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Playstation 5 to have Ray-tracing on a hardware level

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The exact quote:
Before they do, Cerny wants to clarify something. When we last discussed the forthcoming console, he spoke about its ability to support ray-tracing, a technique that can enable complex lighting and sound effects in 3D environments. Given the many questions he’s received since, he fears he may have been ambiguous about how the PS5 would accomplish this—and confirms that it’s not a software-level fix, which some had feared. “There is ray-tracing acceleration in the GPU hardware,” he says, “which I believe is the statement that people were looking for.” (A belief born out by my own Twitter mentions, which for a couple of weeks in April made a graphics-rendering technique seem like the only thing the internet had ever cared about.)

So the Navi part in the PS5 will have (some sort of) RT hardware on it. I'm guessing Rdna2 cards will have it as well.

Also the new controller looks promising
 
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IIRC AMD mentioned them working on ray tracing a while ago (April or May?).
Looking at how Nvidia is "Ray Guessing" (Throw a handfull of rays, Neural net the noise away) with their hardware-software implementation, I would prefer AMD to not waste money on hardware implementations.
 
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sony should consider 60fps gaming console, just make it happend then lets talk abt ray tracing..
 
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sony should consider 60fps gaming console, just make it happend then lets talk abt ray tracing..

60FPS doesn't sell consoles from a marketing perspective. 4K gaming and Ray Tracing does (regardless of the actual performance).
 
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Rt is nice.Really liked it in Quake rtx and Control.However,console makers should put their priorities elsewhere.
 
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Ps3 could do real time ray tracing, utilizing the powerpc cpu which is a much better number cruncher than the x86 cpu, ps3 was capable of real time ray tracing.

 
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Ps3 could do real time ray tracing, utilizing the powerpc cpu which is a much better number cruncher than the x86 cpu, ps3 was capable of real time ray tracing.

ray singular.
 
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Benchmark Scores Faster than yours... I'd bet on it. :)
That's good news for RTX... ;)

Looks like it is here to stay with consoles behind it and all the porting that goes on.
 
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That's good news for RTX... ;)

Looks like it is here to stay with consoles behind it and all the porting that goes on.
Im not so sure AMD's ray tracing is going to be compatible with Nvidias proprietary tech personally, now that would be a dramma new Raytraced games RTX didn't work on.
 
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Seeing is believing... Every console gen has its own 'revolution', meanwhile none of them led the pack anywhere.
 
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That's good news for RTX... ;)

Looks like it is here to stay with consoles behind it and all the porting that goes on.

Overlooking that RTX is under GameWorks.

DXR layer will be helpful in porting to utilize it but it will depend on how AMD implements it. Does it go brute force, do as little as possible (RTX), go the Imagination route or do their own thing.
 
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Benchmark Scores Faster than yours... I'd bet on it. :)
It would be a crying shame if they went proprietary, but you may be right. Either way, RT is seemingly here to stay.

...oh intels new gpu has it as well.... FWIW.
 
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Seeing is believing... Every console gen has its own 'revolution', meanwhile none of them led the pack anywhere.
Im fairly sure virtual racing ,fighter or starfox were the first 3d polygon based games?.
It would be a crying shame if they went proprietary, but you may be right. Either way, RT is seemingly here to stay.

...oh intels new gpu has it as well.... FWIW.
We can be fairly certain Microsoft and AMD will use dx12 RT so I can see Nvidias Rtx running it , but it's being reported that Microsoft and Sony are using different methods for Raytracing, that could make for three methods.
 
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Looking at how Nvidia is "Ray Guessing" (Throw a handfull of rays, Neural net the noise away) with their hardware-software implementation, I would prefer AMD to not waste money on hardware implementations.
Nvidia's implementation is easily the most efficient we've seen to date.

And the whole idea of lowering the number of simulation runs and clever minimizing of the resulting noise is taken straight from scientific simulations.
Why do you think pushing twice as much rays and doing a simple average would be better is beyond me.
sony should consider 60fps gaming console, just make it happend then lets talk abt ray tracing..
60fps at 4K?
PS5 will be more than capable to do that if the rumored AMD-based specs are true.
Im not so sure AMD's ray tracing is going to be compatible with Nvidias proprietary tech personally, now that would be a dramma new Raytraced games RTX didn't work on.
Not a big deal. RT needs very little coding. Even if game studios were forced to write a separate implementation for each GPU maker (just 3 of them), it won't make their job harder than it is now.
The real cost of RT is in models and textures. And they're either universal or easily converted.

What this means for gamers is:
- despite proprietary coding being simple, game studios may decide to spend more time on Nvidia and Intel code than on AMD (simply based on market share),
- games will look differently on different GPU architectures (finally something other than fps),
- game installation may target a GPU, so everything may need to be updated after a GPU brand switch.
 
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Quixel megascans + Ray tracing are going to be the main graphical updates for these consoles IMO.
 
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Nvidia's implementation is easily the most efficient we've seen to date.

And the whole idea of lowering the number of simulation runs and clever minimizing of the resulting noise is taken straight from scientific simulations.
Why do you think pushing twice as much rays and doing a simple average would be better is beyond me.

60fps at 4K?
PS5 will be more than capable to do that if the rumored AMD-based specs are true.

Not a big deal. RT needs very little coding. Even if game studios were forced to write a separate implementation for each GPU maker (just 3 of them), it won't make their job harder than it is now.
The real cost of RT is in models and textures. And they're either universal or easily converted.

What this means for gamers is:
- despite proprietary coding being simple, game studios may decide to spend more time on Nvidia and Intel code than on AMD (simply based on market share),
- games will look differently on different GPU architectures (finally something other than fps),
- game installation may target a GPU, so everything may need to be updated after a GPU brand switch.
i didnt say console must running on 4k, i mean seriously 4k?, how much cost to pay for tv/monitor again, console suposed to be alter of home gaming, fullhd nor 1440p alr good, just make console that running decent 60fps in fhd/1440 and i will consider back to console gaming, what my opinion is dont expected too much make a console gaming that running hightech 4k/ray tracing thats just too far, even a expenaive pc rig barely run 4k on exact 60fps:)

It's not as hard as you think to do both if you actually design the proper hardware.
well lest wait and see:)
 
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i didnt say console must running on 4k, i mean seriously 4k?, how much cost to pay for tv/monitor again, console suposed to be alter of home gaming, fullhd nor 1440p alr good, just make console that running decent 60fps in fhd/1440 and i will consider back to console gaming, what my opinion is dont expected too much make a console gaming that running hightech 4k/ray tracing thats just too far, even a expenaive pc rig barely run 4k on exact 60fps:)


well lest wait and see:)

Just so you know - that 5700XT sold out quickly for a reason...it was clearly a better deal than that old 1080....
 
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i didnt say console must running on 4k, i mean seriously 4k?, how much cost to pay for tv/monitor again, console suposed to be alter of home gaming, fullhd nor 1440p alr good, just make console that running decent 60fps in fhd/1440 and i will consider back to console gaming, what my opinion is dont expected too much make a console gaming that running hightech 4k/ray tracing thats just too far, even a expenaive pc rig barely run 4k on exact 60fps:)
4K has been the standard TV resolution for a while now, so the logic behind is that most people already have a TV that can show so many pixels.

FHD is noticeably less detailed and scaling from 1440p makes no sense. And I don't think many 1440p TVs exist.
You're thinking about PC monitor resolutions, but just a tiny part of console owners use them this way.

4K + 60fps + RTRT will not be possible on these consoles (maybe on next iteration).
Yet, this is the perfect moment to add RTRT.
We'll have a choice of
- non RTRT 4K 60fps - maxing mainstream TVs out,
- RTRT 1080p 60fps / 4K 30fps
 
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We can be fairly certain Microsoft and AMD will use dx12 RT so I can see Nvidias Rtx running it , but it's being reported that Microsoft and Sony are using different methods for Raytracing, that could make for three methods.
And hopefully an open source implementation like VulkanRT or equivalent.
Sony usually has proprietary APIs, so meh.
 
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Funny how people throw fits when no rt is mentioned as a downside in 5700xt reviews while their 450 dollar gpus will soon be left behind consoles in supported features.
 
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Funny how people throw fits when no rt is mentioned as a downside in 5700xt reviews while their 450 dollar gpus will soon be left behind consoles in supported features.
The ps5 does what?
 
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Nvidia's implementation is easily the most efficient we've seen to date.

And the whole idea of lowering the number of simulation runs and clever minimizing of the resulting noise is taken straight from scientific simulations.
Why do you think pushing twice as much rays and doing a simple average would be better is beyond me.
I said Nvidia claiming "full hardware raytracing" is wrong as the neural net doing the denoising is software.
And I never said twice as many rays, I never said anything specific about the ray count.
Nvidia implemented ONE specific raytracing algorythm spending millions on hardware locking the 20-series to that specific way.
AMD simply does not have the R&D budget to waste on costly and limiting hardware implementations. Having an FPGA-on board may be a workarround, would increase prices by a lot though.
 
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Nvidia's implementation is easily the most efficient we've seen to date.

And the whole idea of lowering the number of simulation runs and clever minimizing of the resulting noise is taken straight from scientific simulations.
Why do you think pushing twice as much rays and doing a simple average would be better is beyond me.

60fps at 4K?
PS5 will be more than capable to do that if the rumored AMD-based specs are true.

Not a big deal. RT needs very little coding. Even if game studios were forced to write a separate implementation for each GPU maker (just 3 of them), it won't make their job harder than it is now.
The real cost of RT is in models and textures. And they're either universal or easily converted.

What this means for gamers is:
- despite proprietary coding being simple, game studios may decide to spend more time on Nvidia and Intel code than on AMD (simply based on market share),
- games will look differently on different GPU architectures (finally something other than fps),
- game installation may target a GPU, so everything may need to be updated after a GPU brand switch.
Rt needs very little coding, yeah right, that why a 20 year old quake is one of the best examples and the main reason we are awash with all five RTX games then, it's so easy to code for "it just works".

Caustic Had a more efficient Rt.
 
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Ray tracing in general may be here to stay but that doesn't mean it will be nvidia's proprietary implementation.
They don't have a great track record with that kind of thing. People used to buy separate gpus for PhysX and now it's dead. Gsync is superior to freesync yet the latter grew more popular as it doesn't require a hardware module, and nvidia eventually had to start supporting it as well.
 
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