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@UnnDunn: Lol Nope just like the use of photomode as an valid alternative benchmark when XSX's performs worse than PS5's in real time graphics (it must be a bug), 1+1=2. There's more to GPU power than just TFLOPs, you know like how a Radeon VII's performs worse in GPU bound scenarios despite a higher TFLOPs than 2080Ti
@regnaston Control is pretty much a GPU bound game in real time game, and every fps dip involves heavy Alpha effects (GPU based) this the whole isolating the GPU via photomode is BS lol
I agree with @davillain-. You have got to be trolling.
@UnnDunn: lol I get ~13% CPU usage with Control on unoptimized PC so whole CPU/IO is bonkers.
What's your understanding of how photo mode works in a video game?
Why do you fools bother with an obvious troll? Stop giving him attention for Christ's sake.
I'M BORED!!!
@Zero_epyon: lol everything is already rendered with a bit of polish that's not done real time game and paused. There's nothing more to it you know 1+1=2.
@Zero_epyon: lol everything is already rendered with a bit of polish that's not done real time game and paused. There's nothing more to it you know 1+1=2.
So you think when the game is paused, the game renders one frame and just repeats it over and over until the game is unpaused?
Why do you think that photo mode is the same as pausing the game?
So how did Sucker Punch do this?
@Zero_epyon: Sucker Punch has it's own implementation (like add extra fancy effects isolated from real time game rendering) that's different than Control's (which is effectively pausing a game).
@Zero_epyon: Sucker Punch has it's own implementation (like add extra fancy effects isolated from real time game rendering) that's different than Control's (which is effectively pausing a game).
How is it different? How does a game pause but also allow you to move the camera around?
@Zero_epyon: It's different by allowing effects (like Weather/Lighting/etc) outside of gameplay, otherwise there not much difference lol?. All rendering associated with gameplay interaction is simply halted.
@Zero_epyon: It's different by allowing effects (like Weather/Lighting/etc) outside of gameplay, otherwise there not much difference lol?. All rendering associated with gameplay interaction is simply halted.
So when you spin the camera, what happens?
@Zero_epyon: lol umm your frame of reference changes, no different from changing camera-angles/spectator mode in 3rd person?
@Zero_epyon: lol umm your frame of reference changes, no different from changing camera-angles/spectator mode in 3rd person?
But the game is paused and a still image is shown according to you. Wouldn't you need to rerender based on your new point of reference?
I have to say, it's pretty sad that the PS5 can't even display a pre-rendered still-frame image with non-real-time once-ray-traced lighting at more than about 40fps. Can't imagine how much it would struggle to actually render the image :-p
I have to say, it's pretty sad that the PS5 can't even display a pre-rendered still-frame image with non-real-time once-ray-traced lighting at more than about 40fps. Can't imagine how much it would struggle to actually render the image :-p
TRUE
If it only a still image as whatever his name is saying and it is having problems hitting 40fps then the PS5 is doomed 😁
@Zero_epyon: Yes a 3D still image that was already rendered (whose assets don't have to be rerendered from scratch), in context of 3D the only thing the camera does is projecting or "rendering" the view to the user while being decoupled from the environment.
Real-time 3D gameplay involves user interacting (which is what give's it the "3D" aspect, otherwise it's nothing more than a 2D projection/illusion of a 3D object) with the environment, and environment/assets moving relative to the user (vice versa), you know like light bouncing off the user/environment, particles moving and colliding, etc. All of which have to be rerendered on the fly from scratch on frame-by-frame ( All of which stresses the entire GPU pipeline).
@Zero_epyon: Yes a 3D still image that was already rendered (whose assets don't have to be rerendered from scratch), in context of 3D the only thing the camera does is projecting or "rendering" the view to the user while being decoupled from the environment.
Real-time 3D gameplay involves user interacting (which is what give's it the "3D" aspect, otherwise it's nothing more than a 2D projection/illusion of a 3D object) with the environment, and environment/assets moving relative to the user (vice versa), you know like light bouncing off the user/environment, particles moving and colliding, etc. All of which have to be rerendered on the fly from scratch on frame-by-frame ( All of which stresses the entire GPU pipeline).
Don't mind me. I'm just quoting this to capture the cluelessness and insanity of this post. 🤣
@Zero_epyon: Yes a 3D still image that was already rendered (whose assets don't have to be rerendered from scratch), in context of 3D the only thing the camera does is projecting or "rendering" the view to the user while being decoupled from the environment.
Real-time 3D gameplay involves user interacting (which is what give's it the "3D" aspect, otherwise it's nothing more than a 2D projection/illusion of a 3D object) with the environment, and environment/assets moving relative to the user (vice versa), you know like light bouncing off the user/environment, particles moving and colliding, etc. All of which have to be rerendered on the fly from scratch on frame-by-frame ( All of which stresses the entire GPU pipeline).
Haha omg I tried but I can't stop laughing...
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