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Digital Foundry claims PS5 doesn't exhibit any evidence of VRS(Variable Rate Shading) from PS5 showcase.

SlimySnake

Flashless at the Golden Globes
Ray tracing on "clank" in low res ?

Full scene RT with deeply pushed GI,Reflection,Shadows in high res is better
im sure having sex with three victoria secret models is better than fucking a dog face but what are the chances of that happening in real life?

if xbox games look as good as ratchet and horizon and can do full GI, reflection and shadows just because it has vrs then great, but the chances of that happening are pretty much null.
 
Wasteful tech then, still using LOD's, 8 LOD's, wasteful game storage. Unlike Nanite that's dealing with single model but acting per frame shown instead.

You don't understand, but continue laughing your ass out. 🤦‍♂️

No YOU don't understand. There was zero waste. Only someone like you thinks that. Mesh shaders are the epitome of efficiency.

UE5 will run better on XSX and will not have to rely on mostly sw rasterization and absolutely not sw RT.

You were just boasting about triangles then got eclipsed... stop being a fanboy and learn some actual tech.

One OLD video popped your pinhead bubble. Praise the Sun.
 
The series X is a more powerful console so little things are going to show just like the PS5 is going to load faster.

If your xsex show VRS then it means your games are a blurry mess.

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".

PS5 doesn't need to blurry textures and details. Only inefficient machine that can't hit its target would do that. Xbox fans should actually wish their games would not use VRS. If DF says xsex games show "signs" of VRS, then it means their games are showing sign of blurring and less details.
 
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Bo_Hazem

Banned
No YOU don't understand. There was zero waste. Only someone like you thinks that. Mesh shaders are the epitome of efficiency.

UE5 will run better on XSX and will not have to rely on mostly sw rasterization and absolutely not sw RT.

You were just boasting about triangles then got eclipsed... stop being a fanboy and learn some actual tech.

One OLD video popped your pinhead bubble. Praise the Sun.

Man, relax, your eyes gonna pop out.

Here, learn: timestamped





Over a billion triangles of uncompressed 8K assets per frame crunched losslessly to 20 million per frame, that's 4.7 polygons per 1 pixel for 1440p, 2.3 polygons per pixel for 4K. NO FUCKING LOD'S, got it now?

Nanite virtualized micropolygon geometry frees artists to create as much geometric detail as the eye can see. Nanite virtualized geometry means that film-quality source art comprising hundreds of millions or billions of polygons can be imported directly into Unreal Engine—anything from ZBrush sculpts to photogrammetry scans to CAD data—and it just works. Nanite geometry is streamed and scaled in real time so there are no more polygon count budgets, polygon memory budgets, or draw count budgets; there is no need to bake details to normal maps or manually author LODs; and there is no loss in quality.


You may resume your gibberish now.
 
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Pandor

Banned
If your xsex show VRS then it means your games are a blurry mess.



PS5 doesn't need to blurry textures and details. Only inefficient machine that can't hit its target would do that. Xbox fans should actually wish their games would not use VRS. If DF says xsex games show "signs" of VRS, then it means their games are showing sign of blurring and less details.

what are you Talking about? Lol the Point of VRS is exactly that you don’t see that it’s blurry. That’s the great part of it that you don’t see it and get a massive boost.
And think about it:
PERFORMANCE MODE, if you just want most FPS possible, then VRS is awesome. Easy 60fps in all games.

we already had it this gen, performance mode and graphics mode.
 

Ar¢tos

Member
With a higher focus on sharing/creating this gen, VRS is something you want to avoid as much as possible.
First it's impossible to accurately predict where the player is looking at without it being eye tracking based and no game is 100% action all the time so players might start to notice lower res artifacts outside the middle of the screen, then as soon as you look at a screenshot you took while you were playing, you will notice blurriness or pixelation that "wasn't there before".
VRS is not a good thing, its a sign that there isn't enough power to run everything at the same res/ or enough bandwidth to put all textures at the same res on the screen, and we will probably only see it when the development for nextgen consoles has matured, a few years into the gen.
 

Xplainin

Banned
im sure having sex with three victoria secret models is better than fucking a dog face but what are the chances of that happening in real life?

if xbox games look as good as ratchet and horizon and can do full GI, reflection and shadows just because it has vrs then great, but the chances of that happening are pretty much null.
It will do it the same without needing VRS.
 

Gravemind

Member
If your xsex show VRS then it means your games are a blurry mess.



PS5 doesn't need to blurry textures and details. Only inefficient machine that can't hit its target would do that. Xbox fans should actually wish their games would not use VRS. If DF says xsex games show "signs" of VRS, then it means their games are showing sign of blurring and less details.

Wow. That's quite possibly the single most retarded thing I've ever read on this website. Congratulations.
 
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what are you Talking about? Lol the Point of VRS is exactly that you don’t see that it’s blurry.

Oh yes it blurs the image.

If you want more performance there are better ways to do it. Like NVidia AI upscaling. Also the Unreal Engine 5 temporal upsampling where DF couldn't even count the pixel (it's that good). We haven't heard everything about PS5 yet. What kind of hardware scaling Cerny put in there if any. Cerny did make a good huge deal about checkerboard rendering on PS4 Pro, but that as well has compromises like VRS.
 
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Wow. That's quite possibly the single most retarded thing I've ever read on this website. Congratulations.

Nope. VRS blurs image. Unreal Engine 5 has resolution scaling and temporal upsampling that the DF guys cannot tell how many pixel there are. NVidia AI scaling also doesn't blur the image. Checkerboard rendering and VRS have compromises. There are better solutions out there to extract more performance.
 
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Man, relax, your eyes gonna pop out.

Here, learn: timestamped





Over a billion triangles of uncompressed 8K assets per frame crunched losslessly to 20 million per frame, that's 4.7 polygons per 1 pixel for 1440p, 2.3 polygons per pixel for 4K. NO FUCKING LOD'S, got it now?

Nanite virtualized micropolygon geometry frees artists to create as much geometric detail as the eye can see. Nanite virtualized geometry means that film-quality source art comprising hundreds of millions or billions of polygons can be imported directly into Unreal Engine—anything from ZBrush sculpts to photogrammetry scans to CAD data—and it just works. Nanite geometry is streamed and scaled in real time so there are no more polygon count budgets, polygon memory budgets, or draw count budgets; there is no need to bake details to normal maps or manually author LODs; and there is no loss in quality.


You may resume your gibberish now.


Listen up you fucking clown. You don't understand what you are talking about.

That no LOD shyt is a LIE. THEY AVOID TEXTUREMAPS BUT NOT LOD.

"1n Nanite, the geometric detail of that high quality model is scaled up and down in real time." Wtf you do think lods are you nitwit?

" In lieu of triangle-based hardware-accelerated ray tracing, te UE5 demo on PlayStation 5 utilises screen-space as seen in current generation games to cover small details, which are then combined with a virtualised shadow map."

So the technique doesn't even scale in and of itself and uses current gen cover ups.

"As a result, we've been able to leave hardware rasterisers in the dust at this specific task. Software rasterisation is a core component of Nanite that allows it to achieve what it does. We can't beat hardware rasterisers in all cases though so we'll use hardware when we've determined it's the faster path. On PlayStation 5 we use primitive shaders for that path which is considerably faster than using the old pipeline we had before with vertex shaders."

The hw rasterizers aka cus in xsx outperform the ps5 so this technique wouldn't even be necessary. Plus the xsx has mesh shaders which are more advanced than prim shaders... they are not the same thing. There's alot more help within the xsx hw pipeline where these tricks would be less useful.

To render at 1440/30 at that.

You are simply a bozo in this forum dude.
 

McRazzle

Member
PS5 and XSX Power Difference is Staggering !!!


 

Panajev2001a

GAF's Pleasant Genius
Listen up you fucking clown. You don't understand what you are talking about.

That no LOD shyt is a LIE. THEY AVOID TEXTUREMAPS BUT NOT LOD.

"1n Nanite, the geometric detail of that high quality model is scaled up and down in real time." Wtf you do think lods are you nitwit?

" In lieu of triangle-based hardware-accelerated ray tracing, te UE5 demo on PlayStation 5 utilises screen-space as seen in current generation games to cover small details, which are then combined with a virtualised shadow map."

So the technique doesn't even scale in and of itself and uses current gen cover ups.

"As a result, we've been able to leave hardware rasterisers in the dust at this specific task. Software rasterisation is a core component of Nanite that allows it to achieve what it does. We can't beat hardware rasterisers in all cases though so we'll use hardware when we've determined it's the faster path. On PlayStation 5 we use primitive shaders for that path which is considerably faster than using the old pipeline we had before with vertex shaders."

The hw rasterizers aka cus in xsx outperform the ps5 so this technique wouldn't even be necessary. Plus the xsx has mesh shaders which are more advanced than prim shaders... they are not the same thing. There's alot more help within the xsx hw pipeline where these tricks would be less useful.

To render at 1440/30 at that.

You are simply a bozo in this forum dude.

No artist made LOD variation, not that the engine does not compute a lod in real-time. Are you always this aggressive with people when they disagree with you?
 

Bo_Hazem

Banned
Listen up you fucking clown. You don't understand what you are talking about.

That no LOD shyt is a LIE. THEY AVOID TEXTUREMAPS BUT NOT LOD.

"1n Nanite, the geometric detail of that high quality model is scaled up and down in real time." Wtf you do think lods are you nitwit?

" In lieu of triangle-based hardware-accelerated ray tracing, te UE5 demo on PlayStation 5 utilises screen-space as seen in current generation games to cover small details, which are then combined with a virtualised shadow map."

So the technique doesn't even scale in and of itself and uses current gen cover ups.

"As a result, we've been able to leave hardware rasterisers in the dust at this specific task. Software rasterisation is a core component of Nanite that allows it to achieve what it does. We can't beat hardware rasterisers in all cases though so we'll use hardware when we've determined it's the faster path. On PlayStation 5 we use primitive shaders for that path which is considerably faster than using the old pipeline we had before with vertex shaders."

The hw rasterizers aka cus in xsx outperform the ps5 so this technique wouldn't even be necessary. Plus the xsx has mesh shaders which are more advanced than prim shaders... they are not the same thing. There's alot more help within the xsx hw pipeline where these tricks would be less useful.

To render at 1440/30 at that.

You are simply a bozo in this forum dude.

You seem too angry, calm down, I don't like debating with hostile people.

=======

Anyway for the rest around here, a footage captured in actual PS5 hardware, not a PC with 2080Ti.

3682486-horizon_forbidden_west_dive_logo_tm_legalline.png


Who would ever wanna miss up with this pre-alpha, in game beauty? The only game that's still using ancient LOD's and suspected VRS causing some ladder effects in some locations is GT7 between the PS Studios shown. Well, seems they rushed it out and I can give them a pass until they can show that they've adapted with PS5's unique perks.
 
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rnlval

Member
“Can you please buy our $499 fix for your $499 box we sold you before? Do not worry if it is not the exact jump you thought you would get, we have another $499 box to fix that a few years later anyways” ...
XBO's $499 includes Kinect cost factors which reduced the overall budget for the GPU. XSX APU (~359mm2 size chip) includes 16 nm improvements without the Kinect cost factor.

Without Kinect cost factor, XBO APU's ~363mm2 size ship could have supported 28 CU size GPU.
 
You seem too angry, calm down, I don't like debating with hostile people.

=======

Anyway for the rest around here, a footage captured in actual PS5 hardware, not PC with 2080Ti.

3682486-horizon_forbidden_west_dive_logo_tm_legalline.png


Who would ever wanna miss up with this pre-alpha, in game beauty? The only game that's still using ancient LOD's and suspected VRS causing some ladder effects in some locations is GT7 between the PS Studios shown. Well, seems they rushed it out and I can give them a pass until the can show that they've adapted with PS5's unique perks.

What a LAME attempt to rip off Nintendo and Donkey Kong Country.
It only shows that Sony devs are BEHIND everybody else creatively..

74nMhPD.jpg


Joking off course, this thread really needs some lightness.
I am very sure both consoles will have splendid looking games.
 
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silent head

Member
Another key feature that’s been cited in patents is a new graphics rendering technique called foveated rendering, which will help the headset cut down on GPU loading times. Graphics cards using foveated rendering only supply high-quality graphics to the parts of an image a gamer is most likely to be looking at, and greatly reducing the quality of images in their peripheral vision.


This feature will hopefully allow the PS5’s GPU to better allocate its resources to provide a seamless experience to parts of games players are actually interacting with instead of slowing down to render things they aren’t even looking at.



VRSS operates on the principle of selectively supersampling the central region of a frame – fixed foveated supersampling. This is possible using Turing’s VRS capability to apply different shading rates across a render target. While the central region is supersampled, the peripheral region is untouched. VRSS can also be selectively engaged only if idle GPU cycles are available.

arQH28X.png


The central region can be supersampled up to 8x – this is based on the MSAA level selected in the application. All this is completely handled from within the NVIDIA display driver without the need of any application integration.
 
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Panajev2001a

GAF's Pleasant Genius
XBO's $499 includes Kinect cost factors which reduced the overall budget for the GPU. XSX APU (~359mm2 size chip) includes 16 nm improvements without the Kinect cost factor.

Without Kinect cost factor, XBO APU's ~363mm2 size ship could have supported 28 CU size GPU.

Mate you called the X1X a fix for the Xbox One not me... I just voiced how ridiculous it sounds :).
Not sure what this follow up is about or who it is meant for or tries to accomplish...
 

rnlval

Member
Listen up you fucking clown. You don't understand what you are talking about.

That no LOD shyt is a LIE. THEY AVOID TEXTUREMAPS BUT NOT LOD.

"1n Nanite, the geometric detail of that high quality model is scaled up and down in real time." Wtf you do think lods are you nitwit?

" In lieu of triangle-based hardware-accelerated ray tracing, te UE5 demo on PlayStation 5 utilises screen-space as seen in current generation games to cover small details, which are then combined with a virtualised shadow map."

So the technique doesn't even scale in and of itself and uses current gen cover ups.

"As a result, we've been able to leave hardware rasterisers in the dust at this specific task. Software rasterisation is a core component of Nanite that allows it to achieve what it does. We can't beat hardware rasterisers in all cases though so we'll use hardware when we've determined it's the faster path. On PlayStation 5 we use primitive shaders for that path which is considerably faster than using the old pipeline we had before with vertex shaders."

The hw rasterizers aka cus in xsx outperform the ps5 so this technique wouldn't even be necessary. Plus the xsx has mesh shaders which are more advanced than prim shaders... they are not the same thing. There's alot more help within the xsx hw pipeline where these tricks would be less useful.

To render at 1440/30 at that.

You are simply a bozo in this forum dude.
From https://www.unrealengine.com/en-US/blog/a-first-look-at-unreal-engine-5
Statement from EPIC,

Nanite geometry is streamed and scaled in real-time

Notice Nanite has an automatic "geometry scaling" feature which is akin to automatic LOD generation.

Geometry overdraw is wasteful.


Mate you called the X1X a fix for the Xbox One not me... I just voiced how ridiculous it sounds :).
Not sure what this follow up is about or who it is meant for or tries to accomplish...
X1X *is* a corrective course of action against XBO.
 
You seem too angry, calm down, I don't like debating with hostile people.

=======

Anyway for the rest around here, a footage captured in actual PS5 hardware, not a PC with 2080Ti.

3682486-horizon_forbidden_west_dive_logo_tm_legalline.png


Who would ever wanna miss up with this pre-alpha, in game beauty? The only game that's still using ancient LOD's and suspected VRS causing some ladder effects in some locations is GT7 between the PS Studios shown. Well, seems they rushed it out and I can give them a pass until they can show that they've adapted with PS5's unique perks.

I hate when people insult others then play victim.

Don't try it sir.
 
Another key feature that’s been cited in patents is a new graphics rendering technique called foveated rendering, which will help the headset cut down on GPU loading times. Graphics cards using foveated rendering only supply high-quality graphics to the parts of an image a gamer is most likely to be looking at, and greatly reducing the quality of images in their peripheral vision.


This feature will hopefully allow the PS5’s GPU to better allocate its resources to provide a seamless experience to parts of games players are actually interacting with instead of slowing down to render things they aren’t even looking at.



VRSS operates on the principle of selectively supersampling the central region of a frame – fixed foveated supersampling. This is possible using Turing’s VRS capability to apply different shading rates across a render target. While the central region is supersampled, the peripheral region is untouched. VRSS can also be selectively engaged only if idle GPU cycles are available.

arQH28X.png


The central region can be supersampled up to 8x – this is based on the MSAA level selected in the application. All this is completely handled from within the NVIDIA display driver without the need of any application integration.

Those patents were especially for VR where its important to save cycles and improve the quality of whats being tracked by the eye if i remember correctly.

Still its useful.
 

rnlval

Member
Sony has that already via Horizon ZD technique. They've been rendering only what the player sees already for quite some time
VRS is still within the render camera's viewport. Variable Rate Shading changes shading resolution which conserves GPU resource.
 

Bo_Hazem

Banned
What a LAME attempt to rip off Nintendo and Donkey Kong Country.
It only shows that Sony devs are BEHIND everybody else creatively..

74nMhPD.jpg


Joking off course, this thread really needs some lightness.
I am very sure both consoles will have splendid looking games.

Thank you, yes that guy went wild but later he seemed to be calm.

Anyway, we're talking about CGI level of gaming here that's on the level of Love, Death & Robots on Netflix:

ldr_quad_02_highres.jpg


Ratchet & Clank: Rift Apart (in game, captured on PS5 in real time, not pre-rendered)

ratchet-and-clank-rift-apart-ps5-playstation-5-1.original.jpg


I think we're wasting our time here.
 
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