Imtjnotu
Member
Have you played the game?
im not talking physics or destruction. i mentioned chaos in terms of RT and Particles all going on at the same time.
Have you played the game?
im not talking physics or destruction. i mentioned chaos in terms of RT and Particles all going on at the same time.
All dynamic elements / particles are fully ray-traced. I don't know what you're talking about.im not talking physics or destruction. i mentioned chaos in terms of RT and Particles all going on at the same time.
but we arent talking interaction?Yea, that should really show there is more interaction with the environment than R&C.
but we arent talking interaction?
i see what type of thread this is now lol. imma leave you to it gramps
I guess this is a very subjective thing. I love the artistic style of Control and it's dream-like color pallet, lighting and mood. Regardless, on technical level it's a triumph and a very early taste of what next generation of games will bring.The game is a drab artistically though, IMO.
Yea, that should really show there is more interaction with the environment than R&C.
Implementation and how good something looks goes hand and hand.The term "ugly" shouldn't be in this thread. We aren't talking about how good something looks but how well it implements technology. I made that very clear in the first post.
You provide examples of particular rendering features being pushed to their furthest as the metric required to be deemed a generational leap but why aren't you also considering a collective move forward of each or several of those features that perhaps individually are not the pushing the envelope but as a whole are pushing the entire render forward and require/use a generational leap in hardware to reliably render??
I think this is why you bump heads with so many people because you decide to pick on a single rendering technique and judge the entire picture based on that.
Really great thread and lots of effort. Bravo. Hopefully this becomes a great source of intelligent discussion.
If I may ask, would you still consider a game next gen if it employed several of the demanding techniques you listed at the same time instead of just using one of them cranked to 11? Even if all of those techniques weren't implemented any stronger than what we've seen? Wouldn't that be something that wasn't capable on last gen due to lack of horsepower?
Yep, I would. But that would be a LOT of bandwidth for a GPU. I'd be curious to see all of these implementations and what the scope of the game would be. Good question.
The fuck? Where was I being hostile?Already covered. Maybe try to be less hostile and come at this with a neutral mindset.
Does he though? When I asked the question politely, he answered and agreed. Which is why I was saying to just try to be neutral. Try not to come at the thread with some sort of preconceived notions about OP. That is all.The fuck? Where was I being hostile?
Yea I missed that back and forth, so what? This guy has a history of doing exactly what I said. Sit down, bitch. (See. Now I'm being hostile.)
Take a minute to turn those cranks in your brain and realize that I came into the thread, asked the exact same question that you did and then you jump down my throat and accuse me of being hostile.Does he though? When I asked the question politely, he answered and agreed. Which is why I was saying to just try to be neutral. Try not to come at the thread with some sort of preconceived notions about OP. That is all.
You provide examples of particular rendering features being pushed to their furthest as the metric required to be deemed a generational leap but why aren't you also considering a collective move forward of each or several of those features that perhaps individually are not the pushing the envelope but as a whole are pushing the entire render forward and require/use a generational leap in hardware to reliably render??
I think this is why you bump heads with so many people because you decide to pick on a single rendering technique and judge the entire picture based on that.
Take a minute to turn those cranks in your brain and realize that I came into the thread, asked the exact same question that you did and then you jump down my throat and accuse me of being hostile.
For doing exactly as you did.
The pieces of the puzzle starting to come together for you?
So I'll politely request that you to try to be neutral and not come into a thread with some sort of preconceived notions about OP from now on since apparently making that point means that's what we've done, you and I... That is all.
You provide examples of particular rendering features being pushed to their furthest as the metric required to be deemed a generational leap but why aren't you also considering a collective move forward of each or several of those features that perhaps individually are not the pushing the envelope but as a whole are pushing the entire render forward and require/use a generational leap in hardware to reliably render??
I think this is why you bump heads with so many people because you decide to pick on a single rendering technique and judge the entire picture based on that.
Really great thread and lots of effort. Bravo. Hopefully this becomes a great source of intelligent discussion.
If I may ask, would you still consider a game next gen if it employed several of the demanding techniques you listed at the same time instead of just using one of them cranked to 11? Even if all of those techniques weren't implemented any stronger than what we've seen? Wouldn't that be something that wasn't capable on last gen due to lack of horsepower?
This is the second time you've thread whined and attempted to derail. Add something of substance, stop derailing the thread or get out.The only games that can be considered technically advanced are games running on a PC. That sums up the op opinion.
Any PS5 games look current gen to him as well, until screenshots of the same franchise from current gen are put side by side with the PS5 and the difference becomes obvious and staggering, then OP moves the goalpost and start saying that the unimpressive PS5 game is out of suddenly from in Engine or cgi scene so It doesnt count.
And the discussion gets on this endless cycle where only the games running on PC is impressive and legit nextgen and any game running on Ps5 is current gen that has Just good art style until someone put PS4 vs ps5 screenshots comparison and then once again the not so imporessive and current gen ps5 graphics suddenly becomes a rendering cgi type scene, not true Gameplay and then... You know what I mean, endless cycle of useless discussion...
You are right, OP. Lets all pretend we are all blind ignorants who dont know shit and You have the ultimate Voice in Your little fanboy world where only PC can produce high quality visuals like the notebook that was running the UE5 demo... Oh wait.
Found GaymerNYC69 alt accountTlouPart2 is nextgen already.
Big arm Guy was right.
Hopefully the mods close this thread
Have you played the game?
I have no experience in and know nothing about game development or graphics rendering, but I still think this thread is interesting, well thought out and educational to a non-techie like myself. It's unfortunate that it is being greeted with such hostility by certain people.
So, I have a question for you OP. You said FS2020 is next gen because of the incredible lighting and I agree, the lighting is fantastic. Would things like real-time actual weather also be a next gen feature?
People have been posting screen shots of actually flying through Hurricane Laura from FS2020. That is graphics is it not? It is also something that I don't believe has been done before in a game. I find it amazing and mesmerizing.
If you opened this thread because people are praising Ratchet and Clank: A Rift Apart I can shut you down real quick.
1 - Graphics don't need to be realistic to be next gen.
2 - Not every realtime technique fit every game design or intent.
3 - If a high end PC can't play Ratchet and Clank to it's fullest realization, the game is next-gen. (hint: StarCitizen is next gen).
I've read nearly all of his posts and have seen how people act like they can't help but dogpile. You can't fool me. I don't care what sort of cognitive dissonance you and others have got toward OP. Go complain about him somewhere else. He's added FAR more of value to the conversation and topic of the OP than you have in this thread.You cant count with the fingers of your hands and feets the number of times VFX completely derailed the main subject of the thread to make It PC centric (because pc this, PC that, graphics card this or that) whenever someone dared to open it with a title that praises some Sony devs work for example, and Im pretty sure there are many people here who got sick of It, so once in a while he should take his own medicine.
Do You think Im feeling good doing this? No, Im not. I am actually sad but I Felt the need to. Its Just frustrating for me because If VFX is someone that has such special knlowledge, he could have became an amazing poster that estimulate Very interesting discussion for people that love to engage in that Topic, and Im sure we could learn a Lot from him, but thats not what happens and Im sure many agree with me on this.
I Just Hope one day he gets mature enough to actually start acting like an experienced professional because that would be Very good for neogaf community.
Yes I am. And I don’t need to know memory footprints or IO throughput number to understand that what’s happening with warping levels tech in Ratchet and Clank is next gen all the way. No PC would be able to pull that off easily because of latency and bottlenecks.3 - huh? Are you saying that R&C can't be implemented on a high end PC hardware including a NvMe SSD? How so? Do you know what each level costs as far as memory? Do you know the maximum throughput used in the PS5 SSD that's needed to load those levels?
I'm curious at your answer actually.
Aside from ray tracing which on and off sometimes looks pretty much identical. There's not been a next gen leap in geometry assets physics post processing etc on pc.Personally, I think we should separate console from PC here as PC has been "next gen" for quite some time now in terms of what kinds of cutting edge graphical techniques it's been able to implement over consoles, even if it didn't artistically look great.
I'd argue what other features that we haven't seen before?
it did nothing else graphically technical. The IO loading is of course amazing and I hope to see that in future games, but that only makes the experience better - not the graphics.
geometry through the roof, and very sharp textures with ultra clean image quality. Wasn't there debate about whether the trailer was even realtime? With you saying it was and digital foundry saying it was cg?what about it technically?[demon souls]
we've only seen the base weapons of R&C. If previous games are anything to go by expect that to scale to dozens if not hundreds of enemies rapidly bursting and exploding into thousands of pickup objects flying left and right.The type of destruction in R&C has been done before.. period.
Star citizen has next gen scope. But many of its environments only look marginally better than current gen titles. It's characters also don't look like a notable leap above current character models.(hint: StarCitizen is next gen).
This is the second time you've thread whined and attempted to derail. Add something of substance, stop derailing the thread or get out.
On topic:
I don't know where else to ask this.VFXVeteran and anyone else who would know. What is the technique, or whatever you'd call it, that stops clipping? Is this something that is a time constraint or is it more of a hardware constraint? It's one of my graphical pet peeves and sucks me right out of my immersion. Would you even call that a graphical feature?
I saw a lot of it in Halo infinite reveal and even in the new Ratchet and Clank gameplay. Also pretty much any current gen game. It was something that I was hoping would be solved by now.
I'll grab a few shots. But I'm talking about stuff like foliage clipping through objects and characters clipping through objects as well.Are you talking about LOD transition? You got a link to the "clipping"?
The only games that can be considered technically advanced are games running on a PC. That sums up the op opinion.
Any PS5 games look current gen to him as well, until screenshots of the same franchise from current gen are put side by side with the PS5 and the difference becomes obvious and staggering, then OP moves the goalpost and start saying that the unimpressive PS5 game is out of suddenly from in Engine or cgi scene so It doesnt count.
And the discussion gets on this endless cycle where only the games running on PC is impressive and legit nextgen and any game running on Ps5 is current gen that has Just good art style until someone put PS4 vs ps5 screenshots comparison and then once again the not so imporessive and current gen ps5 graphics suddenly becomes a rendering cgi type scene, not true Gameplay and then... You know what I mean, endless cycle of useless discussion...
You are right, OP. Lets all pretend we are all blind ignorants who dont know shit and You have the ultimate Voice in Your little fanboy world where only PC can produce high quality visuals like the notebook that was running the UE5 demo... Oh wait.
Then you probably read the one he got a call all of suddenly confirming PS5 was an 8 or 9tf and there was actually a ps5 pro in the making that would still be weaker than séries X lmao
On that day I laughed so hard I could no longer give him any credits as I wish![]()
Yes I am. And I don’t need to know memory footprints or IO throughput number to understand that what’s happening with warping levels tech in Ratchet and Clank is next gen all the way. No PC would be able to pull that off easily because of latency and bottlenecks.
Here is a comparison of loading times on a PC with an NvMe(~3gb/s) vs an SSD(~500Mb/s), and the difference is almost none. You think any of these games have larger memory reservation than R&C?
Aside from ray tracing which on and off sometimes looks pretty much identical. There's not been a next gen leap in geometry assets physics post processing etc on pc.
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ratchet and clank has significantly better postprocessing effects than pretty much any current title, and that includes control and all pc games.
The fur looks notably better than any current gen game. As do the post processing effects. Wouldn't be surprised if they're rendering individual hairs for the cutscenes.
geometry through the roof, and very sharp textures with ultra clean image quality. Wasn't there debate about whether the trailer was even realtime? With you saying it was and digital foundry saying it was cg?
Maybe I'm mistaken but I suspect all its destruction is available on ps4 as a current gen title. Its raytracing lighting barely perceptible but heavily taxing, was scaled down.
VFXVeteran Here you go.
You can see here the foliage clipping on the rocks. It's everywhere and it's really disconcerting when in motion.
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And here, the gun of the enemy in the middle is clipping through the crates. Also, I noticed the space/dropship that just dropped them off clips right through a tree... Again, really disconcerting in motion.
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Again, this isn't anything new, tons, if not all games this gen have done this. It's just one of my personal pet peeves that I was hopping would be solved next gen. However, I'll say that the better a game looks graphically/artistically, the more this kind of thing stands out to me. So I was wondering if I still might get my wish at some point lol.
That really does help. So do you think we'll be seeing games where clipping is gone this gen?Yup. I can answer that question. Every realtime engine goes through what is called a collision detection system. It's not cheap. Collision detection is very tricky and costs CPU overhead. It is not apart of the normal graphics pipeline where you take a triangle straight through to shading it on the screen. Because of these expense, some objects are tagged as "non-collision detectable". R&C target cursor isn't going to have that turned on as it would kill the gameplay of the game. So the "boxes" don't know about the target.
In the case of the foliage on the rocks, that's just bad placement. I don't think it should be there. But the foliage will still not be tested for collision detection with the rocks since none of them interact with each other.
Hope this helps.
I'm talking about most pc titles with ray tracing. Like control.What game are you talking about? Your image won't load.
Post processing? Like what? DOF, Bloom, HDR tone mapping, Motion blur? Which post-processing are you talking about?
I thought black myth was only using polystrips with transparency similar to some of the clothing in horizon but with far more strips and bones.. Watch the Black Myth demo for a true hair rendering.
if it doesn't it fakes it quite well. Would have to listen to dev.s and see if it reacts to wind in any of the cutscenes. If it reacts to wind in any cutscene, and if it is individual hairs being rendered, that would be impressive in my book no matter the technique used.That game does not have true fur hairs.
The environment is not just low poly environment or environment with tesselated surface, there are individually protruding by significant margin bricks and vegetation. There's lot of intricate geometric detail going around.Where is the access geometry in that shot? I see particles like most games have these days.
the reflections are the least impressive of R&Cs feats. If they used fake reflections instead it'd probably look near identical, bar a few nitpicker perceptible anomalies.Barely perceptible? How can you completely notice RT reflections in the R&C gameplay but barely notice the same reflections and GI lighting in Control? I"m confused at this selective vision.
3 - huh? Are you saying that R&C can't be implemented on a high end PC hardware including a NvMe SSD? How so? Do you know what each level costs as far as memory? Do you know the maximum throughput used in the PS5 SSD that's needed to load those levels?
I'm curious at your answer actually.
Clipping issues wont go away. Its a very low priority bug in the dev cycle. During development theres different tiers of bugs. The game breaking ones will get the most priority and will be fixed. The clipping will be fixed depending on how drastic it is. The example you provided is most likely a low priorty one and those will get fixed really late in the dev or in post production. Collision boxes arent cheap.That really does help. So do you think we'll be seeing games where clipping is gone this gen?
Also, just so you know, that isn't a target cursor on the boxes. That is the enemy on the other side of box's gun clipping straight through the boxes. I wasn't talking about the target cursor. Unless I'm misunderstanding you when you say "R&C's target cursor."
Here's a better example.
The enemy moves behind the boxes and his gun clips through.
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The enemy moves away from the boxes, his gun moves through the boxes until he is away from them. The boxes are untouched.
![]()
I'll answer. Assuming full ram occupancy, as most console games go for, the maximum throughput will be in the order of > 7GB/s compressed when considering the sub 2 sec "load" times between screens.
Please show us a PC that can load into RAM that fast. I'll grab a chair.
![]()
Performance of various compressors on Oodle Texture RDO data
Oodle Texture RDO can be used with any lossless back-end compressor. RDO does not itself make data smaller, it makes the data more compres...cbloomrants.blogspot.com
TL;DR
Dataset 1 (Texture data BC1,3,4,5, and 7. Mix of diffuse, normals, etc.)
Kraken ratio: 1.76:1 (PS5 perf will be: 5.5GB/sec * 1.76 = 9.68GB/sec)
Kraken + RDO ratio: 3.13:1 (PS5 perf will be: 5.5GB/sec * 3.13 = 17.2GB/sec)
Dataset 2 (Texture data BC6 and 7. Mix of diffuse, normals, etc. Very much what MSFT expects of BCpack data)
Kraken ratio: 1.78:1 (PS5 perf will be: 5.5GB/sec * 1.85 = 10.1GB/sec)
Kraken + RDO ratio: 3.99:1 (PS5 perf will be: 5.5GB/sec * 1.99 = 21.9GB/sec)
I'll answer. Assuming full ram occupancy, as most console games go for, the maximum throughput will be in the order of > 7GB/s compressed when considering the sub 2 sec "load" times between screens.
Please show us a PC that can load into RAM that fast. I'll grab a chair.
Actually the ps5 is faster than that. Significantly faster than that. Why it takes 2 seconds? Could be scene setup or lack of optimization.
Using RDO the ps5 can easily get up to 21.9GB/sec on texture data.
I've heard of 1:3 geometry compression with kraken. So that's also around 17GB/sec for geometry.
Considering most of the data is either geometry or textures, and the ps5 is rumored to have 2GB reserved for OS, the ps5 should be able to fill all available ram, all 14GB of ram in under one second.
Would the game engine take that much memory? Unity even with the editor environment open only takes about 500~MB. I'd assume 90~+% of memory is game assets not the engine.1. You are assuming full ram occupancy for a game level when it takes the game engine to still be in memory? How does that work?
Cerny Road To Ps5. Assuming he ain't lying these are the actual numbers attained in real world. The higher 17+GB is only a result of compression, and Cerny clearly said the system can sustain 20+GB peak with compression.Those numbers are completely theoretical. How does a closed system do work with 100% efficiency? It contradicts the first law of theromdynamics. 5.5G/s is a ballpark number maximum number. It hasn't been tested in a realworld sense given code bloat, algorithms, fetch/store overhead, etc.. You don't know what game code is doing with the hardware. Stop assuming a perfect harmony system coupled with perfect game coders.
Would the game engine take that much memory? Unity even with the editor environment open only takes about 500~MB. I'd assume 90~+% of memory is game assets not the engine.
Thus the assets. I loaded a 2d project, and it was around 500~MB. Could load one of the 3d demos and see how much that takes but doubt it's much.You don't know. That would be a question for the developers themselves and not us to assume. And an empty Unity scene doesn't say much. Start loading in assets with textures and shaders and game logic.
Thus the assets. I loaded a 2d project, and it was around 500~MB. Could load one of the 3d demos and see how much that takes but doubt it's much.