Gamernyc78
Banned
Let's not forget the stats tht say most pc rigs/gamers arent running shit at 4k, thts a small pc gaming demographic. But you know in here everyone has an Uber powerful pc rig.
More power efficient compared to first gen navi, that's exactly what I wanted to hearNext-gen here we come.
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AMD To Introduce 2nd Generation rDNA Based Navi GPU Powered Radeon RX Lineup at CES 2020 With Ray Tracing & More
AMD's next-generation rDNA powered Navi GPUs for the Radeon RX lineup will apparently make the first appearance at CES 2020.wccftech.com
I suspect on some level Sony was kinda burned by the X being more powerful than the Pro. So they'll wait to the last possible moment to reveal their hand. Smart move their part. This is obvious given how the beginning of this gen played out that the more powerful system is going to have a major edge.
Not how it works....yet it worked exactly like that when PS4 has launched, because like I have said my GTX 680 was soon VRAM limited.That's not how it works.
Not sure why you keep pushing a pro-PC rhetoric in a console-related thread.
Anyway... I suggest to revisit Assassin's Creed Black Flag (2013) vs Assassin's Creed Unity (2014). Maybe then you'll understand why the console dev baseline is a thing.
Yes, you can run Assassin's Creed Black Flag at 4k 60 fps with 16x Anisotropic Filtering (because that's all that matters, right?) and it still won't look nearly as good as Assassin's Creed Unity.
It wasn't always like that though. Games like Far Cry 1 and Crysis 1 weren't tied by console restrictions. I guess you have Star Citizen these days, but that's it. Everything else is a spruced up console port.
That’s a shame.
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Xbox Series X exec reveals TRUTH about Microsoft's backwards compatibility plans
Microsoft Game Studios head, Matt Booty, says that the Xbox family of devices won't get left behind next generationwww.t3.com
That’s a shame.
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Xbox Series X exec reveals TRUTH about Microsoft's backwards compatibility plans
Microsoft Game Studios head, Matt Booty, says that the Xbox family of devices won't get left behind next generationwww.t3.com
This vWhy not?
------------------------------Jim
Too much fiddling around in the settings than actually playing the game.
That's what my friend does on his PC all the time ,trying to get the perfect frame rate, graphics combination,then actually playing the game.
A lot of people don't like nor want to bother gaming on PC. It's a convenience thing.Said no one ever.
Magnavox Odyssey (1972) vs IBM PC (1981)umm, that's not true. maybe if your vision is limited by a particular console ecosystem then that is all you can see, so for all you know that is everything that exists. however video games existed long before consoles existed and they will outlive consoles![]()
Not sure why you keep pushing a pro-PC rhetoric in a console-related thread.
Anyway... I suggest to revisit Assassin's Creed Black Flag (2013) vs Assassin's Creed Unity (2014). Maybe then you'll understand why the console dev baseline is a thing.
Yes, you can run Assassin's Creed Black Flag at 4k 60 fps with 16x Anisotropic Filtering (because that's all that matters, right?) and it still won't look nearly as good as Assassin's Creed Unity.
It wasn't always like that though. Games like Far Cry 1 and Crysis 1 weren't tied by console restrictions. I guess you have Star Citizen these days, but that's it. Everything else is a spruced up console port.
That's wrong. GPU RAM is mapped to CPU RAM. I.e. it's still 64g.
If you need to load data from SSD it's another duplicate copy.
Not how it works....yet it worked exactly like that when PS4 has launched, because like I have said my GTX 680 was soon VRAM limited.
No current game can use more than 8GB VRAM? So look here, and remember that's still 1440p.
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I never said it wasn't. I meant to say a studio HAS 76G of memory to work with -- whether it's split or not -- if they wanted to with my particular PC. Devkits have way more resources than what the console will have when released. That's the nature of the beast. My example was theoretical. Not factual. If I was going to design a game specific to my PC hardware, I would have 64G of RAM for the CPU and I would load my textures and run my shaders on the GPU.
That’s a shame.
![]()
Xbox Series X exec reveals TRUTH about Microsoft's backwards compatibility plans
Microsoft Game Studios head, Matt Booty, says that the Xbox family of devices won't get left behind next generationwww.t3.com
CDProject changed their entire renderer due to consoles.
They may build their games on PC, but they don’t outspec their engines to be incapable on consoles like they would if they developed for the top end kit.
Consoles will always be the baseline for mainstream gaming between them and the PC. Sadly, 1.31 will be MS’s first party baseline anchor, at least early on.
Destiny could have been so much bigger as example, if it didn’t have a last gen anchor, something they admitted.
My point being that effective usable RAM on PC is smaller than on console (for the same physical size). Memory is mapped differently.
Where is history showing you this? Do you have a quote from any 3rd party gaming company that their base machine is a console instead of a PC -- especially using an agnostic graphics engine like UE4?
LOL! I have that game. That 10G is virtual RAM. You don't have that on-board, so you have no idea how much is really being used, That doesn't even make sense. Your OS needs to still have a pointer to the desktop image so unless you show me a mapped memory page where the GPU is using all of it's available memory for the application, let me know.
OK. That's still making what point? PC CAN have way more RAM typically than consoles. That's my point. I have 64G. Memory being mapped differently is fine. It's still going have more usable than the console.
I mean duh. Xbox isnt a locked down exclusives box anymore.
I don't get why people cannot accept this. Xbox ain't changing back.
And these games also dont use 10GB as indicated ? If measured VRAM is always a lie, so how you have measured VRAM on 8GB card?
Now for a modern console it's enough to mmap ssd pages directly into gpu memory and your PC is fucked. Dunno if it will be used on PS5 but if it will they can actually mmap the whole ssd into a 64bit address space.
You don’t even need an article to see it. PS4 games are largely 1080P by default. That sets the baseline.
Yup. But guess what? I can mmap the entire game into a RAMdisk. Which is faster? SSD or RAM itself?
Resolution doesn't set the baseline. Assets set the baseline. Resolution can be changed without any other tweaks.
Still it's 2 copy operations for any access.
On console: zero copy.
I.e. you're eating your RAM bandwidth and CPU interrupts.
But probably you can dedicate 2 cores to mem copy. But guess what: if DX12 or Vilkan is not smart enough to do it for you: still fucked...
I guess Sony/Bluepoint were lying to us when they said they had to recreate assets (textures, polygons etc.) from scratch for the SotC remake. They already had PS4-quality assets since the PS2 era, it was all a lie.
*sigh*
We are talking about loading a scene into current memory. You are too concerned with CPU/Memory when the real slowdown is in the shaders on the GPU. And no, you have no access to how you are going to control memory managment in a runtime compiled shader setting. The light loop will be your limitation.
GPU power sets the baseline and reaching 1080P is a baseline of that power. They can’t just simply up it to 4K minus the assets as it still takes power to do so.
I guess Sony/Bluepoint were lying to us when they said they had to recreate assets (textures, polygons etc.) from scratch for the SotC remake. They already had PS4-quality assets since the PS2 era, it was all a lie.
*sigh*
Obviously you do have full control. You can even feed command buffer pieces on console.
Obviously you do have full control. You can even feed command buffer pieces on console.
After it's compiled? Really? Why would you want to? What would you be optimizing? What shader? What would be slow? Give me some examples of optimizing memory/shader code that doesn't compile effectively to where you are losing ms.
Yes pre-compiled.
It's good for synchronization for example to make sure that your asset is not used before the placement.
A lot of frame pacing problems are alleviated by a proper sync. In fact I would say that at least half of the current rt graphics problems are because of a bad sync. Other half is: occupation/register usage.
I was talking about post compile.
I can believe the synchronization issue. Consoles have these issues too.
I still stand behind that all the GPUs are shader limited. I can make a complex shader like real approximation of SSS that would tank any graphics board if I allow the object to occupy the entire screen. You can only optimize your algorithm to a point. Afterwards, you are at the mercy of the implementation.
Pre-compiled = post compile time.
But making something linearized which is still a good approximation is an art.
Magnavox Odyssey (1972) vs IBM PC (1981)
Come again?![]()
And games came out in 5000 BC in Ancient Mesopotamia.no problem. pong came out in 1958. tennis for two came out on an DuMont Lab Oscilloscope, predating any console or pc.
care to dig your grave any deeper?
What do you mean? You lost me.
An art that's slowly fading away. Good approximations only go but so far. Cube maps = garbage for reflections. SSR = works only for camera in-view scenes. How are you going to implement off screen reflections without ray-tracing? Static light probes = complete inaccurate light leaking (i.e. indoors lighting). Area light BSDF how with approximation? How about more than 1 shadow-casting light? I've been waiting for decades for this. Still hasn't been handled.
I don't really care what you're waiting for.
Scalable non-linear algorithms are not gonna happen. Unless some new computing engines are produced (quantim computers?)
I.e. either you're very slow and accurate, or fast, inaccurate and real-time. Nothing changed. It even becomes worse and worse.
Anything new or interesting regarding the next gen consoles?
Did MS hint anythign at recent X019? Is there new developments on PS5 that have recently been revealed?
Any new insider talk?
ANything
ANYTHING !!!!????!??!?!?!
Talking about divisions doesn’t matter to MS like it would Sony. MS views Xbox as a long term investment in branding and living room access. Sony is more motivated by immediate profit. Sony won’t go all out next gen l. They will probably do what they did this gen. Release a strong console without losing money and focus on having strong exclusives.But what available capital? If we are only talking about Xbox and Playstation divisions, which one has more available capital _ sold more hardware, software and subscriptions this generation?
And even if we consider both Sony and Microsoft as a all, witch division is more important in terms of revenue and profits inside the company?... Which one justifys more "going all out next gen", to the company and the investors.
Um. Sounds promising I guess. Hopefully it won’t be the SJW fest that Odyssey was.
GTAVI potentially arriving in 2020 is another check off the list.