Agreed.It really saddens me that people still call out cod for using slightly modified id tech 3 when in reality they push forward thinking innovative tech.
Some truly great work there.
Agreed.It really saddens me that people still call out cod for using slightly modified id tech 3 when in reality they push forward thinking innovative tech.
havent read them yet but heres some siggraph presentations from developers under activision. the subdivision one i will get to first
http://c0de517e.blogspot.fr/2016/08/activision-siggraph-2016.html?m=1
It really saddens me that people still call out cod for using slightly modified id tech 3 when in reality they push forward thinking innovative tech.
The newest iterations of their technology have been rather awesome. Boasting a wide range of modern effects while keeping frametimes generally really low (especially on PC when you have the rig for it, their games run very well in my own experience).Agreed.
Some truly great work there.
![]()
http://advances.realtimerendering.com/s2016/Filmic SMAA v7.pptx
Pretty interesting that newer versions of SMAA are faster than FXAA already. It saddens me when I see some game using FXAA in 2016 - like NMS for example - when SMAA 1x is hardly slower and provides a much better quality.
You mean the halos around the sparks?... They are still using some bad oversharpening solution to counterbalance the kinda soft look of the image something, aaand it can be really rough :
...![]()
You mean the halos around the sparks?
Did.... But maybe that is what you mean by "halo".
Did.
From my experience, this looks like an HDR (tone mapping) issue.
i don't know what you're talking about in that reflection shot, the arm blocks the ssr because it is it is in the buffer over what would have been reflected, dunno why you have an arrow pointing to the fishing line.
Yes, it's quite distracting in most games.I wasn't actually pointing at the fishing line but the fish, my bad. And I know that it is a common problem in some SSR implementations, it does not make it less inelegant. It feels especially distracting in motion.
You mean the halos around the sparks?
No, the sparks themselves are way too sharpened and are producing artifacts around them. But maybe that is what you mean by "halo".
Possible indeed.
I wasn't actually pointing at the fishing line but the fish, my bad. And I know that it is a common problem in some SSR implementations, it does not make it less inelegant. It feels especially distracting in motion.
Yes, it's quite distracting in most games.
Would be nice to see deep z-buffer approaches get more common.
Even if it is just different layer for characters and environment.
It might have helped some yes, placing and aligning those might be hard.This is the sort of issue that would normally be 'solved' by a cubemap reflection which doesn't seem to be getting it done here. From reading up they don't have local cubemaps outdoors but they do indoors.
Agreed.Doesn't help to just have a deep Z buffer, you need a deep G Buffer in order to be able to correctly color the reflection. in a way you're making a sort of camera-space voxelization of the scene.
That's a pretty tough question to answer, honestly, but I'll state my opinion anyway. I'm confident if Uncharted 4 was developed exclusively for the Neo, all those demanding technical features such as MSAA, really high res shadows and fully alpha blended hairs would all be achievable at 1080/30. Sure, it's arguable that the final product came pretty close to that teaser, but the graphics tech used in many aspects is significantly inferior.Bold question but..
What graphics would be quickly achievable on the Neo or Scorpio if they were exclusively developed by a first party team and at 1080p/30fps?
That's a pretty tough question to answer, honestly, but I'll state my opinion anyway. I'm confident if Uncharted 4 was developed exclusively for the Neo, all those demanding technical features such as MSAA, really high res shadows and fully alpha blended hairs would all be achievable at 1080/30. Sure, it's arguable that the final product came pretty close to that teaser, but the graphics tech used in many aspects is significantly inferior.
In general, though, I'd say shadow resolution would be the top priority if the games were developed exclusively for Neo/Scorpio. I'm quite sure the standard polycount for main characters would also be above 150K at LOD0. Just my two cents anyway. We can't really be sure unless Microsoft is just feeding us misleading PR. I'm quite certain Sony won't let devs develop exclusively for Neo.
If you're expecting games to be developed exclusively for the new systems, I suggest you drop that expectation now and don't buy those systems. I don't know about Scorpio since Microsoft's PR is deceptive and misleading as hell, but Sony has clarified many times that the Neo is meant for the hardcore gamers. I recall rumours that a Slim revision wouldn't benefit Sony much, so they decided to take it a step further and make it a mid gen hardware upgrade. It makes sense for those of us who are obsessed with the technical capabilities of the hardware, but for 95% of gamers, they don't know or can't even see the difference. I believe Yoshida has also said that Neo won't affect the PS4's lifecycle, implying that a true next gen console is coming a few years down the line.It's quite honestly a waste, I don't buy new systems to play jacked up games of last gen. I hope Sony and Microsoft revise their policy a year or so after launch, that to be fair to the OG PS4 and X1 userbase.
Bold question but..
What graphics would be quickly achievable on the Neo or Scorpio if they were exclusively developed by a first party team and at 1080p/30fps?
This is mostly because The Order has static environments, relatively few dynamic light sources and fixed time of day. The Order manages to have really high shadow resolutions because a lot of the shadowing is baked.Less shadow acne is definently a bigger improvement on providing more pleasing image but i also think there is still opportunities to improve shadow acne on on current gen machines. After all order 1886 provides mostly acne free shadows. For now i guess it is just matter of question how much of frame budget you give to shadows.
I disagree with SC. SC still havent shown to most what is capable of, because they not shown fully polished scenes from singleplayernice post
Might well be a result of the NV tiling discovered recently, which should be particularly effective in reducing the external memory BW requirements in a deferred shading workload.
It's also pretty wild how according to that benchmark a 970 can do 2160p with 2xMSAA in the same time it takes a XB1 to do 1080p with no AA. What? I know it's slow, but that's a ridiculous difference on the face of it.
great for AMD, not so much for nvidia. that 380 is awfully close to a 970. the deferred numbers are more in line with what youd expect wrt the perf differential. presentations like this explain poor nvidia performance in cross platform AAA titles as of late, especially vulkan/dx12 titles
This reminds me of Eidos Montreal's Deus Ex Deferred+ idea: another interesting way at saving bandwidth by taking advantage of the new APIs.Slides are up for the GDC Europe '4K Breakthrough' presentation:
http://www.confettispecialfx.com/gdce-2016-the-filtered-and-culled-visibility-buffer-2/
http://www.conffx.com/Visibility_Buffer_GDCE.pdf
![]()
![]()
Memory footprint comparison:
![]()
![]()
A performance comparison:
![]()
Seems like AMD hardware might benefit in particular from it at higher resolutions.
Of course, we'll have to wait and see if anyone adopts this approach and how it does in real world applications. But it seems promising.
If by "close" you mean ~30% behind then sure, it's "close". This is very much a GCN optimization again targeted at modern console platforms. NV h/w doesn't need s/w triangle culling and I wonder if Polaris won't show as big gains as Tonga there as well. And I believe that I've read somewhere that a visibility buffer like this can also be implemented much more efficiently by using FL12_1 features - which they completely omit in their research. So yeah, another completely GCN-centric optimization approach. Dat console wins, eh?
how did you get 30%? im getting a best case scenario of 22% @ 1080p 4xaa with other res/settings as low as 11%.
I have actually observed shadows closely in real life, and while what you're saying is completely true, my issue is that PCSS overly softens the shadows and at times even loses certain details altogether. Examples from The Division this time:It's accurate because it takes distance of the object into account, shadows lose definition over distance and as such will look softer and more diffused the further they are from the object that is casting shadows. This happens the further the shadow is from the object casting the shadow the more the ambient lights interfere and make it lose its form.
If you look at a shadow cast by a tree under a sun then you'll find that you can't really make out the individual leaves like you can in those screenshots you posted.
What you saw in that comparison is called peter panning, caused by sampling offset to reduce shadow acne. (also some blurring is due to low resolution shadow map.)I have actually observed shadows closely in real life, and while what you're saying is completely true, my issue is that PCSS overly softens the shadows and at times even loses certain details altogether. Examples from The Division this time:
http://images.nvidia.com/geforce-com/international/comparisons/tom-clancys-the-division/tom-clancys-the-division-shadow-quality-interactive-comparison-002-nvidia-hfts-vs-nvidia-pcss.html
Notice how some details seem non existent when using PCSS. Most evidently, the shadows of the cables at the centre of the image seems gone. Here's a comparison of HFTS and high:
http://images.nvidia.com/geforce-com/international/comparisons/tom-clancys-the-division/tom-clancys-the-division-shadow-quality-interactive-comparison-002-nvidia-hfts-vs-high.html
In this comparison, the shadows of said cables are there, but clearly lower res and less resolved on High. If you ask me, High is actually closer to what HFTS is achieving than PCSS. Again, my personal preference. I'm just not a big fan of PCSS's overly diffused and soft look.
As people mentioned earlier, GDC Vault slides are starting to populate and we are getting some cool papers. I have yet to look at it, but "[URL=" Cinematic Quality, Anti-Aliasing in Quantum Break[/URL]" just came out. Let's see if that explains the horrible trailing the game has or if that was just the upscaling.
edit: I guess QBs horrible performance is somewhat contextualised there. Light-prepass, ew.
Almost, even Current 'HDR' tv cannot show wast dynamic range needed to create realistic images.So I understand that games have been using HDR lighting since last gen but since the screens were all standard range they had to convert the HDR image into standard range for it to be displayed properly, much in the same way cameras do HDR by mixing 3 images of varying level of luminosity to fake it. HDR lighting in games is used to have lightsources of varying levels of luminosity without affecting the textures from getting white/black crushed...but due to the inevitable conversion (and last gen due to low quality HDR lighting) for display on Standard Range it would still end up being being somewhat limited in nature, with HDR television this conversion is not necessary and the output can have full range....Am I so far?
If yes then can someone explain it to me just how exactly does doing HDR output costs resources ? (Since MS supposedly overclocked the One S for this).
Yes.So it shouldn't really require any extra performance at all and PS4's HDR would really be no different than Pro's HDR even with it's outdated HDMI with it's relatively limited bandwidth.
Some really nice tricks.
I've been doing some reading about HDR display technology,
I'm not entirely clear on how that interacts with the color spaces. Working with the existing gamma function we have to be aware of making sure all the resources and calculations are being done in a linear color space, after which we apply gamma to make it look right on the display. I'm not entirely sure how this process changes when working with a display that's using something like dolby's Perceptual Quantizer.
Currently, no.On the topic of check board rendering, does any game do dynamic checkerboard rendering? If the load permits, reconstruct from 1/2 pixel or render native if the GPU is free to do so. Of course the historical pixel positions have to correspond 1 : 1.
So essentially this
1 / 4 pixel checkboard rendering. 50% GPU savings.
1 / 2 Diagonal lines reconstructive rendering. Lets call it zebra rendering. 25% GPU savings
Native rendering.
Depends really how one can make it to work with every part of the engine. (post process etc.)Since fancy upscaling is the new hotness, I've been thinking about some non-uniform scaling options that I've wondered whether any other developers have looked into. Some things I've been wondering about:
1) Scaling different portions of the screen at different pixel densities. For instance, take, say, the outside edges of the screen and render them at a lower pixel density to be upscaled than the centre of the screen. Essentially, the outside edges would be blurrier than the centre due to less pixels being natively rendered, but human eyes tend to focus much less on the edges than the centre.
2) Rendering different portions of the screen at different pixel densities based on content. For instance, on a game like Uncharted, rendering the main avatar and local environment assets at full pixel density and then checkerboarding the remaining pixels. Basically creating a mask of prioritized elements, rendering them at native density and then everything outside of the mask to be upscaled.
3) Finding high-frequency edges and rendering them at native pixel density and then rendering the rest of the image at lower resolution to be upscaled. Basically, colour blobs and gradients would need much less pixel density to look okay upscaled.
Do any of these sound unfeasible?