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

Bo_Hazem

Banned
I'm just saying that, going by the GE and PS stuff on RDNA1, both of those were already present in the first generation. So while Primitive Shaders work a lot of Mesh Shaders, they aren't quite the same thing and have some very key differences. If you're insisting Sony's Primitive Shaders aren't customized with at least some of the improvements from Mesh Shaders, and their Geometry Engine isn't too different from what AMD already referred to as Geometry Engines in RDNA1 then...

...well, I dunno. It would mean they chose to optimize/fine-tune aspects of older technology kind of like @Elog is suggesting, maybe with inspirations from newer roadmap features, rather than taking those newer features wholesale. The question is though, why would they do that? It would kind of lend credence to an idea that they did have an earlier launch planned, and an earlier launch would have meant going with an RDNA2 base GPU would not have been possible. So why not use RDNA1 as the base and bring some RDNA2 features from the roadmap forward while customizing parts of the RDNA1 to reflect potential performance metrics of RDNA2 GPUs?

Sony using AMD's nomenclature for the GE and PS seems to basically stealth-confirm that for me, and again if you go back to the Ariel and Oberon testing data, you do see a progression from RDNA1 (Ariel) to RDNA2 (Oberon), but how and what type of transition that actually was between them is extremely curious. I think Sony deciding on a 36 CU GPU from the outset also belays the intention of using a custom RDNA2 GPU, in their case possibly meaning RDNA1 as the base blueprint and bringing forward RDNA2 features in a way to fit that base blueprint. And then things on Sony's end like the cache scrubbers possibly influencing AMD with future RDNA3 features. That seems it would be different from MS, who seemingly have gone with RDNA2 as their base blueprint and maybe doing their own customizations that could've also influenced some RDNA3 features in the near future.

Also this is just speculation on my end but since Sony's BC is hardware-based that might've also influenced decision to go with a custom RDNA2 GPU that has base RDNA1 and other RDNA2 features integrated in (even if in terms of how the hardware for those features works is a bit different from standard RDNA2). RDNA1 still has a good deal of GCN hardware support; while RDNA2 got rid of any base GCN hardware architecture in its design (or vast majority of it; IIRC it can still support GCN microcode but basically via emulating it?).



You might be on to something. I am starting to think now they've gone with a custom RDNA2 GPU with RDNA1 architecture at the base, but bringing forward some RDNA2 features (even if they are implemented differently on Sony's end) to customize aspects of the RDNA1 feature set and hardware architecture, basically using those RDNA2 features as inspiration to address things in their chosen route that would've caused performance issues.

The question is what exactly those things are, and to what extent those changes may've gone. I think if you look at the timeline of PS5 development and the information we have been getting for the past two years or so, this idea of their custom RDNA2 GPU being an RDNA1 base with alterations bringing RDNA2 roadmap features onboard and implemented as-needed, starts to stick. It'd explain the GPU leaks and testing data, the rumors of an earlier launch, etc. It'd explain the decision to go with a 36 CU GPU on the outset and focus on clocks, and some GPU customizations we know about such as the cache scrubbers. It'd explain why the BC is hardware-dependent, etc.




I think the benefits of tier 2 VRS isn't so much in visual differences you can see in screens or in motion, but the fact that the actual hardware is having a good chunk of performance resources freed up which can be applied to other areas, graphics or not.

PS4/Pro IIRC uses foveated rendering, which is what I think is the Cerny patent MS and Intel's stuff refers to. However, foveated rendering was at least primarily designed with the PSVR in mind, which is somewhat different than a similar technique on a non-VR display output. Principally there's some similarities, but in actual practice and implementation there are key differences.

Man, I missed your walls of text :lollipop_raising_hand: Hope you're doing great!

And about VRS, the only game suspect of using LOD's and VRS is GT7, as you can notice pop-in in that tunnel gameplay and some noticeable aliasing at some footage that's more than likely caused by VRS, just like Nvidia's $5,500 RTX8000 gameplay demo that showed many severe signs of VRS ruining the final image.

VRS will be critical for VR with eye tracking as you're aiming for double the output at 4K@120Hz on each eye, that's why GT7 producer, Kazunori Yamauchi, said that they're aiming for 4K@240fps instead of 8K resolution:

“I think, display resolution-wise, 4K resolution is enough.”

“Rather than a spatial resolution that you’re talking about, I’m more interested in the advancements we can make in terms of the time resolution. In terms of frames per second, rather than staying at 60 fps, I’m more interested in raising it to 120 fps or even 240 fps. I think that’s what’s going to be changing the experience from here on forward.”


 
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Knightime_X

Member
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rnlval

Member
VRS is also "lossy", in that it results in lower image quality for certain portions of the screen. It may be or may be not visible to players.

Anyway, some people should reconsider does PS5 has VRS ( which is a STANDARD feature of RDNA 2 ) when formerly PS5 software engineer said this :


I'll bite.

From https://www.tomsguide.com/news/firs...may-be-revealed-today-with-forza-motorsport-8

Forza Horizon 4
The demo show will reportedly continue with Forza Horizon 4. Here we will see how variable rate shading works on the Xbox Series X. VRS is a technique that allows the GPU to boost detail and quality in complex parts of the images while lowering its power needs in simpler areas.
The reasoning behind VRS is that our eyes and brain can’t focus on the totality of an image. If you are paying attention to the screen, your eyes will be focused on where the action is, which typically is the more complex part of the image. The graphics engine doesn’t have to spend so much power on the less complex, peripherals parts of the image. That results in power optimization that allows to boost detail even more or increase the frame rate.
The results? Playground Games — who develop the Forza Horizon series — added VRS to Forza Horizon 4 when it received its Xbox Series X development kits in December. That increased the frame rate in the game by a whooping 32% with “no optimizations, just using VRS in parts with motion blur.” According to the redditor, “VRS changes the way they design games (VRS as motion blur replacement),” pointing out that the” lead engineer says they can reach 4K/120 today on XSX thanks to RDNA2 architecture and the combined effort of AMD and Microsoft.”
Yeah, 4K and 120 frames per second.
—-
Swapping FH4’s blur motion into VRS version enables XSX’s FH4 to reach 120 fps 4K.

If VRS improves the frame rate by 32 percent which yields 120 fps 4K, then non-VRS version would be 81.6 fps 4K
 
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Pallas

Member
So DF praises the PS5 pretty much but says that VRS is little to non existent in their preview and the usual crowd thinks they are shilling? lol It’s ridiculous that any point that the Series X might be better at something, it gets torn down as either straight up wrong or insignificant.


Gotta collect the microsoft paycheck somehow you know.

Every thread xfans make is just trashing the console.

But since there is nothing xbox related to talk about i understand

I know right? They putting in the overtime from all of those SSD threads that popped up.
 
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rnlval

Member
Bullcrap. They are as "custom" as PS4 gpu was "custom". They are basically off the shelve parts with minimal changes mostly to I/O. Stuff like VRS is at core of design not something you can bolt on.

Moreover AMD wouldn't develop two architectures for two consoles. They use the same arch and arch is what decides features capability.

MS never said something like that.
VRS is not a major feature to change the overall RDNA architecture.

AMD has created a different Polaris fork for PS4 Pro and X1X e.g.
PS4 Pro GPU includes rapid pack math for CU.
XSX GPU includes 2MB render cache for ROPS.
 

benzy

Member
I'll bite.

From https://www.tomsguide.com/news/firs...may-be-revealed-today-with-forza-motorsport-8

Forza Horizon 4

Swapping FH4’s blur motion into VRS version enables XSX’s FH4 to reach 120 fps 4K.

If VRS improves the frame rate by 32 percent which yields 120 fps 4K, then non-VRS version would be 81.6 fps 4K

That article is based on a redditor's rumor post of info to be given at the AMD event, which ended up being all false. MS XSX wasn't even at that AMD event. :messenger_grinning_sweat:

 
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Pandor

Banned
That article is based on a redditor's rumor post of info to be given at the AMD event, which ended up being all false. MS XSX wasn't even at that AMD event. :messenger_grinning_sweat:


Ok, see here:

Regarding VRS and what it can do on PC:

There was a test from DF.

Running with Ryzen 3900X and an RTX 2080 Ti, at 4K and with all graphical settings at maximum:

VRS OFF: average 47 fps
VRS ON: average 62 FPS (+21%)

This is HUGE!

Watch here:

Better?
 

rnlval

Member
That article is based on a redditor's rumor post of info to be given at the AMD event, which ended up being all false. MS XSX wasn't even at that AMD event. :messenger_grinning_sweat:


Reminder, NVIDIA has unreleased Forza with VRS example
z8hgA4JA9Kt3Tf9tPGq2y4-650-80.jpg.webp
 
I think the benefits of tier 2 VRS isn't so much in visual differences you can see in screens or in motion, but the fact that the actual hardware is having a good chunk of performance resources freed up which can be applied to other areas, graphics or not.

PS4/Pro IIRC uses foveated rendering, which is what I think is the Cerny patent MS and Intel's stuff refers to. However, foveated rendering was at least primarily designed with the PSVR in mind, which is somewhat different than a similar technique on a non-VR display output. Principally there's some similarities, but in actual practice and implementation there are key differences.

So you agree with my point. All I’m saying is it doesn’t make sense for DF to even highlight that idea that there was little to no evidence of VRS when VRS is almost impossible to track at higher resolutions in practice.

I get your point but Foveated rendering and VRS are both based on the same principles in that they rely on primitives to determine how and where to adjust the shading rate.

The name VRS™ may be exclusive, but the practice of variable rate shading is not and will never be an exclusive technology. They may get there in different ways, but in practice, RDNA 2/Turing and newer GPUs, XSX, and PS5 will all achieve the same or similar end result of VRS Tier 2.

Here are the links for anyone who wants to take time to learn more:

Cerny patents:
Microsoft VRS:
 

01011001

Banned
AC:V has a big open world with next gen enhancements. Why do you think it should easily hit 60FPS running at 4K on next gen consoles without compromise?

12 Teraflops != unlimited power.

don't make it 4k? you know, we don't need all the bells and whistles.

if they don't have an option they are just bad developers and noone can convince me otherwise.

there is no way in hell that they can't make the game run at 60fps at least as an option on next gen.
 

rnlval

Member
That article is based on a redditor's rumor post of info to be given at the AMD event, which ended up being all false. MS XSX wasn't even at that AMD event. :messenger_grinning_sweat:



benchmark run with a GeForce RTX 2080 Ti installed into a testbed alongside AMD's Ryzen 9 3900X CPU. As you can see, flipping the VRS toggle netted us a greater than 46 percent performance gain.

3DMark-VRS-Test-Results-NVIDIA-gpus.PNG
 

sendit

Member
don't make it 4k? you know, we don't need all the bells and whistles.

if they don't have an option they are just bad developers and noone can convince me otherwise.

there is no way in hell that they can't make the game run at 60fps at least as an option on next gen.

Isn’t that the narrative some are pushing here? If it isn’t 4K@60 FPS, it isn’t next gen.
 

geordiemp

Member
GE isn't anything new. It existed since Vegas. The difference in RDNA 1 is that it was improved. But its still doing the same fundamentally thing. Its improving the current pipeline.

So primitive shaders just caters to the existing pipeline and accelerates it for culling and such, but mesh shaders reinvents the entire pipeline and gives you low level access and control over threading, model selection, topology customization, etc.

So primitive shaders, geometry engine is NOT new. What's actually new in RDNA 2 is support for Mesh shaders.

Here's RDNA 1
2acaceff-ff7a-4d53-91ee-2cd71d23fd7e.PNG

Geometry engine term has been around for a while, Sony call it that, do you think Ps5 is RDNA1 lol at 2.23 Ghz ?

Whats in Ps5 geometry engine version RDNA2, do you know, I dont, but it is not RDNA1 version for sure or the GCN version of geormtry engine, Its just a name.

Mesh shaders is what MS likes to call the version for DX12, everyone likes their own pet names, how sweet.

DNA2 is a node, it has more perf per watt and a new set of logic to choose from, both MS and Sony have CUSTOM RDNA2 and likely chosen maybe a few % different silicon blocks from the AMD menu.

H3dimgy.png





I doubt breaking NDA is talking about the GCN version, or the RDNA1 version :messenger_beaming:

Cerny did talk about culling early in his talk, and again mentioned in above tweets, maybe Ps5 does it different ?
 
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Journey

Banned
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

But you’re contradicting yourself, PS5 is now the one talking about using SSD and other tricks to bridge the gap. Are you saying they’re not going to?
 
VRS is a cool feature, it would be a shame if Sony don't use the feature.....

HOWEVER.

This discussion always seems to be used as a vehicle for suggesting that the PS5 doesn't use RDNA2 or is somehow using an inferior version of RDNA2.
This is of course, fanboy nonsense.

So, for the umpteenth time at this point:

Are we seriously doing this shit again!?
 

Panajev2001a

GAF's Pleasant Genius
PS4 had an audio DSP part of its APU


Sure, but that audio DSP (while powerful compared to something like PS2’s SPU2) was not exactly able to run complex 3D audio calculations that were needed for VR games for example. It could playback samples, music, apps effects, etc... but was limited beyond “basic” sound processing. Same thing for SHAPE on Xbox One.
 
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Aceofspades

Banned
Sure, but that audio DSP (while powerful compared to something like PS2’s SPU2) was not exactly able to run complex 3D audio calculations that were needed for VR games for example. It could playback samples, music, apps effects, etc... but was limited beyond “basic” sound processing. Same thing for SHAPE on Xbox One.

Im not comparing it with PS5. My original post was XSX doesn't have anything similar to PS5 in the audio department otherwise MS would be yelling that from the highest mountain. XSX audio efforts is similar to stuff done for PS4 or XboxOne.

Tempest Engine is unheard of in the console space, that why it was one pillar in Cerny presentation

That's all
 
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geordiemp

Member
I'm just saying that, going by the GE and PS stuff on RDNA1, both of those were already present in the first generation. So while Primitive Shaders work a lot of Mesh Shaders, they aren't quite the same thing and have some very key differences. If you're insisting Sony's Primitive Shaders aren't customized with at least some of the improvements from Mesh Shaders, and their Geometry Engine isn't too different from what AMD already referred to as Geometry Engines in RDNA1 then...

...well, I dunno. It would mean they chose to optimize/fine-tune aspects of older technology kind of like @Elog is suggesting, maybe with inspirations from newer roadmap features, rather than taking those newer features wholesale. The question is though, why would they do that? It would kind of lend credence to an idea that they did have an earlier launch planned, and an earlier launch would have meant going with an RDNA2 base GPU would not have been possible. So why not use RDNA1 as the base and bring some RDNA2 features from the roadmap forward while customizing parts of the RDNA1 to reflect potential performance metrics of RDNA2 GPUs?

Sony using AMD's nomenclature for the GE and PS seems to basically stealth-confirm that for me, and again if you go back to the Ariel and Oberon testing data, you do see a progression from RDNA1 (Ariel) to RDNA2 (Oberon), but how and what type of transition that actually was between them is extremely curious. I think Sony deciding on a 36 CU GPU from the outset also belays the intention of using a custom RDNA2 GPU, in their case possibly meaning RDNA1 as the base blueprint and bringing forward RDNA2 features in a way to fit that base blueprint. And then things on Sony's end like the cache scrubbers possibly influencing AMD with future RDNA3 features. That seems it would be different from MS, who seemingly have gone with RDNA2 as their base blueprint and maybe doing their own customizations that could've also influenced some RDNA3 features in the near future.

Also this is just speculation on my end but since Sony's BC is hardware-based that might've also influenced decision to go with a custom RDNA2 GPU that has base RDNA1 and other RDNA2 features integrated in (even if in terms of how the hardware for those features works is a bit different from standard RDNA2). RDNA1 still has a good deal of GCN hardware support; while RDNA2 got rid of any base GCN hardware architecture in its design (or vast majority of it; IIRC it can still support GCN microcode but basically via emulating it?).



You might be on to something. I am starting to think now they've gone with a custom RDNA2 GPU with RDNA1 architecture at the base, but bringing forward some RDNA2 features (even if they are implemented differently on Sony's end) to customize aspects of the RDNA1 feature set and hardware architecture, basically using those RDNA2 features as inspiration to address things in their chosen route that would've caused performance issues.

The question is what exactly those things are, and to what extent those changes may've gone. I think if you look at the timeline of PS5 development and the information we have been getting for the past two years or so, this idea of their custom RDNA2 GPU being an RDNA1 base with alterations bringing RDNA2 roadmap features onboard and implemented as-needed, starts to stick. It'd explain the GPU leaks and testing data, the rumors of an earlier launch, etc. It'd explain the decision to go with a 36 CU GPU on the outset and focus on clocks, and some GPU customizations we know about such as the cache scrubbers. It'd explain why the BC is hardware-dependent, etc.




I think the benefits of tier 2 VRS isn't so much in visual differences you can see in screens or in motion, but the fact that the actual hardware is having a good chunk of performance resources freed up which can be applied to other areas, graphics or not.

PS4/Pro IIRC uses foveated rendering, which is what I think is the Cerny patent MS and Intel's stuff refers to. However, foveated rendering was at least primarily designed with the PSVR in mind, which is somewhat different than a similar technique on a non-VR display output. Principally there's some similarities, but in actual practice and implementation there are key differences.

Listen to Cerny again carefully, he calls the geometry engine NEW in ps5 for custom RDN2 and mentions SYNTHESISE GEOMETRY ON THE FLY AS A BRAND NEW CAPABILITY, so unless Cerny is lieing ...TIMESTAMPED.

Cerny talks about aborting the processing of the vertex if all geometry that uses it is offsceen in hardware



I think when most people watched it, me included, they heard Geometry engine again and turned off, missed his wording, he said New Geometry engine and BRAND NEW features,. listen carefully.

Performance optimisation such as remioving backface or removal of vertices and offscreen traingles (Mesh shaders) or smoothly Varying level of detail (probably Sonys name for VRS) etc

Its funny how he mentions all these features but he just says what it does without a fancy name lol :messenger_beaming:

Does the brand new mean standard mesh shaders, or do Sony cull earlier before more GPU work, or is this standard RDNA2, we dont know yet.
 
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Allandor

Member
Well, I would just say, it is not in the trailers because the early dev kits should have come with RDNA 1 which didn't support that feature.
VRS needs optimizations else it can get really uggly. But if the hardware you develop on is not ready, you won't use that feature.
VRS is more efficient than their half precision stuff they included in PS4 Pro. So I don't think Sony has actively cut it out, as it is a part of RDNA 2.
 

geordiemp

Member
Well, I would just say, it is not in the trailers because the early dev kits should have come with RDNA 1 which didn't support that feature.
VRS needs optimizations else it can get really uggly. But if the hardware you develop on is not ready, you won't use that feature.
VRS is more efficient than their half precision stuff they included in PS4 Pro. So I don't think Sony has actively cut it out, as it is a part of RDNA 2.

Read above, listen to my time stamp, cerny confirms mesh shaders and VRS, he just says what it does and does not give it a fancy name lol. I time stamped it.
 
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Dnice1

Member
Im not comparing it with PS5. My original post was XSX doesn't have anything similar to PS5 in the audio department otherwise MS would be yelling that from the highest mountain. XSX audio efforts is similar to stuff done for PS4 or XboxOne.

Tempest Engine is unheard of in the console space, that why it was one pillar in Cerny presentation

That's all

Microsoft didn't have to talk about audio because Xbox One's audio was already superior. XB1 was able to be updated to Dolby Atmos. PS4 wasn't able to. Series X also has DTS X which is superior to Atmos and Tempest because it can have an Unlimited number of 3D sound objects. Just because Sony finally will have 3D audio and gave it fancy name doesn't make it special. Its not a true home theater surround sound format. No receivers will be decoding Tempest. Its basically a virtual surround sound format for headphones and to simulate surround sound through your tv.
 

DeepEnigma

Gold Member
Sony fans in the Spec thread already did cancel DF from posting on GAF any longer for exactly that reason.

So didn’t all console fans on Ree (depending on the video), but they go crawling back there every time.

I’m pretty sure a mod dealt with the people who did it here as well. The petty blame game is silly, especially when they crawl back to the other place with the same battered wife syndrome.
 

LordKasual

Banned
Sony fans in the Spec thread already did cancel DF from posting on GAF any longer for exactly that reason.

The dark side of less moderation -- less tolerance for measured discussion.


Anyway, why the fuck are people going apeshit for a graphics technique we've only seen applied in......what, one game?

Especially when Epic just showed Unreal Engine 5 using a new rendering paradigm that likely will render something like VRS completely useless


We have no idea what kind of benefits or mileage we'll be getting out of these techniques in real world next-gen application. So until then what's the point.

I think more extensive hardware-based culling techniques will probably be better anyway
 
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LostDonkey

Member
Man, I missed your walls of text :lollipop_raising_hand: Hope you're doing great!

And about VRS, the only game suspect of using LOD's and VRS is GT7, as you can notice pop-in in that tunnel gameplay and some noticeable aliasing at some footage that's more than likely caused by VRS, just like Nvidia's $5,500 RTX8000 gameplay demo that showed many severe signs of VRS ruining the final image.

VRS will be critical for VR with eye tracking as you're aiming for double the output at 4K@120Hz on each eye, that's why GT7 producer, Kazunori Yamauchi, said that they're aiming for 4K@240fps instead of 8K resolution:

“I think, display resolution-wise, 4K resolution is enough.”

“Rather than a spatial resolution that you’re talking about, I’m more interested in the advancements we can make in terms of the time resolution. In terms of frames per second, rather than staying at 60 fps, I’m more interested in raising it to 120 fps or even 240 fps. I think that’s what’s going to be changing the experience from here on forward.”



There were lod swaps in the Ratchet demo as well. Further back in the scene, on geometry and buildings. But they were there.
 

Kerlurk

Banned
 
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Geometry engine term has been around for a while, Sony call it that, do you think Ps5 is RDNA1 lol at 2.23 Ghz ?

Whats in Ps5 geometry engine version RDNA2, do you know, I dont, but it is not RDNA1 version for sure or the GCN version of geormtry engine, Its just a name.

Mesh shaders is what MS likes to call the version for DX12, everyone likes their own pet names, how sweet.

DNA2 is a node, it has more perf per watt and a new set of logic to choose from, both MS and Sony have CUSTOM RDNA2 and likely chosen maybe a few % different silicon blocks from the AMD menu.

H3dimgy.png





I doubt breaking NDA is talking about the GCN version, or the RDNA1 version :messenger_beaming:

Cerny did talk about culling early in his talk, and again mentioned in above tweets, maybe Ps5 does it different ?


Damn, GameCube really was a beast.
 
I feel like perfectly implemented VRS should be pretty much impossible to see.

Maybe they can do their zoom and pixel counting thing to be sure but I don't feel like this is a good indicator of whether or not it’s in use or not especially with the complexity of each scene.

Either way I’m looking forward to seeing what both next gen machines can do in the coming years.

If games look like this now and they’re LAUNCH window games what are we going to be getting in 5+ years once the tech is getting pushed to its limits?
 
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"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."

OMG XBOX DOESNT HAVE THE "GEOMETRY ENGINE", something Sony has championed. Lol. In the end PS5 weaker GPU will have less games doing native 4k. Xbox will have more games reaching that. The PS4‘s SDD will allow for more dense environments and loading times. GG. In the end none of that matters for me. I just want them Playstation Studios on what im playing and that controller.
 

Bo_Hazem

Banned
"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."

OMG XBOX DOESNT HAVE THE "GEOMETRY ENGINE", something Sony has championed. Lol. In the end PS5 weaker GPU will have less games doing native 4k. Xbox will have more games reaching that. The PS4‘s SDD will allow for more dense environments and loading times. GG. In the end none of that matters for me. I just want them Playstation Studios on what im playing and that controller.

My friend, that resolution advantage of Xbox is pure myth. All those PS5 games are native 4K.
 

Bo_Hazem

Banned
There were lod swaps in the Ratchet demo as well. Further back in the scene, on geometry and buildings. But they were there.

LOD's system is very storage and computationally expensive. I didn't notice anything on Ratchet trailer but it could be. If they did all of these with LOD's then we're in for a treat when all engines have been overhauled to take advantage of PS5's perks. But I think it's only the GT7 so far.
 

Hobbygaming

has been asked to post in 'Grounded' mode.
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.
Yep, Sony has the geometry engine with the primitive shaders but they aren't mandating that devs use the tech
 

Spukc

always chasing the next thrill
in suddenly felt a shift in the force on neogaf no VRS?
 
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LostDonkey

Member
LOD's system is very storage and computationally expensive. I didn't notice anything on Ratchet trailer but it could be. If they did all of these with LOD's then we're in for a treat when all engines have been overhauled to take advantage of PS5's perks. But I think it's only the GT7 so far.
I noticed it. Very first section where he is riding the creature there is a tree in the distance as he goes over ramp that swaps out. The next section is too dark to tell but the canyon section where he is riding the dragon after a few wing flaps there is geometry on the high cliff faces mid right and mid left of scene that pops textures in and a cylindrical building to the mid right that swaps model out as he gets closer.

The GT7 demo was full of it. Shadows being drawn in a few meters from the front of the car, tree lods and shadows swapping out constantly. I'd say that it is the GT Sport engine just with a few tweaks because it is very characteristic of it.

But it's only early. Good work will be done to improve and I can't wait to see what they come up with.
 
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Bo_Hazem

Banned
I noticed it. Very first section where he is riding the creature there is a tree in the distance as he goes over ramp that swaps out. The next section is too dark to tell but the canyon section where he is riding the dragon after a few wing flaps there is geometry on the high cliff faces mid right and mid left of scene that pops textures in and a cylindrical building to the mid right that swaps model out as he gets closer.

The GT7 demo was full of it. Shadows being drawn in a few meters from the front of the car, tree lods and shadows swapping out constantly. I'd say that it is the GT Sport engine just with a few tweaks because it is very characteristic of it.

But it's only early. Good work will be done to improve and I can't wait to see what they come up with.

It could be, but all of those are pre-alpha stage so far. We'll see more going forward ;)
 

sendit

Member
Ratchet & Clank CGI, pre-rendered movie, 2016

lGzfpc.jpg


Ratchet & Clank: Rift Apart screenshot running on PS5 in real-time

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


The game is even superior and sharper!

This game absolutely looks amazing. Additionally, I think they will further optimize the use of SSD when shifting to different worlds. They’re clearly just scratching the surface of what is possible.

Game of the show for me due to the clear showcase of new gameplay experiences not possible with a regular HDD.
 
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Ratchet & Clank CGI, pre-rendered Hollywood movie, 2016

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Ratchet & Clank: Rift Apart screenshot running on PS5 in real-time

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The game is even superior and sharper!

I've always thought they did a good job with the games visuals. Insomniac are extremely talented so I'm not surprised that they were able to make the game look amazing on the PS5.
 
I think it is a little early to completely write off VRS as something a next gen console doesn't need whatsoever, but I also think that we need to wait for further details/confirmation. Just because we didn't see overt evidence of it on Thursday doesn't mean PS5 can't do it.
 
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