The Next Next Gen Thread o/\o
  • EvilRedEye
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    I don't think they are putting the decent ray-tracing GPUs in the next gen because they're too expensive, just normal GPUs with an added bit of ray tracing.
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  • Dark Soldier
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    EvilRedEye wrote:
    I don't think they are putting the decent ray-tracing GPUs in the next gen because they're too expensive, just normal GPUs with an added bit of ray tracing.

    If you want 60fps full RTX  1440p/4k on PC currently you're looking at ridiculous expense on a PC. 1080p is still hard to hit 60 but can be done on cheaper builds.

    Its still the biggest revelation for me in gaming in a while, its just hard to get across how good it looks to those who can't have that full experience/haven't seen it in action properly.
  • I presume you know someone who has a good PC then?
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  • acemuzzy
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    Yossarian wrote:
    It will be hardware based on the new consoles, but it’s software based on PC. I think the newness is around being able to do it in real time rather than using it as a pre-rendered effect, making it suitable for use in gameplay rather than cut scenes or animation.

    Some pc graphics cards have it hardware based don't they?

    Stuff like Killer Instinct had ray-traced sprites I think. Just rendered ahead of time and saved as images. And even that was fairly mind-blowing back in the day...
  • Yossarian
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    acemuzzy wrote:
    Some pc graphics cards have it hardware based don't they?

    You may well be right.
  • All RTX branded cards have RTX cores that are specialised to accelerate low level DXR raycasts, in the same way the tensor cores are specialised towards the kinds of scalar maths used in AI/NN/TensorFlow etc.
    Nvidia recently broadened DXR-support onto other non-RTX cards, it just doesn't run as fast (IIRC, delta of about 10x). Still requires Turing chip though.
  • Time will tell if specialising cores/hardware in such a way will pay off - I remember physics accel boards trying and failing - or if the 15 year arc towards generic cores with no fixed function pipeline will continue.
    In the short term, it's certainly got lots of press, but I have no idea of the sales figures.
    For film industry, offline rendering, industrial AEC etc. it's a no brainer though.
  • acemuzzy wrote:
    Yossarian wrote:
    It will be hardware based on the new consoles, but it’s software based on PC. I think the newness is around being able to do it in real time rather than using it as a pre-rendered effect, making it suitable for use in gameplay rather than cut scenes or animation.

    Some pc graphics cards have it hardware based don't they?

    Stuff like Killer Instinct had ray-traced sprites I think. Just rendered ahead of time and saved as images. And even that was fairly mind-blowing back in the day...

    Yeah Killer Instinct would have been made by creating high end (for the time) character models lit well, then they would have rendered out all the poses they need and turned them into sprites. Basically the Mortal Kombat technique but with high res 3D models instead of actors.

    A similar preproduction technique has been used in games for a good while now. Objects are created, put in a generic environment then the lighting and shadows are hard baked into a bitmap which is then reapplied to the model, sometimes it might even be a lower res version of the model. This workflow is why HD versions of games have become easier for devs to make. Just bake higher res bitmap from the source models already created.

    Raytracing is just the standard for lighting a scene or object in 3d. What is happening now in games is realtime raytracing. This means shadows can change based on unpredictable player actions, so shining a torch, or muzzle flashes for example.

    I think it is a big leap. Even though it is unlikely to be top notch like DS's PC it will look much better than what we have now. The reason it is particularly interesting though is that beyond just looking better it offers gameplay opportunities with light play.

    I have also seen discussion on whether the tech can be high jacked to be used beyond lighting.
    A ray is a point that moves in a direct line then when it hits geometry it gathers data and changes it's starting data and/or the data on the object. So it conceivably be used for something like AI line of sight or a whole host of other stuff dreamt up by people smarter than myself.
    Bringing it to a wide console market often allows for more exploration.
  • Dark Soldier
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    My favourite implementation of it is people with higher end RTX having n advantage online in BF5 due to being able to see enemies in reflections. It helped me in Control too, seeing an enemy sneaking up behind me as I was admiring dat ass the reflection.
  • Dark Soldier
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    Its gonna blow console pleb minds though. No kappa.
  • Reflections, meh. Most visual impact is for proper soft shadowing and GI.
  • Dark Soldier
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    I'm not talking about visual impact though so nerr.
  • I’m mostly looking forward to the reflections. I think when people see things move in mirrors (or glass windows) in a way they haven’t before it will genuinely feel weird to go back.
  • Nice guy that Ray Tracing, owes me a tenner.
  • Yossarian
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    Tray racing

    9c0b2ed00ad962781208837ad90526ef.jpg
  • I’m mostly looking forward to the reflections. I think when people see things move in mirrors (or glass windows) in a way they haven’t before it will genuinely feel weird to go back.
    I've been underwhelmed by the examples shown so far. I don't run around in games staring at puddles. A lot of the earlier demos (like Atomic Heart's) understandably threw loads of chrome and mirrors in to show off the tech differences. 
    More options broaden the palette of tools available for game designers, so maybe something will be created where using reflections is an integral part of the gameplay (hunt vampires at a party using a hand mirror because they won't be visible in it?) - but I have a fairly dim view of art being designed around exercising a technology, because that's cart-before-the-horse/solutions-looking-for-problems time and IME doesn't lead to high quality products. More options is great. Fancy demos that show nice shiny new tech are great. But I'm not paying for it unless it's fun.
  • More interesting than reflections is the global illumination stuff I think, with light being coloured by and bouncing off of surfaces into the surroundings, looks really nice. But it will take a good few years before it's viable on a budget and has decent enough quality.
  • I think it's worth highlighting that ray tracing is nothing new and hasn't been developed to just make games prettier. It is the standard way of calculating light in 3d scenes that is physically accurate.

    The techniques employed by game devs prior are actually bodges to get around the fact the processing power wasn't available to calculate it on the fly.
  • djchump wrote:
    I’m mostly looking forward to the reflections. I think when people see things move in mirrors (or glass windows) in a way they haven’t before it will genuinely feel weird to go back.
    I've been underwhelmed by the examples shown so far. I don't run around in games staring at puddles. A lot of the earlier demos (like Atomic Heart's) understandably threw loads of chrome and mirrors in to show off the tech differences. 
    More options broaden the palette of tools available for game designers, so maybe something will be created where using reflections is an integral part of the gameplay (hunt vampires at a party using a hand mirror because they won't be visible in it?) - but I have a fairly dim view of art being designed around exercising a technology, because that's cart-before-the-horse/solutions-looking-for-problems time and IME doesn't lead to high quality products. More options is great. Fancy demos that show nice shiny new tech are great. But I'm not paying for it unless it's fun.

    I haven’t seen the demo you pointed out but the one that really got me off my chair was the battlefield v one. Looking at a window that behaved a bit like a real window felt like a true leap to me. My feeling is more that the more of this stuff feels like normal life the less accepting well be to go back to inferior illusions.
  • I’ve been saying this since the end of the 32 bit generation; while the shinies are not unwelcome, I would be much, much more interested in the development of how things behaved to how they looked. For example, character models largely have a central vertical axis through their bodies, about which they pivot and rotate. It makes their isolated movement unrealistic, which is compounded by the way the models then interact with the world. We’ve consistently had 3D environments for over 25 years, and still character models spin on the spot to walk directly away from an object, spin and return, instead of a minor sideways adjustment.

    Make things look as superficially real as you want, if you don’t make them behave more realistically, it just increases the disjunct and makes things less immersive, not more.
  • A lot of that is stuff like inverse kinematics / engine physics-based though, it's not necessarily about hardware grunt (although hardware grunt makes it possible). Rockstar, for all their many flaws, seem to get physical presence in a game space, same for Ueda.
  • Physics stuff is going to benefit massively from the increase in CPU power this next gen, honestly it should be quite exciting to see what we get from the really big budget titles, at least technically.
  • Honestly I don't even know how that would work without a character just bump into shit all the time.
    The sensory input that we as humans have would be impossible to emulate and if it could I'm not sure how that could be fed back effectively.
    Human movement is insanely difficult to emulate, we just think it is easy because we have done it our whole lives.

    You might have been moaning about it for 25 years but have you looked into why?

    Advances have been made, Rockstar do well with this, Gears always felt good with characters leaning while moving.

    Graphical improvements are generally the biggest change because they are rarely doing anything new, they just have better processing power for them. 4k is a prime example, that isn't really doing anything new, its just processing more calculations per second.
  • Shiny graphical stuff is much easier to market, all you need is some technical buzzwords and nice pictures to entice people to keep buying your things. Complex interaction less so.
  • LivDiv wrote:
    You might have been moaning about it...

    Nice.
  • Seems console gamers will get first dibs on next gen ddr6 ram, ultra hi speed ssd's and amd rt cores? I'm almost starting to feel pangs of jealousy now.
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  • Well we might see some new stuff like that for PC in the middle of next year, but yeah this next gen is going to be a beast. Like they'll actually be equivalent or better than most low to mid spec PCs out there..
  • Yossarian
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    Isn’t that pretty standard for the start of a new console cycle?

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