horizon 2 and Demon Souls look bad@$$.
Yeah that would be awesome, i just dont think any of the games shown are using UE5. In the future though i totally agreeWhy would you use VRS when your have a smarter tech? Engines optimized for PS5 will rather have expected, locked polygon count per frame. That UE5 demo was doing an overkill with 20 million per frame, 4.7 polygons per pixel per frame! More than 800 million polygons per second (Averaging in the 40's fps for solid 30fps). And to put it down to 1 polygon per pixel per frame that'll scale down to 8.5 million polygons per frame.
Yeah that would be awesome, i just dont think any of the games shown are using UE5. In the future though i totally agree![]()
I was wondering about that because Sony worked so closely with Epic did they harvest some of the tech for thier own studios and engines? That would be cool, but im sure thiers some sort of legal obligation somewhere in there.I think most of PS Studios already have their own copy of that Nanite tech, probably not Polyphony engine as it's the most suspect to have used VRS as some parts showed the ladder effect to me with some pop ins as well. GT7 is still using old LOD methods.
I am pretty sure it does a few more advanced things that traditional mesh shading since it’s on the hardware level.
Close the Thread.No, the results will not "be the same" in a traditional sense. From what I understand, both are using their own method to get more out of their consoles without sacrificing too much if at all on screen visually for the gamer.
There is no more advanced RDNA2 than the other... MS chose their VRS customization, and Sony chose their Geometry Engine customization within that RDNA2 architecture block. Both doing so to get more bang out of the silicon with tricks which is the only thing "the same" with their goals.
It all comes down to how they are implemented. I personally prefer the less intrusive looking approach, since I tend to wander my eyes all over the screen a lot, not just the view the game wants me to look.
That is incorrect, mesh shaders are a hardware implementation and is a further advancement on the "Geometry engine" aka primitive shaders in AMD architecture. Or newer hardware revision on previous primitive shaders in AMDs pipeline.Mesh shaders? You mean the software solution? Geometry Engine is hardware solution. And yes, it's like asking about underwear color when someone is well dressed and not naked. And assuming they didn't notice it using youtube, well, glad that PS5 hardware is strong enough to not partially gimp the graphics and ruin the overall image.
I was wondering about that because Sony worked so closely with Epic did they harvest some of the tech for thier own studios and engines? That would be cool, but im sure thiers some sort of legal obligation somewhere in there.
Why can't we have a discussion around VRS and if it's usefulness and pertinent evidence around it's relevance in forthcoming consoles? And certainly don't try and prohibit it's discussion for others but if not interested yourself in the discussion, just don't join in? But certainly VRS has significance?Close the Thread.
Show's over, folks.
Thats an interesting perspective in which i haven't put much thought, but interesting indeed. My only question is why would Sony allow this? And if they had the technology already and Epic piggy backed off them why did Epic show it off and not Sony and why would Sony allow this to slip to the competitors console?It's more like Epic copied Sony, but it's a collaboration effort after all as it sounded from Tim Sweeney. Doesn't mean all PS Studios have it currently.
It's already been explained that both consoles have their own form of 'VRS'.Why can't we have a discussion around VRS and if it's usefulness and pertinent evidence around it's relevance in forthcoming consoles? If not interested in that discussion, don't join in.
Thats an interesting perspective in which i haven't put much thought, but interesting indeed. My only question is why would Sony allow this? And if they had the technology already and Epic piggy backed off them why did Epic show it off and not Sony and why would Sony allow this to slip to the competitors console?
It's been explained otherwise in this thread and elsewhere. And now there is new data, from DF, showing that. Hence the thread and discussion. All different perspectives so far has been speculative, so new information is relevant especially when the information is still unknown.It's already been explained that both consoles have their own form of 'VRS'.
To me it doesn't seem worthwhile to get a few extra 3rd parties games exclusive on your system if they were going to make thier game on the console anyway. IMO Sony has alreay taken MS to the cleaner in regards to exclusivity last gen and all signs are pointing to the same thing this gen so why would they need this deal? The fan in me says yeah it totally makes sense, Sony get all the exclusivity but logically it doesn't make much sense.It's pretty simple: Making 3rd party devs more tempted to develop for PS5 or at least reach the full potential of its hardware. The event showed 12 timed 3rd party console exclusives, faster development cycles would help more permanent/timed exclusives for PS5 going forward using develop-friendly tech.
To me it doesn't seem worthwhile to get a few extra 3rd parties games exclusive on your system if they were going to make thier game on the console anyway. IMO Sony has alreay taken MS to the cleaner in regards to exclusivity last gen and all signs are pointing to the same thing this gen so why would they need this deal? The fan in me says yeah it totally makes sense, Sony get all the exclusivity but logically it doesn't make much sense.
Not gonna lie, he looks like a farnsgoth.How can i take THIS guy serious?
Forget the games or how awesome horizon 2 looked.
No vrs well fuck me ps5 is shit
Fuck. This. Pc. Wanker.
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Oh, my stance is that currently PS5 games dont need VRS and can hit thier traget in a full native 4k. I believe once the generation progresses and graphic fidelity is more demanding then sacrifices such as native 4k to vrs may need to happen.Exclusives, even timed, are VERY console-sellers. Plus, smarter, faster development = less budget. It's not all about exclusive alone, it's how the games will look in your console, that's the most important. Going back to VRS bullshit, why would you need that here?
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Or here, an indie, small game reaching CGI level on PS5 just like Insomniac:
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This right here, VRS = Xbox solution, Geometry Engine = Playstation solution.If the results are the same, then DF saw no evidence. My understanding is that they are different results. Nvidia has VRS in their RTX line of GPU s. Case in point, in the same article about the Geometry Engine:
"Elsewhere, another aspect of the Cerny presentation paid off spectacularly. One of the key features of the new GPU is the Geometry Engine, giving developers unprecedented control over triangles and other primitives and easy control over geometry culling. There's nothing new in terms of principles here - it boils down to removing the need to render triangles that end up being invisible in the final frame. The less geometry you process, the less work there is for the GPU, meaning that resources can be used elsewhere. The immense richness in detail seen in idTech 7 and Call of Duty Modern Warfare's IW8 engine owes much to culling. However, the next-gen geometry engine does this at the hardware level, while opening the door to primitive shaders, which helps to streamline the entire process.
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PlayStation 5: Does the new Sony console deliver the next-gen dream?
Yes, we finally saw the console, we know what it looks like and how gigantic it is - but crucially, yesterday's PlaySta…www.eurogamer.net
VRS in other commentary.
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Now you make me google what that is.Not gonna lie, he looks like a farnsgoth.
Oh, my stance is that currently PS5 games dont need VRS and can hit thier traget in a full native 4k. I believe once the generation progresses and graphic fidelity is more demanding then sacrifices such as native 4k to vrs may need to happen.
Help me out here. What is it?Not gonna lie, he looks like a farnsgoth.
So at first it didn't have hardware RT, but yesterday the games showed hardware accelerated RT before the manufacturer who they proposed was the only one with hardware RT. Now PS5 does not have VRS, even though the geometry engine/cache scrubbers is an even more advanced VRS pipeline. I guess Sony has to actually show everything for them to believe, yet PR and talk is fine for other manufacturers outside of visual proof.Digital Foundry claims "While the jury is still out in the absence of higher quality assets, what we've seen so far across the board shows little to no evidence of the use of variable rate shading - a technique Microsoft is championing as a key efficiency driver in next-gen rendering."
Speculation: This seems at odds with some who were claiming that PS5 had VRS because it's in RDNA2. If that's the case, is it possible the XSX could have a more advanced or higher version of RDNA2 as the PS5 shows no evidence of VRS, at least as of yet? Or is it possibly just a custom feature for XSX GPU...ergo not a standard RDNA2 feature? Or will other PS5 games show it on a per game by game basis in the future?
Link: https://www.eurogamer.net/articles/digitalfoundry-2020-ps5-reveal-does-it-deliver-the-next-gen-dream
Again Geometry Engine on ps5 is comparable to the mesh shaders on XSX.So at first it didn't have hardware RT, but yesterday the games showed hardware accelerated RT before the manufacturer who they proposed was the only one with hardware RT. Now PS5 does not have VRS, even though the geometry engine/cache scrubbers is an even more advanced VRS pipeline. I guess Sony has to actually show everything for them to believe, yet PR and talk is fine for other manufacturers outside of visual proof.
This right here, VRS = Xbox solution, Geometry Engine = Playstation solution.
My understand of VRS/GE is the the console only Renders what is visible to you, or gives what is visible the most "triangles" or whatever. Please let me know if I am not understand it correctly. How are you suppose to know if the back of what you're looking at is being rendered based on a video? If that's what VRS/GE is doing you should never be able to see it, or even know it's happening, right?
How can i take THIS guy serious?
Forget the games or how awesome horizon 2 looked.
No vrs well fuck me ps5 is shit
Fuck. This. Pc. Wanker.
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No, primitive shaders on PS5 is the equivalent of mesh shaders on XSX. The Geometry engine is what does all the work, the cache scrubbers frees up even more performance....which is the whole point of VRS. Perf.Again Geometry Engine on ps5 is comparable to the mesh shaders on XSX.
VRS is a further optimization feature which the XSX has in addition to mesh shaders. Mesh shaders(XSX) and primitive shaders(ps5) are a superior optimization technique according to Sony's Matt Hargett s opinion. But VRS and mesh shaders(geometry engine aka primitive shaders on ps5) are complementary on XSX and are different optimizations built into the hardware. Whether the PS5 has a VRS equivalent, again the Geometry engine isn't, is unknown but appears unlikely.
Or just an adult male with solid background and family vs a pc master race soyboy.The Virgin Sonygaffer vs The Chad Frameanalyzer
It was a joke my badOr just an adult male with solid background and family vs a pc master race soyboy.
From what we saw yesterday, it needs 30 extra frames.Perhaps the PS5 doesn't need a workaround?
Gotta collect the microsoft paycheck somehow you know.So at first it didn't have hardware RT, but yesterday the games showed hardware accelerated RT before the manufacturer who they proposed was the only one with hardware RT. Now PS5 does not have VRS, even though the geometry engine/cache scrubbers is an even more advanced VRS pipeline. I guess Sony has to actually show everything for them to believe, yet PR and talk is fine for other manufacturers outside of visual proof.
No jokes allowed.It was a joke my bad
Some of us like to know what we pay for.I thought we played games for fun or have I been doing it wrong all along?
30 FPS isn’t impressive in next gen systems. They told us this was the future of gaming and future games will only be more demanding in resources.I’m struggling to figure out what VRS is and why it matters. Everything Sony showed was impressive, so doesn’t seem like it’s a big deal to me.
The crazy thing is before anything MS prefaces by saying "XSX, the most powerful console ever". Yet, being the most powerful console doesn't seem to be enough to give them the best performance and better looking games, so they need VRS which lowers detail, albeit with not much in terms of customization to improve the method than the standard VRS implementations we've seen.ps5 use RDNA1 confirmed!
so VRS is xsx secret sauce against ps5?
From what we saw yesterday, it needs 30 extra frames.