Looking better is to general. You guys are acting like it will make huge leaps in differences of rendered games when it won't. That's why we are arguing.
Don't care about what "others" are saying.
I'm arguing about my statements.
Ok. You just ignored my comment. Of course there will be new tools. I said most pipelines are already in place. It takes years to develop a game from scratch. Most companies will only have ONE game out this entire generation. They don't have time to iterate on their game with more graphics features to produce a second game. So if anything, you guys are looking at next-gen having the graphics you want. NOT this generation.
I don't understand what you are referring about with pipelines. But in this discussion, I'm talking about the rendering pipeline.
And in this generation we have some of the biggest changes ever. For once, the whole geometry engine is revamped. Especially with Mesh Shaders and Amplification Shaders, replacing the whole geometry part of the rendering pipeline.
Then we have ray-tracing, that can replace or enhance several parts of the rendering pipeline. Be it shadows, reflections or global Illumination.
Then we have the file system and API for SSDs. For example, on the
PS5 there's low level and high level access and game-makers can choose whichever flavour they want - but it's the new I/O API that allows developers to tap into the extreme speed of the new hardware. The concept of filenames and paths is gone in favor of an ID-based system which tells the system exactly where to find the data they need as quickly as possible. Developers simply need to specify the ID, the start location and end location and a few milliseconds later, the data is delivered. Two command lists are sent to the hardware - one with the list of IDs, the other centering on memory allocation and deallocation - i.e. making sure that the memory is freed up for the new data.
We could also talk about MS Direct Storage and Sampler Feedback Streaming.
So, as you can see, there is a lot of new improvements in the rendering pipeline.
About tools, yes there are also new tools. UE5 is just one of the most prominent examples.
If you add polygons to be rendered it slows the entire rendering pipeline down because they have to be shaded and lit. Again, the hardware can't afford it when concessions are already being made with simple rendering pipelines. The consoles this generation (and even the Nvidia GPUs) are just too weak for what you guys are expecting.
One of the advantages of Mesh Shaders and even primitive Shaders is the ability to better cull unseen geometry, at an early stage. This means less resources spent on rendering invisible polygons, but also less overdraw for pixel shading. So it's a net win all around.
Also consider that the thing that spends most of shader work, is fragment shading and this depends mostly on render resolution. Not geometry.
Again, don´t try to make me defend other people's arguments. I defend my own.
DLSS is for the PC NOT the consoles. We are talking about consoles here. AMD missed the boat on that one. Which is why I'm arguing your expectations are too high for this hardware.
DLSS 1.9 was running on shaders, using DP4A. So will XESS.
Regardless, have you seen what TAAU can do? I have and although it's not as good as DLSS, it is still something with great results.
What game is taking advantage of new features that looks better than anything else? I'm curious.
The PS5 versions of Spider-man with lots of ray-tracing effects. Ratchet and Clank with great effects of ray-tracing, fur rendering, SSD for level loading.
Watch Dogs Legion with ray-tracing. Doom Eternal and Gear 5 with VRS.
Metro Exodus Enhanced with real time Global Illumination.
And several others. I would advise you subscribe to Digital Foundry, they have plenty of videos talking about these things.
Ah.. now we want to make personal attacks about what I know?
But do you know what is a compiler? And why ML is important to improve performance and efficiency of compiled code?
Aside from Nanite technology smoothing out polygonal edges, the Matrix demo is doing nothing new that hasn't already been implemented before. The shaders are all old based off of last gens PBR shaders. The lighting is using RT just like many other games (i.e. Metro, UE4's Ascent, Control, etc.). FX are conventional and equal to most other games' FX. Animation isn't that good. Textures aren't as high res as Crysis remake (which holds the crown right now on 8K texture maps). So what other technology in this demo is significantly better than any other game which shows a graphics feature in the hardware that shows a significant change over games already released this generation?
No other game is doing better use of geometry at this point, than UE5 with Nanite. No other game has a better TAA than Epic's TAA Gen5. No other game has better temporal upscaler than Epic's Super Resolution, sides from DLSS.
It has probably the best use of SDFs to render Global illumination. It has one of the most impressive streaming and LOD scaling in any game engine.
It is bringing so many new great things. You can't just focus on what it does like previous tech.