By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Sony Discussion - Digital Foundry - Ray Tracing sneak peak on PS5

https://www.youtube.com/watch?v=Azl772uylh4

An analysis by DF of the brief demonstration of the RT capabilities on the PS5 reveal.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

Around the Network

Commenting here to show up on the news so people can see.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

Yeah, I just watched this a couple of hours ago. Honestly, there is a lot more RT going on than I was expecting, though the quality of it is expectedly a bit on the low side. Still, it's obvious that it's a very expensive effect to pull off, so I wonder how will development teams work with it going forward. Still, it's one alternative that they can use, as demonstrated by the UE5 demo.



Vote the Mayor for Mayor!

hunter_alien said:
Yeah, I just watched this a couple of hours ago. Honestly, there is a lot more RT going on than I was expecting, though the quality of it is expectedly a bit on the low side. Still, it's obvious that it's a very expensive effect to pull off, so I wonder how will development teams work with it going forward. Still, it's one alternative that they can use, as demonstrated by the UE5 demo.

Yep most of the video is on talking on the optimizations (or if we were to say on real terms cheaping out =p) to make the load smaller. That matches what Cerny talked on the GDC video of they using a good amount of RT with small impacts on processing.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

As long as RT effects are there to bring out overall image that's a good thing. I wouldn't be happy with full blown RT chugging FPS it's simply not worth it



...not much time to post anymore, used to be awesome on here really good fond memories from VGchartz...

PSN: Skeeuk - XBL: SkeeUK - PC: Skeeuk

really miss the VGCHARTZ of 2008 - 2013...

Around the Network
hunter_alien said:
Yeah, I just watched this a couple of hours ago. Honestly, there is a lot more RT going on than I was expecting, though the quality of it is expectedly a bit on the low side. Still, it's obvious that it's a very expensive effect to pull off, so I wonder how will development teams work with it going forward. Still, it's one alternative that they can use, as demonstrated by the UE5 demo.

And that is the beauty and pain of these DF deep dives...

If they didn't do what they did, would anyone of us have even noticed it? Pause frame, zoom into a specific portion of the screen, zoom into RT section of that portion, zoom into zoomed into RT... LOOK!!!! its checkerboard RT!!



Intrinsic said:
hunter_alien said:
Yeah, I just watched this a couple of hours ago. Honestly, there is a lot more RT going on than I was expecting, though the quality of it is expectedly a bit on the low side. Still, it's obvious that it's a very expensive effect to pull off, so I wonder how will development teams work with it going forward. Still, it's one alternative that they can use, as demonstrated by the UE5 demo.

And that is the beauty and pain of these DF deep dives...

If they didn't do what they did, would anyone of us have even noticed it? Pause frame, zoom into a specific portion of the screen, zoom into RT section of that portion, zoom into zoomed into RT... LOOK!!!! its checkerboard RT!!

:))) True. But it's still fun and interesting to watch their breakdowns. And the fact that checkerboarded RT is a thing is also pretty cool. It just show to me that developers are already pretty creative with the hardware



Vote the Mayor for Mayor!

Skeeuk said:
As long as RT effects are there to bring out overall image that's a good thing. I wouldn't be happy with full blown RT chugging FPS it's simply not worth it

Agreed. I actually haven't been that impressed with RT overall. It's ok I guess. Having HDR in my games was way more worth it.



Its nice so far although I'm more intrigued about about 1080p-1440p/60fps for the games which seem to be targeting 30

Also what about more intense RT at lower resolutions.



Intrinsic said:
hunter_alien said:
Yeah, I just watched this a couple of hours ago. Honestly, there is a lot more RT going on than I was expecting, though the quality of it is expectedly a bit on the low side. Still, it's obvious that it's a very expensive effect to pull off, so I wonder how will development teams work with it going forward. Still, it's one alternative that they can use, as demonstrated by the UE5 demo.

And that is the beauty and pain of these DF deep dives...

If they didn't do what they did, would anyone of us have even noticed it? Pause frame, zoom into a specific portion of the screen, zoom into RT section of that portion, zoom into zoomed into RT... LOOK!!!! its checkerboard RT!!

I actually like that they do that. It really show that the choice was effective. "The dev saved on computational resource by doing checekboardered RT on a 1/4 resolution on the map". The end result is almost imperceptible that they cheap out while at the same time using something that lessened the burden on the system. That is the beauty of consoles.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."