Nothing interesting, always in his delirium to throw a few spades against the PS5, he rages as usual.I didn't watch it, it's too long. Any takeaways? (or should I watch it?)
I'm willing to bet real money that between them, DF know more about this kind of stuff than all the dip-shit, salty NG fan boys, combined.
If it's "no perceived image quality loss" then surely they wouldn't spot it even if they tried. The truth is that VRS gives you quality loss and its absence is surely a good thing. What they should be asking is did the games look worse or run at lower framerate due to its absence.
UE5 will run better on XSX and will not have to rely on mostly sw rasterization and absolutely not sw RT.
So DF basically checked out for ways to see what the PS5 can't do compared to the Series X. I respect that. That's what comparisons are for.
What I want to know is, when they start testing X Series X (console) exclusives, will they make comments like, 'Halo loads fast, but not as fast as it would load on the PS5'?
Honestly, that picture (and the whole sequence in that trailer) is the greatest thing I have ever seen in computer generated real time graphics, and I have been gaming since 1981.
It will be an interesting comparison to say the least.Let's be honest here, Xbox is the better hardware but Sony have the better games. I expect most digital foundry comparisons to show the Xbox is constantly pushing higher pixel counts or framerates.
Better spacial audio, load times and rumble support isn't really the sort of stuff DF is going to care too much about as they can't show line graphs for it.
Exactly, it degrades the image in places in favour of freed performance. Did the games perform at a low framerate? Did they spot VRS? If the answer to these is both NO then who cares if they spotted this image degrading feature or not?You would spot it if you started analysing things frame by frame, but not in motion when you are playing. That’s the idea. But it depends on the game and how aggressive the utilisation is.
There are different ways of using it. For example the simplest idea is a foveated pass where the centre of the screen (where your eyes are usually fixed) is untouched, and the outsides are sampled lower. Then there are also more advanced implementations where it’s used in darker areas, or it’s used in areas with fast moving objects and motion blur. Or you can do combinations.
Its absolutely a good thing as it frees up performance which can then be used elsewhere. So overall the final image looks better to the player, not worse.
Honestly, that picture (and the whole sequence in that trailer) is the greatest thing I have ever seen in computer generated real time graphics, and I have been gaming since 1981.
I wouldn't have believed if someone told me in the 80ies, that we will reach that graphical fidelity in my lifetime.
LOL DF never said that.Well, DF doesn't know shit.
I'm still waiting for Xbox One "move engines" and "Edram" to bridge the power gap with PS4.
They are clueless
LOL DF never said that.
They were "Sony shills" during last gen launch.
But it's always funny how the perception of people changes like a flag in the wind.
I think the key thing that will differentiate games this generation won't be power or a particular technology. But the time and budget a developer has.
What I want to know is, when they start testing X Series X (console) exclusives, will they make comments like, 'Halo loads fast, but not as fast as it would load on the PS5'?
Exactly, it degrades the image in places in favour of freed performance. Did the games perform at a low framerate? Did they spot VRS? If the answer to these is both NO then who cares if they spotted this image degrading feature or not?
It would have been like looking at X1X games for checkerboarding near release. Not seeing any then trying to make that seem like a bad thing. Later games with checkerboard rendering on X1X did release nonetheless because they needed the increased performance on some games.
But they never showed it doesn't have it, they didn't see it in the games shown. Now if a game performed badly and didn't have it then this would be questionable. Did any game perform badly without this VRS cutback? Yes or no?They care because it’s their job to care, and to find out what exactly the hardware differences are. In the case of VRS, if the PS5 doesn’t have it, then effectively the GPU performance difference between the two consoles just got bigger. Which is why they want to know as it would be quite a meaningful difference.
why is er discussion about VRS amongst Sony fans if you think its blurring the image? Move on I would say. I think the more options devs have to increase more variety in textures and higher frame rates is always preferred or more space in your memory budget is always welcome .
Amazing that the card manufacturers are ALSO touting the same features. So it must be they are ganging up on Sony now? Thats how your post reads. Sorry if im misinterpreting your tone.
I think those manufacturers don’t know what they are doing with features like mesh shading and VRS! It’s not like you can make millions with designing and producing these cards. /sarcasmI don't see AMD boasting about it in all their marketing like its the holy grail
And yes you completely misinterpreted my tone. I don't even know how you actually managed to read it that way
I think those manufacturers don’t know what they are doing with features like mesh shading and VRS! It’s not like you can make millions with designing and producing these cards. /sarcasm
It was not directly meant for you . I just quoted you because you where discussing it. But nice to see you call me a retard, have a nice day yourself.I'm really struggling to understand how you retards are misinterpreting what i'm saying that badly
ah, i see that DF are back to their usual shenanigans! any chance to shit on the Playstation and make the Xbox look better.
Do you need VRS with faster asset loading..?
Genuinely curious.
It's an RDNA2 feature, so Sony has it.Of course VRS is a bad thing now that PS5 potentially doesn't have it. Kind of like how before the PS5 reveal, the expectation was 15TF and 32GB of RAM but then suddenly 10TF variable and 16GB of RAM was fine![]()
Making games is all tricks ... and who cares? It’s about the final output.It's an RDNA2 feature, so Sony has it.
However, I am curious: if the next Microsoft event shows that the games shown indicate that VRS is being used, do you find that more positive or negative? Because that means that in order to get the shown performance, you have to trick ...![]()
VRS is detrimental to the image quality.Making games is all tricks ... and who cares? It’s about the final output.
Yes, the very first XSX game MS revealed at the 2019 game awards.... Hellblade 2 trailer
It's an RDNA2 feature, so Sony has it.
However, I am curious: if the next Microsoft event shows that the games shown indicate that VRS is being used, do you find that more positive or negative? Because that means that in order to get the shown performance, you have to trick ...![]()
So is scaling , checkerboarding, temporal injection etc. Best is brute force compute.VRS is detrimental to the image quality.
That's right, but reconstruction, etc. is now so good nowadays that you can hardly make it out. VRS is obviously easy to make out, which I personally think is bad, but some here are even happy about it^^So is scaling , checkerboarding, temporal injection etc. Best is brute force compute.
Nope, there is RT in some of the PS5 demos, so it's not next-gen.Where is that chalkboard?
So you are telling me Hardware Based RT is no longer the "TRUE NEXT GEN STANDARD"?
No it wasnt running at 24fps.What were the benefits of VRS then? Wasn't it running at 24fps/3840x1608? You're saying it would be sub-20fps without it?
Why, that's why I'm asking old chap. Curious.Have you watched or read any of their content about the event?
What? They have noting to do with one another in any way. VRS is about shaders, thus The name.
It's an RDNA2 feature, so Sony has it.
However, I am curious: if the next Microsoft event shows that the games shown indicate that VRS is being used, do you find that more positive or negative? Because that means that in order to get the shown performance, you have to trick ...![]()
It's not a bad thing but it's a bloody compromise like checkerboarding. Would we be saying why doesn't it have checkerboarding in our games? VRS is like checkerboard rendering it reduces image quality/resolution but on parts of the screen. It's a good technique but why are we trying to push the narrative that because the games didn't use it it must not have hardware support?Of course VRS is a bad thing now that PS5 potentially doesn't have it. Kind of like how before the PS5 reveal, the expectation was 15TF and 32GB of RAM but then suddenly 10TF variable and 16GB of RAM was fine![]()
Let's be honest here, Xbox is the better hardware but Sony have the better games. I expect most digital foundry comparisons to show the Xbox is constantly pushing higher pixel counts or framerates.
Better spacial audio, load times and rumble support isn't really the sort of stuff DF is going to care too much about as they can't show line graphs for it.
right right, we want full shading in shadows with MAX shading precision to get the color hmmm black. Let be less efficient which means we are more efficient.Who cares about vrs. It blurs the graphics and detail.
It's just one of Alex Bagtalia obsession over nothing.
You don't miss the forest for the tress.
VRS is closer to the end of the rendering pipeline on a screen space level(and some primitive shading for tier 2).I thought it was already stated that VRS is a Direct X feature so it obviously won’t show up on PS5.
PS5’s equivalent for those features is the geometry engine.
People are trying to ignore VRS and downplay it, but it will play a very big role for next gen. With performance increases of 15% +/- it becomes an essential tool for developers. Gears Tactics utilizes a older and much more rudimentary version of VRS and it showed very good performance gains albeit at the cost of image quality, but that is expect with the older version of VRS.
With the new version the image quality will see much less of a drop in image quality with potentially even greater performance gains, which when added with the raw power advantage of the Series X the overall performance gap will only widen even further allowing the system to be pushed even harder.