By using this site, you agree to our Privacy Policy and our Terms of Use. Close
CGI-Quality said:

The thing to remember is this ~ while a $599 premium console in 2020 would be juicy, it will still take a lot of VRAM to pull off what many people are looking forward to. I was just explaining this to the mod team. 

We'll take hair, as an example. If you remember the early days of TressFX, you'll note the revolution at the time. Nothing was like it, and while it could cause some performance hiccups, it worked relatively well. The reason? It was one of the first pieces of core fibermesh hair of its time. High in polycount, but easy on VRAM (why the PS4 and Xbox One could handle it). However, had the hair been a transmapped piece, the machines, including powerful 2013 PCs, would have struggled immensely. Why? Because transmapped hair uses bigger map sizes (sometimes double that of fibermesh), which requires a boatload more VRAM and also renders much slower.

And that's just hair. There is still grass and many fiber-like elements to think about. As I've said from the beginning, I expect next consoles 9the base models) to sport about 16GB of RAM. This way, they'll be able to dedicate at least 10-12 for gaming and have a reserve of about 4GB (this is standar random access memory procedure). 


Thus, here's what I expect (based on the visuals I've seen, the expectations of the time, and the idea of affordability remaining at the forefront)

PS5 or Xbox Next

$399 starting point for PS5

Specs: 

CPU: Zen 2 eight to twelve core @ 3GHz
GPU: Navi
RAM:16GB G6 (could use G5X, but I doubt it)
HDD: 4TB

$399 start point for Xbox Next

Specs:

CPU: Zen 2 eight to twelve core @ 3GHz
GPU: Perhaps Navi (a little foggier here)
RAM:16GB G6 (could use G5X, but I doubt it)
HDD: 4TB

The premium machines? Roughly 20GB of G6, a faster Zen 2, faster Navi GPU, and maybe a 6TB HDD (remember, they won't go but so crazy here given we're talking $600 at most).

Yep.  Hair, animation of vegetation, fluid animation/dynamics should be vastly improved in next gen, at least this is my hope.

 I posted this on second page, but it was missed.

""Let's take XBox One base model and XBox One X as examples.    The biggest difference between the two is the GPU and Ram. The CPUs are quiet similar, not a big difference, apart from some optimizations and clock speed.   So what do we have in the end ?  The "core" of the game is the same, they play "exactly" the same(mechanics), also physics, AI, animations, system collision are the same.  The graphics, IQ and frame rate on the other hand see the biggest jump from the base model to X model, almost night and day.  So, basicly,   when 2 SKUs have similar CPU performance and dramatic differences in GPU and memory speed, Scalability is mostly in the graphics/IQ/frame rate department right ? Now, what if 2 SKUs have also a dramatic difference in CPU performance? How scalability can work in areas such as physics, animations, system collision, interactions with the environment, AI and game-play mechanics ? How much more complex is "scalability" in those areas ?  Can this be taken into account by the developers, is it feasible, or too complex and costy for the majority of developers ?

 In few words, it is a waste to have 2 SKUs with dramatic differences in CPU/GPU and RAM, or Devs might really take advantage of the more powerful SKU with the right development Kit and advanced scalability ?

 Any thoughts ?""

 In case the Premium Model(if we will have one), is significally more powerful than the Base model, and this should be the case, can "scalability" be used also for extra animations, better animations for hair, vegetation and fluid dynamics ?  



”Every great dream begins with a dreamer. Always remember, you have within you the strength, the patience, and the passion to reach for the stars to change the world.”

Harriet Tubman.