So ultimately what DF is saying is that with enough time the PS4 version will look just as good as the PC version. Based on what we know about the PS4 demo and the circumstances surrounding it this makes perfect sense.
No, that PC demo maxed out the GTX 680. It won't happen. That's why they aren't even focusing on real time global illumination on PC anymore.
No, that PC demo maxed out the GTX 680. It won't happen. That's why they aren't even focusing on real time global illumination on PC anymore.
I believe it. The first showing of Gears was some quick bad frame rate clip wasn't it? The final game in 06 ended up running great and looking a lot better than the initial reveal.
I think I missed the link stating that. Can you provide proof?
Edit:
I just noticed it in the article.
You care to expand?
And most developers don't really get access to lowlevel libraries.
So another generation of UE games with static lighting ;\, they should at least change their GI to Light Propagation Volumes [CryEngine 3 alike], not prebaked shit from UE 3 ...
Brian Karis, senior graphics programmer at Epic Games adds some more insight in the comments below, explaining some of the more obvious differences - particularly in terms of the very different lighting schemes. At the technical level, the two demos are closer than it seems:
"The biggest changes actually came from the merging of two separate cinematics, the original Elemental and the extended Elemental we showed at PS4's launch event. Each had different sun directions and required some compromises to join them. This resulted in some major lighting differences that aren't platform related but were due to it being a joined cinematic. Another effect, in the original you could see the mountains through the door where in the merged one we made the view through the door white since the mountains outside were no longer the same. Same deal with the mountain fly by. The old mountain range doesn't exist in the new one. These changes from the merge make direct comparisons somewhat inaccurate.
"Feature wise most everything is the same, AA resolution, meshes, textures (PS4 has tons of memory), DOF (I assure you both use the same Bokeh DOF, not sure why that one shot has different focal range), motion blur.
"Biggest differences are SVOGI has been replaced with a more efficient GI solution, a slight scale down in the number of particles for some FX, and tessellation is broken on ps4 in the current build which the lava used for displacement. We will fix the tessellation in the future."
Phew. I just knew the power of 8GB GDDR5 RAM would help them solve these issues.The article got an update by someone from Epic.
The article got an update by someone from Epic.
"Feature wise most everything is the same, AA resolution, meshes, textures (PS4 has tons of memory), DOF (I assure you both use the same Bokeh DOF, not sure why that one shot has different focal range), motion blur.
"Biggest differences are SVOGI has been replaced with a more efficient GI solution, a slight scale down in the number of particles for some FX, and tessellation is broken on ps4 in the current build which the lava used for displacement. We will fix the tessellation in the future."
Phew. I just knew the power of 8GB GDDR5 RAM would help them solve these issues.
Only the omission of Sparse Voxel Octree Global Illumination tech (SVOGI) comes across as a disappointment
This is still coming to pc though right ?
Just because the ps4 is too weak to include it does not mean it can't make it to the pc right ?
Phew. I just knew the power of 8GB GDDR5 RAM would help them solve these issues.
Brian Karis, senior graphics programmer at Epic Games adds some more insight in the comments below, explaining some of the more obvious differences - particularly in terms of the very different lighting schemes. At the technical level, the two demos are closer than it seems:
"The biggest changes actually came from the merging of two separate cinematics, the original Elemental and the extended Elemental we showed at PS4's launch event. Each had different sun directions and required some compromises to join them. This resulted in some major lighting differences that aren't platform related but were due to it being a joined cinematic. Another effect, in the original you could see the mountains through the door where in the merged one we made the view through the door white since the mountains outside were no longer the same. Same deal with the mountain fly by. The old mountain range doesn't exist in the new one. These changes from the merge make direct comparisons somewhat inaccurate.
"Feature wise most everything is the same, AA resolution, meshes, textures (PS4 has tons of memory), DOF (I assure you both use the same Bokeh DOF, not sure why that one shot has different focal range), motion blur.
"Biggest differences are SVOGI has been replaced with a more efficient GI solution, a slight scale down in the number of particles for some FX, and tessellation is broken on ps4 in the current build which the lava used for displacement. We will fix the tessellation in the future."
So they don't bake GI. Good.
http://www.upload.ee/image/3202626/background.gif
http://www.upload.ee/image/3202625/sammas.gif
http://www.upload.ee/image/3202621/uks.gif
http://www.upload.ee/image/3202624/koll.gif
These GIFs really illustrate the wonders that can be achieved when you pit a cut-down HD7970M with 8GB of GDDR5 against a GTX 680 with just 2GB of GDDR5!
Don't get your hopes up, they said the're using lightmass for GI againSo they don't bake GI. Good.
So they don't bake GI. Good.
What's your point? The PS4 version is set in the future which is why all the ice has melted.http://www.upload.ee/image/3202626/background.gif
http://www.upload.ee/image/3202625/sammas.gif
http://www.upload.ee/image/3202621/uks.gif
http://www.upload.ee/image/3202624/koll.gif
These GIFs really illustrate the wonders that can be achieved when you pit a cut-down HD7970M with 8GB of GDDR5 against a GTX 680 with just 2GB of GDDR5!
That wasn't built on a PS4 devkit using 8GB GDDR5.
What's your point? The PS4 version is set in the future which is why all the ice has melted.
They mean lower quality GI solution, right?"Biggest differences are SVOGI has been replaced with a more efficient GI solution
Epic Games
They mean lower quality GI solution, right?
I don't know about you guys, but I expected a tad bit more of the "world's best pc".
The article got an update by someone from Epic.
Epic Games
They mean lower quality GI solution, right?
We are pleased to announce that we have ported Paradox Engine and Yebis 2 Post-Processing Middleware to Sony Computer Entertainment’s PlayStation®4.
In order to successfully achieve this, we have managed to develop a a full C++ compatible Direct3D11/DXGI/D3DCompiler API layer on top of Sony Computer Entertainment’s PlayStation®4’s existing low level graphics API. The layer is extremely performant, and Yebis and Paradox could run with high quality settings. We plan to use this layer to port other middleware developed in our company.
With such a layer, we have been able to easily port the Direct3D11 versions of Paradox and Yebis 2 without having to change a single line of code in these middlewares in order to support rendering on the PlayStation®4:
With the D3DCompiler layer (with a fxc.exe compiler using it), we can develop our shaders in pure HLSL. We can query shader reflection, metadata, constant buffer...etc exactly in the same way we use to do in Direct3D11 on Windows.
With the DXGI layer, we are able to let our application using regular initialization code as SwapChains...etc.
With the Direct3D11 layer, we are able to efficiently use the underlying PS4 graphics API, taking care of the whole setup of pipeline stages, double buffering for command buffers, supporting all Direct3D11 states, Resources and Views...etc.
As the PlayStation®4 Graphics API is low level, our Direct3D11 layer for PlayStation®4 is taking care of all the details of interoperating with this API, allowing to easily develop and port an existing Direct3D11 game on PlayStation®4.. if you are interested in this technology, please contact us at: contact@paradox3d.net
I don't know about you guys, but I expected a tad bit more of the "world's best pc".
Baked >>>>> SVOGI quality wise.
No. Baked is more efficient but much lower quality. All he said was that it was more efficient.
Sort of off-topic, but another middleware provider had an interesting blog post a month ago about work they've done to bring their tools to PS4.
They basically got Direct3D11 to run on top of Sony's low level PS4 library, so they could run their middleware without changes for PS4 specifically.
Their middleware is used in Agni's Philosophy, among other things.
http://paradox3d.net/blog/direct3d11-ps4.html
I guess there is some performance loss vs an implementation talking directly to a driver, but pretty interesting nonetheless!
This is a demo of their engine from GDC: http://www.youtube.com/watch?feature=player_embedded&v=-Oezvs7CC1Y
The article I found this in seemed to suggest it was running off a PS4 kit but I can't be sure...
But the real question is, are they going to make games on PS4 or just tech demos?
I'm pretty sure motion blur really wasn't the same between the two demos. PS4 demo didn't have object based motion blur at all, it only had camera blur.
Other than that, what Brian from Epic is saying goes with my theory that they did things to make the 2nd part look better at the expense of the 1st part.
Lower quality meaning baked and not real-time.
It's true, but AO probably came with the GI implementation from the PC demo. I think any differences in lighting are hard to compare since they dropped that lighting system and also moved the main lightsource around. I was most surprised about motion blur to be honest. We've seen tons of games this gen use it on PS3 and X360, I think Gears 3 had per-object motion blur, and that was in UT3.And the first shot of the hand shows no AO for ps4 demo versus high quality AO in pc demo.
Seems SVOGI was still too cost-inefficient, but the new Infiltrator demo runs without SVOGI AFAIK and looks absolutely great (same hardware as well).
It's true, but AO probably came with the GI implementation from the PC demo. I think any differences in lighting are hard to compare since they dropped that lighting system and also moved the main lightsource around. I was most surprised about motion blur to be honest. We've seen tons of games this gen use it on OS3 and X360, I think Gears 3 had per-object motion blur, and that was in UT3.
My guess, is that much like tesselation, that feature wasn't working correctly yet.
The new demo looked great, but it's still a limited perspective and it doesn't make the loss of real-time GI any less disappointing.
Baked >>>>> SVOGI quality wise.
Yes, but I think that removing GI requires rethinking the effects that are lost on the process. The overall IQ is by far less impressive without AO. Most of the last current gen games have some kind of AO.