@Pedro said:
@scatteh316 said:
I know RT improves things....but as per my comment "I'm more then happy with the quality of reflections and lighting we currently have"
At least doing RT via shaders there's the option to just turn it off and use the power for everything...... an option not available with hardware acceleration.
I would of liked to of seen a voxel approach used next generation as opposed to RT as it's less resource heavy and would still give a nice improvement over current techniques...... it also would of been the perfect stop gap in the work up to RT.
But it will ultimately depend on how good the consoles are at RT....... if they have the performance to run it well then maybe...just maybe.....it'll be OK.
You would think that if RT is hardware accelerated that the core performance would be unaffected by its implementation but that is not the case. I reckon that Nvidia's current accelerated solution (which may also be AMDs) is too limited, relying on other components of the GPU thus the performance hit. The ideal situation is true hardware acceleration that runs parallel to the existing render pipeline.
In a sense it would be be affected by RT......but the overall raw performance of the die wouldn't be.
Say Microsoft start with a 40 CU Navi GPU and have to sacrifice 10 CU's for RT...... that'll be a 25% reduction in raw GPU performance but with this set-up running RT won't affect the utilisation of those remaining 30 CU's........ but turning off RT won't give more raw performance....But as long as the RT cores are fast enough to make up for the reduction in CU's it could actually work in their favour.
What's interesting is how much compute performance is going to be required for RT via shaders to match what will be possible via dedicated hardware.
If for example a next generation COD game ships with RT enabled via hardware acceleration on Scarlett it will still have 30 CU's worth of GPU performance to handle the rest of the graphics.
Now...... what if this same COD game ships on PS5 ?? There could be several scenario's......
1- They ditch RT completely and have inferior lighting/shadows/reflections (But still not ugly looking) but use all 40 CU's to push the visuals in other area's
2- They dedicate CU's to do RT via shaders.....but..... what if this requires 15 CU's to achieve parity with Scarletts dedicated hardware? That'll leave 25 CU's left for the rest of the graphics.....less then Scarlett!!!
If Scarlett and crucially AMD's implementation of hardware acceleration of RT is robust and performs well Scarlett may very well be the faster console in the real world.
Or has Sony or Cerny made custom tweaks to the core logic to enable better RT performance on PS5??
It's all very interesting and will be good to see how it all unfolds.
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