These slides ignore foveated rendering for a good reason. AMD can't bet on the tech maturing at any specific point in time.
The parts you focus on are higher resolution while the periphery of your vision is lower res. So the part you are looking at is 16,000 x 16,000 while the rest is much lower.
Not a chance if we're talking single GPU. If we consider a 980Ti as sufficient for 4K at 60hz(hint:its not) then we would need at least 16x the power. And thats just a rough game agnostic estimation. Real world requirements are usually much more unforgiving.
How far have we come along in this method?I was just pointing out how full of shit AMD is when they pretend foveated rendering doesn't exist. Because that's where the >1 PFLOPS figure comes from.
But real life is 120,000x120,000 at 6000Hz
So, we're talking about 500 PS4's duct taped together?
....I'm going to need more tape.
Edit: for context, my money is on the next round of consoles being roughly 12x as powerful as the PS4. That'd be overkill for 1080p visuals, but not so much for 4k and VR.
1 / plank time frames per second
by that time, why not just get a chip in my brain and surf the VR world like in all the cyberpunk things ever
For then VR will already be obsolete and holograms will be the new thing, but of course we will need 20k 500fps holograms to have them look like real things, so we will have to wait again
Where is he getting 240hz from? I thought Oculus did psychological studies that found ~88hz was where people stopped unconsciously noticing flickering. 16x16k per eye sounds about right though for "true" vr.
More is always better but, 4K in each eye at 120hz should be more than enough to be immersed. Saying we need 16K at 240hz is insane IMO.
More is always better but, 4K in each eye at 120hz should be more than enough to be immersed. Saying we need 16K at 240hz is insane IMO.
AMD is in for a rude awakening when they get on Intarwebz for the first time and learn about foveated rendering.
Large and intelligent changes in both GPU and software architectures will be the key to driving up performance while lowering power consumption, which is exactly what the AMD's Radeon Technologies group is working towards.
If VR really takes off than the current HMDs now are what 3D graphics were 1996 to us. Cool and all but in 20 years...
More is always better but, 4K in each eye at 120hz should be more than enough to be immersed. Saying we need 16K at 240hz is insane IMO.
Make that wireless while you are at it
tru
turns out it's 8640p (15,360 × 8,640 progressive scan; aka "16K QUHD")
my bad i guess, but i thought VR is a square on each side anyways
das a lot of fuckin pixels tho
But real life is 120,000x120,000 at 6000Hz
I don't think that the length of last gen doesn't matter, because the last gen consoles started off way overpowered.We didn't even get that this gen, and that was following an 8 year cycle. I don't see it happening.
Spoken like a true "Chumpion" ...kidding but do you really think they are clueless on the latest and greatest upcoming technology?
There are only 3 ways this is going to happen.
1. Reinvent processing power need for said resolution. At current Rates you would needs a Supercomputer for 16,000x16,000
2. Make Cloud Computing work. The sky is the limit if you can get millions of computers that all do just a bit of processing let alone dedicating serous resources.
3. A Quantum leap in how computers work. To have a computer that can run near one petaflop your talking about thousands if not tens of thousands of dollars. Quantum computing?
Where is he getting 240hz from? I thought Oculus did psychological studies that found ~88hz was where people stopped unconsciously noticing flickering. 16x16k per eye sounds about right though for "true" vr.
Because the Earth is square
Actually, purely in terms of the visual system, these numbers are pretty reasonable.Indeed those are just numbers thrown out there to make noise and hype around VR and AMD GPU future, no one really knows what would take to make VR like real life
I understand the concern, but I can't really think of a way it would manifest. Eye tracking as a means for reducing rendering load doesn't affect the content, just the way it is presented.You know, the pessimist in me is wondering if eye-tracking shenanigans is going to be one of those cost-cutting standards that turns around and bites us in the ass a few decades down the road when you can brute force the 'proper' way to do things.
Like non-square pixel aspect ratios for movie content (hi, everything up to DVD) or 29.97 being a standard. The latter wasn't so much a problem with power as it was a problem with interacting with existing infrastructure, but the point stands - it's annoying to deal with.
Well, like a game (but even more so) recording and then playing back VR footage is basically impossible.(With eye tracking, the obvious drawback would be recorded footage, not realtime usage)
So, we're talking about 500 PS4's duct taped together?
....I'm going to need more tape.
Edit: for context, my money is on the next round of consoles being roughly 12x as powerful as the PS4. That'd be overkill for 1080p visuals, but not so much for 4k and VR.
I should learn to make edits prior to posting :V
Also when hardware is finally capable of letting us stream VR content, which isn't that much longer down the road from it being feasible. But then again, the experience of that first party is paramount anyway.
edit: To be clear, I meant twitch etc. streaming, as in broadcast entertainment, not realtime play streaming like Steam Link etc.
I think for streaming setups like this will be the most viable option, and those won't be any more expensive than rendering a traditional monitor view of the scene (and won't use eye tracking obviously).I should learn to make edits prior to posting :V
Also when hardware is finally capable of letting us stream VR content, which isn't that much longer down the road from it being feasible. But then again, the experience of that first party is paramount anyway.
edit: To be clear, I meant twitch etc. streaming, as in broadcast entertainment, not realtime play streaming like Steam Link etc.
I think for streaming setups like this will be the most viable option, and those won't be any more expensive than rendering a traditional monitor view of the scene (and won't use eye tracking obviously).
I think for streaming setups like this will be the most viable option, and those won't be any more expensive than rendering a traditional monitor view of the scene (and won't use eye tracking obviously).