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Pemalite said:
HollyGamer said:

but it's not path tracing 

i used specific term path tracing because GI still using baked and screen space 

Path Tracing is a Global Illumination Algorithm.

Path Tracing is Ray Tracing is Global Illumination.

Global Illumination *does not* have to use baked or screen space data.

DonFerrari said:

So we didn't get a direct number but used the common setup to it? Fair enough, it could be different but there is no indication then.

If we are to go by the formula.. The Playstation 5 will have 144 texture mapping units and the Xbox One X would have 208 texture mapping units, so the Xbox will have some texturing advantages as it has a higher texture fillrate, it's not significant, expect a magnifying glass to be needed to tell the difference I think.

Both consoles have 64 ROPS, which means MPixel fillrate is actually superior on the Playstation 5... And actually by a sizable amount.
And if both units have the same number of geometry units, the Playstation 5 will have superior geometry capabilities. - And going by how AMD has outlaid Navi, that could be highly plausible.


The lumen UE on PS5 do not use path tracing , i think they have different method that's why i am confused 

Also Xbox SX can render greater textures than PS5 on a condition all the textures data are available when it need on RAM. The problem is the big the data is the more data they need to store on RAM, thus streaming data are required for the GPU to render. Xbox SX will need to tackle this problem. Not just textures but geometry data. Xbox doesn't have the capacity to stream all the data to the GPU. So thta's why IO is very important to stream all the textures data for the GPU to process.

One of the method for Xbox SX to tackle this with trick using tesselation, with the amount of processing unit they can use this, so instead calculating all the geometry assets they will rely more on tesselation.