[HN Gopher] AMD and Sony's PS6 chipset aims to rethink the curre...
       ___________________________________________________________________
        
       AMD and Sony's PS6 chipset aims to rethink the current graphics
       pipeline
        
       Author : zdw
       Score  : 279 points
       Date   : 2025-10-11 04:36 UTC (18 hours ago)
        
 (HTM) web link (arstechnica.com)
 (TXT) w3m dump (arstechnica.com)
        
       | three_burgers wrote:
       | It feels like each time SCE makes a new console, it'd always come
       | with some novelty that's supposed to change the field forever,
       | but after two years they'd always end up just another console.
        
         | noir_lord wrote:
         | It does but I don't think that's necessarily a bad thing, they
         | at least are willing to take some calculated risks about
         | architecture - since consoles have essentially collapsed to
         | been a PC internally.
        
           | three_burgers wrote:
           | I don't think it's a bad thing either. Consoles are a curious
           | breed in today's consumer electronics landscape, it's great
           | that someone's still devoted to doing interesting experiments
           | with it.
        
         | jpalawaga wrote:
         | You end up with a weird phenomenon.
         | 
         | Games written for the PlayStation exclusively get to take
         | advantage of everything, but there is nothing to compare the
         | release to.
         | 
         | Alternatively, if a game is release cross-platform, there's
         | little incentive to tune the performance past the benchmarks of
         | comparable platforms. Why make the PlayStation game look better
         | than Xbox if it involves rewriting engine layer stuff to take
         | advantage of the hardware, for one platform only.
         | 
         | Basically all of the most interesting utilization of the
         | hardware comes at the very end of the consoles lifecycle. It's
         | been like that for decades.
        
           | ViscountPenguin wrote:
           | I suspect it won't be as much of an issue next gen, with
           | Microsoft basically dropping out of the console market.
        
             | awill wrote:
             | 3rd party games will still want to launch on the Nintendo
             | Switch 2, so it's still the same problem.
        
               | dontlaugh wrote:
               | The Switch (even 2) is nowhere near the same class of
               | performance as PlayStation or Xbox, games on them aren't
               | comparable.
        
               | aziaziazi wrote:
               | Yet those companies don't necessarily compete for
               | performance and comparaison, but instead for their own
               | profit. If Nintendo makes profit from selling a device
               | that runs a game in lower spec than Sony, they're Happy
               | with it. Computing devices aren't driven by performance
               | only.
        
               | dontlaugh wrote:
               | Sure, but the point I want replying to was about the
               | Switch 2 being able to make up for the loss of the Xbox
               | as a PlayStation competitor. It can't.
        
             | ErneX wrote:
             | They are definitely doing something but it seems it's going
             | to be more PC-like. Like even supporting 3rd party stores.
             | 
             | I'm intrigued.
        
           | beagle3 wrote:
           | It's also that way on the C64 - while it came out in 1981,
           | people figures out how to get 8 bit sound and high resolution
           | color graphics with multiple sprites only after 2000...
        
           | three_burgers wrote:
           | I think apart from cross-platform woes (if you can call it
           | that), it's also that the technology landscape would shift,
           | two or few years after the console's release:
           | 
           | For PS2, game consoles didn't become the centre of home
           | computing; for PS3, programming against the GPU became the
           | standard of doing real time graphics, not some exotic
           | processor, plus that home entertaining moved on to take other
           | forms (like watching YouTube on an iPad instead of having a
           | media centre set up around the TV); for PS4, people didn't
           | care if the console does social networking; PS5 has been
           | practical, it's just the technology/approach ended up adopted
           | by everyone, so it lost its novelty later on.
        
             | pjmlp wrote:
             | That is very country specific, many countries home
             | computers since the 8 bit days always dominated, whereas
             | others consoles always dominated since Nintendo/SEGA days.
        
               | anthk wrote:
               | Also tons of blue collar people bought Chinese NES clones
               | even in mid 90's (at least in Spain) while some other
               | people with white collar jobs bought their kids a Play
               | Station. And OFC the Brick Game Tetris console was
               | everywhere. By late 90's, yes, most people afforded a
               | Play Station, but as for myself I've got a computer in
               | very early 00's and I would emulate the PSX and most N64
               | games just fine (my computer wasn't a high end one, but
               | the emulators were good enough to play the games at
               | 640x480 and a bilinear filter).
        
             | ffsm8 wrote:
             | You got a very "interesting" history there, it certainly
             | not particularly grounded in reality however.
             | 
             | PS3s edge was generally seen as the DVD player.
             | 
             | That's why Sony went with Blue Ray in the PS4, hoping to
             | capitalize on the next medium, too. While that bet didn't
             | pay out, Xbox kinda self destructed, consequently making
             | them the dominant player any way.
             | 
             | Finally:
             | 
             | > PS5 has been practical, it's just the technology/approach
             | ended up adopted by everyone, so it lost its novelty later
             | on.
             | 
             | PS5 did not have any novel approach that was consequently
             | adopted by others. The only thing "novel" in the current
             | generation is frame generation, and that was already being
             | pushed for years by the time Sony jumped on that bandwagon.
        
               | MindSpunk wrote:
               | You've got your history wrong too.
               | 
               | The PS2 was the DVD console. The PS3 was the bluray
               | console.
               | 
               | The PS4 and PS5 are also bluray consoles, however blurays
               | are too slow now so they're just a medium for movies or
               | to download the game from.
        
               | ffsm8 wrote:
               | You're right, I mixed up the version numbers from memory.
               | I'd contest the statement "the history is wrong" though,
               | that's an extremely minor point to what I was writing.
        
               | musicale wrote:
               | > PS5 did not have any novel approach that was
               | consequently adopted by others
               | 
               | DualSense haptics are terrific, though the Switch kind of
               | did them first with the Joy-Cons. I'd say haptics and
               | adaptive triggers are two features that should become
               | standard. Once you have them you never want to go back.
               | 
               | PS5's fast SSD was a bit of a game changer in terms of
               | load time and texture streaming, and everyone except
               | Nintendo has gone for fast m.2/nvme storage. PS5 also
               | finally delivered the full remote play experience that
               | PS3 and PS4 had teased but not completed. Original PS5
               | also had superior thermals vs. PS4 pro, while PS5 pro
               | does solid 4K gaming while costing less than most game
               | PCs (and is still quieter than PS4 pro.) Fast loading,
               | solid remote play, solid 4K, low-ish noise are all things
               | I don't want to give up in any console or game PC.
               | 
               | My favorite PS5 feature however is fast game updates (vs.
               | PS4's interminable "copying" stage.) Switch and Switch 2
               | also seem to have fairly fast game updates, but slower
               | flash storage.
        
         | ericye16 wrote:
         | Maybe I ate too much marketing but it does feel like having the
         | PS5 support SSDs raised the bar for how fast games are expected
         | to load, even across platforms.
        
           | ThatPlayer wrote:
           | Not just loading times, but I expect more games do more
           | aggressive dynamic asset streaming. Hopefully we'll get less
           | 'squeeze through this gap in the wall while we hide the
           | loading of the next area of the map' in games.
           | 
           | Technically the PS4 supported 2.5" SATA or USB SSDs, but yeah
           | PS5 is first gen that requires SSDs, and you cannot run PS5
           | games off USB anymore.
        
         | numpad0 wrote:
         | That was kind of true until Xbox 360 and later Unity, those
         | ended eras of consoles as machines made of quirks as well as
         | game design as primarily software architecture problems. The
         | definitive barrier to entry for indie gamedevs before Unity was
         | the ability to write a toy OS, a rich 3D engine, and GUI
         | toolkit by themselves. Only little storytelling skills were
         | needed.
         | 
         | Console also partially had to be quirky dragsters because of
         | Moore's Law - they had to be ahead of PC by years, because it
         | had to be at least comparable to PC games at the end of
         | lifecycle, not utterly obsolete.
         | 
         | But we've all moved on. IMO that is a good thing.
        
       | Negitivefrags wrote:
       | I really hope that this doesn't come to pass. It's all in on the
       | two worst trends in graphics right now. Hardware Raytracing and
       | AI based upscaling.
        
         | RedShift1 wrote:
         | What's wrong with hardware raytracing?
        
           | Negitivefrags wrote:
           | There are a lot of theoretical arguments I could give you
           | about how almost all cases where hardware BVH can be used,
           | there are better and smarter algorithms to be using instead.
           | Being proud of your hardware BVH implementation is kind of
           | like being proud of your ultra-optimised hardware bubblesort
           | implementation.
           | 
           | But how about a practical argument instead. Enabling
           | raytracing in games tends to suck. The graphical improvements
           | on offer are simply not worth the performance cost.
           | 
           | A common argument is that we don't have fast enough hardware
           | yet, or developers haven't been able to use raytracing to
           | it's fullest yet, but it's been a pretty long damn time since
           | this hardware was mainstream.
           | 
           | I think the most damning evidence of this is the just
           | released Battlefield 6. This is a franchise that previously
           | had raytracing as a top-level feature. This new release
           | doesn't support it, doesn't intend to support it.
           | 
           | And in a world where basically every AAA release is panned
           | for performance problems, BF6 has articles like this:
           | https://www.pcgamer.com/hardware/battlefield-6-this-is-
           | what-...
        
             | noir_lord wrote:
             | > But how about a practical argument instead. Enabling
             | raytracing in games tends to suck. The graphical
             | improvements on offer are simply not worth the performance
             | cost.
             | 
             | Pretty much this - even in games that have good ray
             | tracing, I can't _tell_ when it 's off or on (except for
             | the FPS hit) - I cared so little I bought a card not known
             | to be good at it (7900XTX) because the two games I play the
             | most don't support it _anyway_.
             | 
             | They oversold the technology/benefits and I wasn't buying
             | it.
        
               | ahoka wrote:
               | There were and always are people who swear to not see the
               | difference with anything above 25hz, 30hz, 60hz, 120hz,
               | HD, Full HD, 2K, 4K. Now it's ray-tracing, right.
        
               | noir_lord wrote:
               | Glad you intimately know how my perception of lighting in
               | games works better than I do - though I'm curious how you
               | do.
        
               | array_key_first wrote:
               | I can see the difference in all of those. I can even see
               | the difference between 120hz and 240hz, and now I play on
               | 240hz.
               | 
               | Ray tracing looks _almost_ indistinguishable from really
               | good rasterized lighting in MOST conditions. In scenes
               | with high amounts of gloss and reflections, it 's a
               | little more pronounced. A little.
               | 
               | From my perspective, you're getting, like, a 5%
               | improvement in only one specific aspect of graphics in
               | exchange for a 200% cost.
               | 
               | It's just not worth it.
        
               | foldr wrote:
               | There's an important distinction between being able to
               | see the difference and caring about it. I can tell the
               | difference between 30Hz and 60Hz but it makes no
               | difference to my enjoyment of the game. (What can I say -
               | I'm a 90s kid and 30fps was a luxury when I was growing
               | up.) Similarly, I can tell the difference between ray
               | traced reflections and screen space reflections because I
               | know what to look for. But if I'm looking, that can only
               | be because the game itself isn't very engaging.
        
               | keyringlight wrote:
               | I think one of the challenges is that game designers have
               | trained up so well at working within the non-RT
               | constraints (and pushing back those constraints) that
               | it's a tall order to make paying the performance cost
               | (and new quirks of rendering) be paid back by RT
               | improvements. There's also how a huge majority of
               | companies wouldn't want to cut off potential customers in
               | terms of whether their hardware can do RT at all or
               | performance while doing so. The other big one is whether
               | they're trying to recreate a similar environment with RT,
               | or if they're taking advantage of what is only possible
               | on the new technique, such as dynamic lighting and
               | whether that's important to the game they want to make.
        
               | ThatPlayer wrote:
               | To me, the appeal is that game environments that can now
               | be way more dynamic because we're not being limited by
               | prebaked lighting. The Finals does this, but doesn't
               | require ray tracing and it's pretty easy to tell when ray
               | tracing is enabled: https://youtu.be/MxkRJ_7sg8Y
               | 
               | But that's a game design change that takes longer
        
             | asah wrote:
             | naive q: could games detect when the user is "looking
             | around" at breathtaking scenery and raytrace those? offer a
             | button to "take picture" and let the user specify how long
             | to raytrace? then for heavy action and motion, ditch the
             | raytracing? even better, as the user passes through
             | "scenic" areas, automatically take pictures in the
             | background. Heck, this could be an upsell kind of like the
             | RL pictures you get on the roller coaster... #donthate
             | 
             | (sorry if obvious / already done)
        
               | danparsonson wrote:
               | Not exactly the same but adaptive rendering based on
               | viewer attention reminded me of this:
               | https://en.wikipedia.org/wiki/Foveated_rendering
        
               | keyringlight wrote:
               | Even without RT I think it'd be beneficial to tune
               | graphics settings depending on context, if it's an
               | action/combat scene there's likely aspects the player
               | isn't paying attention to. I think the challenge is it's
               | more developer work whether it's done by implementing
               | some automatic detection or manually being set scene by
               | scene during development (which studios probably do
               | already where they can set up specific arenas). I'd guess
               | an additional task is making sure there's no glaring
               | difference between tuning levels, and setting a baseline
               | you can't go beneath.
        
             | ThatPlayer wrote:
             | > Enabling raytracing in games tends to suck.
             | 
             | Because enabling raytracing means the game supports non-
             | raytracing too. Which limits the game's design on how they
             | can take advantage of raytracing being realtime.
             | 
             | The only exception to this I've seen The Finals:
             | https://youtu.be/MxkRJ_7sg8Y . Made by ex-Battlefield devs,
             | the dynamic environment from them 2 years ago is on a whole
             | other level even compared to Battlefield 6.
        
               | Mawr wrote:
               | There's also Metro: Exodus, which the developers have re-
               | made to only support RT lighting. DigitalFoundry made a
               | nice video on it:
               | https://www.youtube.com/watch?v=NbpZCSf4_Yk
        
             | TiredOfLife wrote:
             | > But how about a practical argument instead.
             | 
             | With raytracing lighting a scene goes from taking hours-
             | days to just designating objects that emit light
        
           | Our_Benefactors wrote:
           | Not OP, but a lot of the current kvetching about hardware
           | based ray tracing is that it's basically an nvidia-exclusive
           | party trick, similar to DLSS and physx. AMD has this
           | inferiority complex where nvidia must not be allowed to
           | innovate with a hardware+software solution, it must be pure
           | hardware so AMD can compete on their terms.
        
           | diffeomorphism wrote:
           | Much higher resource demands, which then requires tricks like
           | upscaling to compensate. Also you get uneven competition
           | between GPU vendors because it is not hardware ray tracing
           | but Nvidia raytracing in practice.
           | 
           | On a more subjective note, you get less interesting art
           | styles because studio somehow have to cram raytracing as a
           | value proposition in there.
        
           | bob1029 wrote:
           | It will never be fast enough to work in real time without
           | compromising some aspect of the player's experience.
           | 
           | Ray tracing is solving the light transport problem in the
           | hardest way possible. Each additional bounce adds
           | exponentially more computational complexity. The control
           | flows are also very branchy when you start getting into the
           | wild indirect lighting scenarios. GPUs prefer straight SIMD
           | flows, not wild, hierarchical rabbit hole exploration. Disney
           | still uses CPU based render farms. There's no way you are
           | reasonably emulating that experience in <16ms.
           | 
           | The closest thing we have to functional ray tracing for
           | gaming is light mapping. This is effectively just ray tracing
           | done ahead of time, but the advantage is you can bake for
           | hours to get insanely accurate light maps and then push 200+
           | fps on moderate hardware. It's almost like you are cheating
           | the universe when this is done well.
           | 
           | The human brain has a built in TAA solution that excels as
           | frame latencies drop into single digit milliseconds.
        
             | zubspace wrote:
             | The problem is the demand for dynamic content in AAA games.
             | Large exterior and interior worlds with dynamic lights, day
             | and night cycle, glass and translucent objects, mirrors,
             | water, fog and smoke. Everything should be interactable and
             | destructable. And everything should be easy to setup by
             | artists.
             | 
             | I would say, the closest we can get are workarounds like
             | radiance cascades. But everything else than raytracing is
             | just an ugly workaround which falls apart in dynamic
             | scenarios. And don't forget that baking times and storing
             | those results, leading to massive game sizes, are a huge
             | negative.
             | 
             | Funnily enough raytracing is also just an approximation to
             | the real world, but at least artists and devs can expect it
             | to work everywhere without hacks (in theory).
        
             | sintax wrote:
             | > It will never be fast enough to work in real time ...
             | 
             | 640Kb surely is enough!
        
             | TiredOfLife wrote:
             | How is Metro Exodus Enhanced Edition (that is purely
             | raytraced) compromised compared to regular version that
             | uses traditional lighting?
        
             | ErneX wrote:
             | Manually placed lights and baking not only takes time away
             | from iteration but also takes a lot of disk space for the
             | shadow maps. RT makes development faster for the artists, I
             | think DF even mentioned that doing Doom Eternal without RT
             | would take so much disk space it wouldn't be possible to
             | ship it.
             | 
             | edit: not Doom Etenral, it's Doom The Dark Ages, the latest
             | one.
        
               | shantara wrote:
               | The quoted number was in the range of 70-100 GB if I
               | recall correctly, which is not that significant for
               | modern game sizes. I'm sure a lot of people would opt to
               | use it as an option as a trade off for having 2-3x higher
               | framerate. I don't think anyone realistically complains
               | about video game lighting looking too "gamey" when in a
               | middle of an intense combat sequence. Why optimize a Doom
               | game of all things for standing still and side by side
               | comparisons? I'm guessing NVidia paid good money for
               | making RT tech mandatory. And as for shortened
               | development cycle, perhaps it's cynical, but I find it
               | difficult to sympathize when the resulting product is
               | still sold for EUR80
        
               | jayd16 wrote:
               | Devs get paid either way, consumers just pay for more dev
               | waiting instead of more game.
        
               | Pulcinella wrote:
               | You still have to manually place lights. Where do you
               | think the rays come from (or rather, go to).
        
             | Mawr wrote:
             | It's fast enough today. Metro Exodus, an RT-only game runs
             | just fine at around 60 fps for me on a 3060 Ti. Looks
             | gorgeous.
             | 
             | Light mapping is a cute trick and the reason why Mirror's
             | Edge still looks so good after all these years, but it
             | requires doing away with dynamic lighting, which is a non-
             | starter for most games.
             | 
             | I want my true-to-life dynamic lighting in games thank you
             | very much.
        
           | Mawr wrote:
           | 1. People somehow think that just because _today 's_ hardware
           | can't handle RT all that well it will never be able to. A
           | laughable position of course.
           | 
           | 2. People turn on RT in games not designed with it in mind
           | and therefore observe only minor graphical improvements for
           | vastly reduced performance. Simple chicken-and-egg problem,
           | hardware improvements will fix it.
        
         | realusername wrote:
         | So far the AI upscaling/interpolating has just been used to
         | ship horribly optimized games with a somewhat acceptable
         | framerate
        
           | wtallis wrote:
           | And they're achieving "acceptable" frame rates and
           | resolutions by sacrificing image quality in ways that aren't
           | as easily quantified, so those downsides can be swept under
           | the rug. Nobody's graphics benchmark emits metrics for how
           | much ghosting is caused by the temporal antialiasing, or how
           | much blurring the RT denoiser causes (or how much noise makes
           | it past the denoiser). But they make for great static
           | screenshots.
        
         | washadjeffmad wrote:
         | The gimmicks aren't the product, and the customers of frontier
         | technologies aren't the consumers. The gamers and redditors and
         | smartphone fanatics, the fleets of people who dutifully buy,
         | are the QA teams.
         | 
         | In accelerated compute, the largest areas of interest for
         | advancement are 1) simulation and modeling and 2) learning and
         | inference.
         | 
         | That's why this doesn't make sense to a lot of people. Sony and
         | AMD aren't trying to extend current trends, they're leveraging
         | their portfolios to make the advancements that will shape
         | future markets 20-40 years out. It's really quite bold.
        
         | distances wrote:
         | I also find them completely useless for any games I want to
         | play. I hope that AMD would release a card that just drops both
         | of these but that's probably not realistic.
        
           | stanac wrote:
           | They will never drop ray tracing, some new games require ray
           | tracing. The only case where I think it's not needed is some
           | kind of specialized office prebuilt desktops or mini PCs.
        
         | Sol- wrote:
         | The amount of drama about AI based upscaling seems
         | disproportionate. I know framing it in terms of AI and
         | hallucinated pixels makes it sound unnatural, but graphics
         | rendering works with so many hacks and approximations.
         | 
         | Even without modern deep-learning based "AI", it's not like the
         | pixels you see with traditional rendering pipelines were all
         | artisanal and curated.
        
           | Negitivefrags wrote:
           | AI upscaling is equivalent to lowering bitrate of compressed
           | video.
           | 
           | Given netflix popularity, most people obviously don't value
           | image quality as much as other factors.
           | 
           | And it's even true for myself. For gaming, given the choice
           | of 30fps at a higher bitrate, or 60fps at a lower one, I'll
           | take the 60fps.
           | 
           | But I want high bitrate and high fps. I am certainly not
           | going to celebrate the reduction in image quality.
        
             | lnenad wrote:
             | > I am certainly not going to celebrate the reduction in
             | image quality
             | 
             | What about perceived image quality? If you are just playing
             | the game chances of you noticing anything (unless you crank
             | up the upscaling to the maximum) are near zero.
        
               | Negitivefrags wrote:
               | People have different sensitivities. For me personally,
               | the reduction in image quality is very noticeable.
               | 
               | I am playing on a 55" TV at computer monitor distance, so
               | the difference between a true 4K image and an upscaled
               | one is very significant.
        
             | anal_reactor wrote:
             | > AI upscaling is equivalent to lowering bitrate of
             | compressed video.
             | 
             | When I was a kid people had dozens of CDs with movies,
             | while pretty much nobody had DVDs. DVD was simply too
             | expensive, while Xvid allowed to compress entire movie into
             | a CD while keeping good quality. Of course original DVD
             | release would've been better, but we were too poor, and
             | watching ten movies at 80% quality was better than watching
             | one movie at 100% quality.
             | 
             | DLSS allows to effectively quadruple FPS with minimal
             | subjective quality impact. Of course natively rendered
             | image would've been better, but most people are simply too
             | poor to buy game rig that plays newest games 4k 120FPS on
             | maximum settings. You can keep arguing as much as you want
             | that natively rendered image is better, but unless you send
             | me money to buy a new PC, I'll keep using DLSS.
        
           | makeitdouble wrote:
           | The contentious part from what I get is the overhead for
           | hallucinating these pixels, on cards that also cost a lot
           | more than the previous generation for otherwise minimal gains
           | outside of DLSS.
           | 
           | Some [0] are seeing 20 to 30% drop in actual frames when
           | activating DLSS, and that means as much latency as well.
           | 
           | There's still games where it should be a decent tradeoff
           | (racing or flight simulators ? Infinite Nikki ?), but it's
           | definitely not a no-brainer.
           | 
           | [0] https://youtu.be/EiOVOnMY5jI
        
         | ErneX wrote:
         | I disagree. From what I've read if the game can leverage RT the
         | artists save a considerable amount of time when iterating the
         | level designs. Before RT they had to place lights manually and
         | any change to the level involved a lot of rework. This also
         | saves storage since there's no need to bake shadow maps.
        
           | shantara wrote:
           | So what stops the developers from iterating on a raytraced
           | version of the game during development, and then executing a
           | shadow precalcualtion step once the game is ready to be
           | shipped? Make it an option to download, like the high
           | resolution texture packs. They are offloading processing
           | power and energy requirements to do so on consumer PCs, and
           | do so in an very inefficient manner
        
             | jayd16 wrote:
             | Looks different. But for quick previs before the bake, this
             | is done.
        
       | Our_Benefactors wrote:
       | Cell processor 2: electric boogaloo
       | 
       | Seems they didn't learn from the PS3, and that exotic
       | architectures don't drive sales. Gamers don't give a shit and
       | devs won't choose it unless they have a lucrative first party
       | contract.
        
         | bigyabai wrote:
         | Custom graphics architectures aren't _always_ a disaster - the
         | Switch 2 is putting up impressive results with their in-house
         | DLSS acceleration.
         | 
         | Now, shackling yourself to AMD and expecting a miracle... that
         | I cannot say is a good idea. Maybe Cerny has seen something we
         | haven't, who knows.
        
           | farseer wrote:
           | The entire Switch 1 game library is free to play on
           | emulators. They probably put a custom accelerator to prevent
           | reverse engineering. A consequence of using weaker spec parts
           | than their competitors.
        
             | bigyabai wrote:
             | The Switch 1 also had CUDA cores and other basic hardware
             | accelerators. To my knowledge (and I could be wrong), none
             | of the APIs that Nintendo exposed even gave access to those
             | fancy features. It should just be calls to NVN, which can
             | be compiled into Vulkan the same way DXVK translates
             | DirectX calls.
        
           | izacus wrote:
           | What is "in-house dlss acceleration" in your context? What's
           | in-house about it?
        
             | bigyabai wrote:
             | It's better off if I let Digital Foundry take it from here:
             | https://youtu.be/BDvf1gsMgmY
             | 
             | TL:DW - it's not quite the full-fat CNN model but it's also
             | not a uselessly pared-back upscaler. Seems to handle
             | antialiasing and simple upscale well at super low TDPs
             | (<10w).
        
               | izacus wrote:
               | Ok, but that's still nVidia DLSS tech from desktop,
               | what's Nintendo in-house about it?
        
               | bigyabai wrote:
               | It's literally not. From the description of TFA:
               | In this video, Alex goes in-depth on Switch 2 DLSS,
               | confirming that there are actually two different forms of
               | the technology available - the DLSS we know from PC
               | gaming and a faster, far more simplified version.
        
         | ErneX wrote:
         | This isn't exotic at all. This is the future roadmap of AMD
         | even for their own PC GPUs.
         | 
         | Since Mark Cerny became the hardware architect of PS they have
         | not made the mistakes of the PS3 generation at all.
        
       | whatever1 wrote:
       | Hopefully their game lineup is not as underwhelming as the ps5
       | one.
        
         | WhereIsTheTruth wrote:
         | underwhelming? what do you mean?
         | 
         | every year, Playstation ranks very high when it comes to GOTY
         | nominations
         | 
         | just last year, Playstation had the most nominations for GOTY:
         | https://x.com/thegameawards/status/1858558789320142971
         | 
         | not only that, but PS5 has more 1st party games than
         | Microsoft's Xbox S|X
         | 
         | 1053 vs 812 (that got inflated with recent Activision
         | acquisition)
         | 
         | https://en.wikipedia.org/wiki/List_of_PlayStation_5_games
         | 
         | https://en.wikipedia.org/wiki/List_of_Xbox_Series_X_and_Seri...
         | 
         | It's important to check the facts before spreading random FUD
         | 
         | PS5 had the strongest lineup of games this generation, hence
         | why they sold this many consoles
         | 
         | Still today, consumers are attracted to PS5's lineup, and this
         | is corroborated by facts and data https://www.vgchartz.com/
         | 
         | In August for example, the ratio between PS5 and Xbox is 8:1;
         | almost as good as the new Nintendo Switch 2, and the console is
         | almost 5 years old!
         | 
         | You say "underwhelming", people are saying otherwise
        
           | whatever1 wrote:
           | Yeah, I don't recall a single original game from the PS5
           | exclusive lineup (that wasn't available for PS4). We did get
           | some remakes and sequels, but the PS5 lineup pales in
           | comparison to the PS4 one.
           | 
           | Also, to my knowledge, the PS5 still lags behind the PS4 in
           | terms of sales, despite the significant boost that COVID-19
           | provided.
        
             | guidedlight wrote:
             | The PS4 lineup pales in comparison to the PS3 lineup, which
             | pales in comparison to the PS2 lineup, which pales in
             | comparison to the PS1 lineup.
             | 
             | Each generation has around half the number of games as the
             | previous. This does get a bit murky with the advent of
             | shovelware in online stores, but my point remains.
             | 
             | I think this only proves is that games are now ridiculously
             | expensive to create and met the quality standards expected.
             | Maybe AI will improved this in this future. Take-Two has
             | confirmed that GTA6's budget has exceeded US$1 billion,
             | which is mind-blowing.
        
             | ErneX wrote:
             | Returnal is probably one the best 1st party games available
             | and it's a PS5 exclusive.
             | 
             | Its sequel Saros is coming out next year too.
             | 
             | There's also Spider-Man 2, Ratchet and Clank Rift Apart,
             | Astro Bot, Death Stranding 2, Ghost of Yotei...
             | 
             | Their output hasn't been worse than the PS4 at all imo.
        
             | jsheard wrote:
             | The most extreme example of this is that Naughty Dog, one
             | of Sony's flagship first-party studios, has still yet to
             | release a single original game for the PS5 after nearly
             | five years. They've steadily been making fewer and fewer
             | brand new games each generation and it's looking like they
             | may only release _one_ this time around. AAA development
             | cycles are out of control.
        
           | ManlyBread wrote:
           | There's simply no point in buying that console when it has
           | like what, 7 exclusive titles that aren't shovelware? 7
           | titles after 5 years? And this number keeps going down
           | because games are constantly being ported to other systems.
        
             | SV_BubbleTime wrote:
             | >constantly being ported to other systems.
             | 
             | And why wouldn't they? In many cases they're are some
             | compiler settings and a few drivers away from working.
        
               | ManlyBread wrote:
               | That's not an argument in favor of PS5.
        
               | SV_BubbleTime wrote:
               | I don't say it was. If anything it's an argument in favor
               | of Xbox with DirectX.
        
       | lofaszvanitt wrote:
       | Noone is gonna give you some groundbreaking tech for your
       | electronic gadget.... As IBM showed when they created the Cell
       | for Sony and then gave almost the same tech to Microsoft :D.
        
         | ErneX wrote:
         | I don't think they ever claimed that. Every time Mark Cerny
         | discusses PS hardware he always mentions that it's a
         | collaboration, so whatever works for AMD they can use on their
         | own GPUs, even for other clients.
        
           | lofaszvanitt wrote:
           | I'm just saying no sane company gonna give you any edge in
           | chiptech.
        
       | magicalhippo wrote:
       | I was going to say "again?", but then I recalled DirectX 12 was
       | released 10 years ago and now I feel old...
       | 
       | The main goal of Direct3D 12, and subsequently Vulcan, was to
       | allow for better use of the underlying graphics hardware as it
       | had changed more and more from its fixed pipeline roots.
       | 
       | So maybe the time is ripe for a rethink, again.
       | 
       | Particularly the frame generation features, upscaling and frame
       | interpolation, have promise but needs to be integrated in a
       | different way I think to really be of benefit.
        
         | Hikikomori wrote:
         | Don't forget mantle.
        
           | magicalhippo wrote:
           | While I didn't forget about it, I did misremember the
           | timeline. So yea, Mantle should definitely be mentioned.
        
           | scns wrote:
           | Did not Mantle become Vulkan?
        
             | flohofwoe wrote:
             | Yeah but that doesn't mean that much of Mantle is
             | recognizeable in Vulkan, because Vulkan wanted to cover the
             | entire range of GPU architectures (including outdated and
             | mobile GPUs) with a single API, while Mantle was designed
             | for modern (at the time) desktop GPUs (and specifically AMD
             | GPUs). Vulkan basically took an elegant design and "ruined"
             | it with too much real-word pragmatism ;)
        
         | pjmlp wrote:
         | The rethink is already taking place via mesh shaders and neural
         | shaders.
         | 
         | You aren't seeing them adopted that much, because the hardware
         | still isn't deployed at scale that games can count on them
         | being available, and also it cannot ping back on improving the
         | developer experience adopting them.
        
         | UltraSane wrote:
         | I remember reading about directx 1 in PC Gamer magazine
        
       | phendrenad2 wrote:
       | Seems like the philosophy here is, if you're going to do AI-based
       | rendering, might as well try it across different parts of the
       | graphics pipeline and see if you can fine-tune it at the silicon
       | level. Probably a microoptimization, but if it makes the PS6 look
       | a tiny bit better than the Xbox, people will pay for that.
        
       | amlib wrote:
       | Could the PS6 be the last console generation with an expressive
       | improvement in compute and graphics? Miniaturization keeps giving
       | ever more diminishing returns each shrink, prices of electronics
       | are going up (even sans tariffs), lead by the increase in the
       | price of making chips. Alternate techniques have slowly been
       | introduced to offset the compute deficit, first with post
       | processing AA in the seventh generation, then with "temporal
       | everything" hacks (including TAA) in the previous generation and
       | finally with minor usage of AI up-scaling in the current
       | generation and (projected) major usage of AI up-scaling and
       | frame-gen in the next gen.
       | 
       | However, I'm pessimistic on how this can keep evolving. RT
       | already takes a non trivial amount of transistor budget and now
       | those high end AI solutions require another considerable chunk of
       | the transistor budget. If we are already reaching the limits of
       | what non generative AI up-scaling and frame-gen can do, I can't
       | see where a PS7 can go other than using generative AI to
       | interpret a very crude low-detail frame and generating a highly
       | detailed photorealistic scene from that, but that will, I think,
       | require many times more transistor budget than what will likely
       | ever be economically achievable for a whole PS7 system.
       | 
       | Will that be the end of consoles? Will everything move to the
       | cloud and a power guzzling 4KW machine will take care of
       | rendering your PS7 game?
       | 
       | I really can only hope there is a break-trough in miniaturization
       | and we can go back to a pace of improvement that can actually
       | give us a new generation of consoles (and computers) that makes
       | the transition from an SNES to a N64 feel quaint.
        
         | bob1029 wrote:
         | Gaming using weird tech is not a hardware manufacturer or
         | availability issue. It is a game studio leadership problem.
         | 
         | Even in the latest versions of unreal and unity you will find
         | the classic tools. They just won't be advertised and the engine
         | vendor might even frown upon them during a tech demo to make
         | their fancy new temporal slop solution seem superior.
         | 
         | The trick is to not get taken for a ride by the tools vendors.
         | Real time lights, "free" anti aliasing, and sub-pixel triangles
         | are the forbidden fruits of game dev. It's really easy to get
         | caught up in the devil's bargain of trading unlimited art
         | detail for unknowns at end customer time.
        
         | aurareturn wrote:
         | Beyond the PS6, the answer is very clearly graphics generated
         | in real time via a transformer model.
         | 
         | I'd be absolutely shocked if in 10 years, all AAA games aren't
         | being rendered by a transformer. Google's veo 3 is already
         | extremely impressive. No way games will be rendered through
         | traditional shaders in 2035.
        
           | Certhas wrote:
           | This _might_ be true, but it's utterly absurd to claim this
           | is a certainty.
           | 
           | The images rendered in a game need to accurately represent a
           | very complex world state. Do we have any examples of
           | Transformer based models doing something in this category?
           | Can they do it in real-time?
           | 
           | I could absolutely see something like rendering a simplified
           | and stylised version and getting Transformers to fill in
           | details. That's kind of a direct evolution from the upscaling
           | approach described here, but end to end rendering from game
           | state is far less obvious.
        
             | aurareturn wrote:
             | I could absolutely see something like rendering a
             | simplified and stylised version and getting Transformers to
             | fill in details. That's kind of a direct evolution from the
             | upscaling approach described here, but end to end rendering
             | from game state is far less obvious.
             | 
             | Sure. This could be a variation. You do a quick render that
             | any GPU from 2025 can do and then make the frame hyper
             | realistic through a transformer model. It's basically
             | saying the same thing.
             | 
             | The main rendering would be done by the transformer.
             | 
             | Already in 2025, Google Veo 3 is generating pixels far more
             | realistic than AAA games. I don't see why this wouldn't be
             | the default rendering mode for AAA games in 2035. It's
             | insanity to think it won't be.
             | 
             | Veo3: https://aistudio.google.com/models/veo-3
        
               | jsheard wrote:
               | > Already in 2025, Google Veo 3 is generating pixels far
               | more realistic than AAA games.
               | 
               | Traditional rendering techniques can also easily exceed
               | the quality of AAA games if you don't impose strict time
               | or latency constraints on them. Wake me up when a version
               | of Veo is generating HD frames in less than 16
               | milliseconds, on consumer hardware, without batching, and
               | _then_ we can talk about whether that inevitably much
               | smaller model is good enough to be a competitive game
               | renderer.
        
               | Certhas wrote:
               | Well you missed the point. You could call it prompt
               | adherence. I need veo to generate the next frame in a few
               | milliseconds, and correctly represent the position of all
               | the cars in the scene (reacting to player input) reliably
               | to very high accuracy.
               | 
               | You conflate the challenge of generating realistic pixels
               | with the challenge of generating realistic pixels that
               | represent a highly detailed world state.
               | 
               | So I don't think your argument is convincing or complete.
        
               | LtdJorge wrote:
               | > Google Veo 3 is generating pixels far more realistic
               | than AAA games
               | 
               | That's because games are "realtime", meaning with a tight
               | frame-time budget. AI models are not (and are even
               | running on multiple cards each costing 6 figures).
        
               | aurareturn wrote:
               | I mistaken veo3 for Genie model. Genie is the Google
               | model I should have referenced. It is real time.
        
             | kgdiem wrote:
             | Doesn't this imply that a transformer or NN could fill in
             | details more efficiently than traditional techniques?
             | 
             | I'm really curious why this would be preferable for a AAA
             | studio game outside of potential cost savings. Also imagine
             | it'd come at the cost of deterministic output / consistency
             | in visuals.
        
             | mdale wrote:
             | Genie 3 is already a frontier approach to interactive
             | generative world views no?
             | 
             | It will be AI all the way down soon. The models internal
             | world view could be multiple passes and multi layer with
             | different strategies... In any case; safe to say more AI
             | will be involved in more places ;)
        
               | Certhas wrote:
               | I am super intrigued by such world models. But at the
               | same time it's important to understand where they are at.
               | They are celebrating the achievement of keeping the world
               | mostly consistent for 60 seconds, and this is 720p at
               | 24fps.
               | 
               | I think it's reasonable to assume we won't see this tech
               | replace game engines without significant further
               | breakthroughs...
               | 
               | For LLMs agentic workflows ended up being a big
               | breakthrough to make them usable. Maybe these World
               | Models will interact with a sort of game engine directly
               | somehow to get the required consistency. But it's not
               | evident that you can just scale your way from "visual
               | memory extending up to one minute ago" to 70+ hour game
               | experiences.
        
           | meindnoch wrote:
           | How much money are you willing to bet?
        
             | aurareturn wrote:
             | All my money.
        
               | CuriouslyC wrote:
               | Even in a future with generative UIs, those UIs will be
               | composed from pre-created primitives just because it's
               | faster and more consistent, there's literally no reason
               | to re-create primitives every time.
        
               | bigyabai wrote:
               | Go short Nintendo and Sony today. I'm the last one who's
               | going to let my technical acumen get in the way of your
               | mistake.
        
               | aurareturn wrote:
               | Why would gaming rendering using transformers lead to one
               | shorting Nintendo and Sony?
        
           | lm28469 wrote:
           | Is this before or after fully autonomous cars and agi? Both
           | should be there in two years right?
           | 
           | 10 years ago people were predicting VR would be everywhere,
           | it flopped hard.
        
             | aurareturn wrote:
             | I've been riding Waymo for years in San Francisco.
             | 
             | 10 years ago, people were predicting that deep learning
             | will change everything. And it did.
             | 
             | Why just use one example (VR) and apply it to everything?
             | Even then, a good portion of people did not think VR would
             | be everywhere by now.
        
               | Fade_Dance wrote:
               | Baidu Apollo Go is conpletes millions of rides a year as
               | well, with expansions into Europe in the Middle East. In
               | China they've been active for a long time - during COVID
               | they were making autonomous deliveries.
               | 
               | It is odd how many people don't realize how developed
               | self-driving taxis are.
        
               | oblio wrote:
               | The future isn't evenly distributed.
               | 
               | I think most people will consider self driving tech to be
               | a thing when it's as widespread as TVs were, 20 years
               | after their introduction.
        
               | SecretDreams wrote:
               | > I've been riding Waymo for years in San Francisco.
               | 
               | Fully autonomous in select defined cities owned by big
               | corps is probably a reasonable expectation.
               | 
               | Fully autonomous in the hands of an owner applied to all
               | driving conditions and working reliably is likely still a
               | distant goal.
        
               | raw_anon_1111 wrote:
               | And outside of a few major cities with relatively good
               | weather, self driving is non existent
        
             | wartywhoa23 wrote:
             | It did flop, but still a hefty loaf of money was sliced off
             | in the process.
             | 
             | Those with the real vested interest don't care if that
             | flops, while zealous worshippers to the next brand new
             | disruptive tech are just a free vehicle to that end.
        
             | kranke155 wrote:
             | VR is great industrial tech and bad consumer tech. It's too
             | isolating for consumers.
        
           | fidotron wrote:
           | Transformer maybe not, but neural net yes. This is profoundly
           | uncomfortable for a lot of people, but it's the very clear
           | direction.
           | 
           | The other major success of recent years not discussed much so
           | far is gaussian splats, which tear up the established
           | production pipeline again.
        
             | aurareturn wrote:
             | Neural net is already being used via DLSS. Neural rendering
             | is the next step. And finally, a full transformer based
             | rendering pipeline. My guess anyway.
        
           | wartywhoa23 wrote:
           | The future of gaming is the Grid-Independent Post-Silicon
           | Chemo-Neural Convergence, the user will be injected with
           | drugs designed by AI based on a loose prompt (AI generated as
           | well, because humans have long lost the ability to formulate
           | their intent) of the gameplay trip they must induce.
           | 
           | Now that will be peak power efficiency and a real solution
           | for the world where all electricity and silicon are hogged by
           | AI farms.
           | 
           | /s or not, you decide.
        
             | pavlov wrote:
             | Stanislaw Lem's "The Futurological Congress" predicted this
             | in 1971.
        
               | wartywhoa23 wrote:
               | FYI it's got an amazing film adaptation by Ari Folman in
               | his 2013 "The Congress". The most emotionally striking
               | film I've ever watched.
        
             | speed_spread wrote:
             | There will be a war between these biogamers and smart
             | consoles that can play themselves.
        
             | jayd16 wrote:
             | It's all about nerual spores
             | 
             | https://youtu.be/NyvD_IC9QNw
        
           | MarCylinder wrote:
           | Just because it's possible doesn't mean it is clearly the
           | answer. Is a transformer model truly likely to require less
           | compute than current methods? We can't even run models like
           | Veo 3 on consumer hardware at their current level of quality.
        
           | CuriouslyC wrote:
           | That's just not efficient. AAA games will use AI to pre-
           | render assets, and use AI shaders to make stuff pop more, but
           | on the fly asset generation will still be slow and produce
           | low quality compared to offline asset generation. We might
           | have a ShadCN style asset library that people use AI to tweak
           | to produce "realtime" assets, but there will always be an
           | offline core of templates at the very least.
        
           | KeplerBoy wrote:
           | Be prepared to be shocked. This industry moves extremely
           | slow.
        
         | Uvix wrote:
         | It sounds like even the PS6 isn't going to have an expressive
         | improvement, and that the PS5 was the last such console. PS5
         | Pro was the first console focused on fake frame generation
         | instead of real output resolution/frame rate improvements, and
         | per the article PS6 is continuing that trend.
        
           | PaulHoule wrote:
           | What really matters is the cost.
           | 
           | In the past a game console might launch at a high price point
           | and then after a few years, the price goes down and they can
           | release a new console at a high at a price close to where the
           | last one started.
           | 
           | Blame crypto, AI, COVID but there has been no price drop for
           | the PS5 and if there was gonna be a PS6 that was really
           | better it would probably have to cost upwards of $1000 and
           | you might as well get a PC. Sure there are people who haven't
           | tried Steam + an XBOX controller and think PV gaming is all
           | unfun and sweaty but they will come around.
        
             | Uvix wrote:
             | As long as I need a mouse and keyboard to install updates
             | or to install/start my games from GOG, it's still going to
             | be decidedly unfun, but hopefully Windows' upcoming built-
             | in controller support will make it _less_ unfun.
        
               | PaulHoule wrote:
               | Today you can just buy an Xbox controller and pair it
               | with your Windows computer and it just works and it's the
               | same same with the Mac.
               | 
               | You don't have to install any drivers or anything and
               | with the big screen mode in Steam it's a lean back
               | experience where you can pick out your games and start
               | one up without using anything other than the controller.
        
               | withinboredom wrote:
               | If you have steam, ps4/ps5 controllers also work fine.
        
               | PaulHoule wrote:
               | They do but they cost a lot more.
        
               | withinboredom wrote:
               | My ps5 came with one for "free"
        
               | musicale wrote:
               | They do not work fine in every game. That is why I think
               | you need a Steam controller as well.
        
               | jamesnorden wrote:
               | Plus add your GOG games as non-Steam games to Steam and
               | launch them from big screen mode as well.
        
               | Uvix wrote:
               | But when I have to install drivers, or install a non-
               | Steam game, I can't do that with the controller yet.
               | That's what I need for PC gaming to work in my living
               | room.
        
               | Rohansi wrote:
               | Or you just need a Steam controller. They're discontinued
               | now but work well as a mouse+keyboard for desktop usage.
               | It got squished into the Steam Deck so hopefully there's
               | a new version in the future.
        
               | musicale wrote:
               | I like big picture mode in Steam, but.... controller
               | support is spotty across Steam games, and personally I
               | think you need both a Steam controller and a DualSense or
               | Xbox controller. Steam also updates itself by default
               | every time you launch, and you have to deal with Windows
               | updates and other irritations. Oh, here's another update
               | for .net, wonderful. And a useless new AI agent. SteamOS
               | and Linux/Proton may be better in some ways, but there
               | are still compatibility and configuration headaches. And
               | half my Steam library doesn't even work on macOS, even
               | games that used to work (not to mention the issues with
               | intel vs. Apple Silicon, etc.)
               | 
               | The "it just works" factor and not having to mess with
               | drivers is a huge advantage of consoles.
               | 
               | Apple TV could almost be a decent game system if Apple
               | ever decided to ship a controller in the box and stopped
               | breaking App Store games every year (though live service
               | games rot on the shelf anyway.)
        
               | overfeed wrote:
               | > [...]controller support is spotty[...]
               | 
               | DualSense 4 and 5 support under Linux is rock-solid,
               | wired or wireless. That's to be expected since the
               | drivers are maintained by Sony[1]. I have no idea about
               | the XBox controller, but I know DS works perfectly with
               | Steam/Proton out of the box, with the vanilla Linux
               | kernel.
               | 
               | 1. https://www.phoronix.com/news/Sony-HID-PlayStation-PS5
        
               | musicale wrote:
               | I have clarified that I meant controller support in the
               | Steam games themselves. Some of them work well, some of
               | them not so well. Others need to be configured. Others
               | only work with a Steam controller. I wish everything
               | worked well with DualSense, especially since I really
               | like its haptics, but it's basically on the many (many)
               | game developers to provide the same kind of controller
               | support that is standard on consoles.
        
               | overfeed wrote:
               | Thanks for the clarification. I've into that a couple of
               | times - Steam's button remapping helps sometimes, but
               | you'd have to remember which controller button the on-
               | screen symbol maps to.
        
               | samtheprogram wrote:
               | Launch Steam in big screen mode. Done.
        
               | Uvix wrote:
               | I'm aware of Big Picture Mode, and it doesn't address
               | either of the scenarios I cited specifically _because_
               | they can 't be done from Big Picture Mode.
        
             | Retric wrote:
             | Inflation. PS5 standard at $499 in 2019 is $632 in 2025
             | money which is the same as the 1995 PS 1 when adjusted for
             | inflation $299 (1995) to $635(2025).
             | https://www.usinflationcalculator.com/
             | 
             | Thus the PS6 should be around 699 at launch.
        
               | IlikeKitties wrote:
               | The main issue with inflation is that my salary is not
               | inflation adjusted. Thus the relative price increase
               | adjusted by inflation might be zero but the relative
               | price increase adjusted by my salary is not.
        
               | greenavocado wrote:
               | Those in charge of fiat printing presses have run the
               | largest theft or wealth in world history since 1971 when
               | the dollar decoupled from gold.
        
               | Retric wrote:
               | Cash is a small fraction of overall US wealth, but
               | inflation is a very useful tax on foreigners using USD
               | thus subsidizing the US economy.
        
               | Aurornis wrote:
               | The phrase "cost of living increase" is used to refer to
               | an annual salary increase designed to keep up with
               | inflation.
               | 
               | Typically, you should be receiving at least an annual
               | cost of living increase each year. This is standard
               | practice for every company I've ever worked for and it's
               | a common practice across the industry. Getting a true
               | raise is the amount above and beyond the annual cost of
               | living increase.
               | 
               | If your company has been keeping your salary fixed during
               | this time of inflation, then you are correct that you are
               | losing earning power. I would strongly recommend you hit
               | the job market if that's the case because the rest of the
               | world has moved on.
               | 
               | In some of the lower wage brackets (not us tech people)
               | the increase in wages has actually outpaced inflation.
        
               | IlikeKitties wrote:
               | Thank you for your concern but I'm in Germany so the
               | situation is a bit different and only very few companies
               | have been able to keep up with inflation around here.
               | I've seen at least a few adjustments but would not likely
               | find a job that pays as well as mine does 100% remote.
               | Making roughly 60K in Germany as a single in his 30s
               | isn't exactly painful.
        
               | Aurornis wrote:
               | > but would not likely find a job that pays as well as
               | mine does 100% remote.
               | 
               | That makes sense. The market for remote jobs has been
               | shrinking while more people are competing for the smaller
               | number of remote jobs. In office comes with a premium now
               | and remote is a high competition space.
        
               | tormeh wrote:
               | If you want to work 100% remote you could consider
               | working for a US company as a consultant?
        
               | 1000100_1000101 wrote:
               | Typically "Cost Of Living" increases target roughly
               | inflation. They don't really keep up though, due to
               | taxes.
               | 
               | If you've got a decent tech job in Canada your marginal
               | tax rate will be near 50%. Any new income is taxed at
               | that rate, so that 3% COL raise, is really a 1.5% raise
               | in your purchasing power, which typically makes you worse
               | off.
               | 
               | Until you're at a very comfortable salary, you're better
               | off job hopping to boost your salary. I'm pretty sure all
               | the financial people are well aware they're eroding their
               | employees salaries over time, and are hoping you are not
               | aware.
        
               | Retric wrote:
               | Tax brackets also shift through time, though less
               | frequently. So if you only get COL increases for 20 years
               | you're going to be reasonably close to the same after tax
               | income barring significant changes to the tax code.
               | 
               | In the US the bottom tax brackets where 10% under 2020
               | $19,750 then 12% next bucket, in 2025 it's 10% under
               | $23,850 then 12% next bracket.
               | https://taxfoundation.org/data/all/federal/historical-
               | income...
        
               | skuzye wrote:
               | And here I am in the UK, where the brackets have been
               | frozen until 2028 (if they don't invent some reason to
               | freeze further).
        
               | Retric wrote:
               | Freezing tax brackets is a somewhat stealthy way to shift
               | the tax burden to lower income households as it's less
               | obviously a tax increase.
        
               | ponector wrote:
               | Is your salary the same as 10 years ago?
        
               | blihp wrote:
               | When I bought a PS 1 around 1998-99 I paid $150 and I
               | think that included a game or two. It's the later in the
               | lifecycle price that has really changed (didn't the last
               | iteration of it get down to either $99 or $49?)
        
             | dangus wrote:
             | But now you're assuming the PC isn't also getting more
             | expensive.
             | 
             | If a console designed to break even is $1,000 then surely
             | an equivalent PC hardware designed to be profitable without
             | software sales revenue will be more expensive.
        
               | Fire-Dragon-DoL wrote:
               | PCs do get cheaper over time though, except if there is
               | another crypto boom, then we are all doomed.
        
               | greenavocado wrote:
               | You have to price it equivalent grams of gold to see the
               | real price trend
        
             | cyanydeez wrote:
             | Im still watching 720p movirs, video games.
             | 
             | Somewhere between 60 hz and 240hz, theres zero fundamental
             | benefits. Same for resolution.
             | 
             | It isnt just that hardware progress is a sigmoid, our
             | experiential value.
             | 
             | The reality is that exponential improvement is not a
             | fundamental force. Its always going to find some limit.
        
               | IlikeKitties wrote:
               | > Im still watching 720p movirs, video games.
               | 
               | There's a noticeable and obvious improvement from 720 to
               | 1080p to 4k (depending on the screen size). While there
               | are diminishing gains, up to at least 1440p there's still
               | a very noticeable difference.
               | 
               | > Somewhere between 60 hz and 240hz, theres zero
               | fundamental benefits. Same for resolution.
               | 
               | Also not true. While the difference between 40fps and
               | 60fps is more noticeable than say from 60 to 100fps, the
               | difference is still noticeable enough. Add the reduction
               | in latency that's also very noticeable.
        
               | saulpw wrote:
               | Is the difference between 100fps and 240fps noticeable
               | though? The OP said "somewhere between 60hz and 240hz"
               | and I agree.
        
               | IlikeKitties wrote:
               | That would be very obvious and immediately noticeable
               | difference but you need enough FPS rendered (natively not
               | with latency increasing frame generation) and a display
               | that can actually do 240hz without becoming a smeary
               | mess.
               | 
               | If you have this combination and you play with it for an
               | hour and you go back to a locked 100hz Game you would
               | never want to go back. It's rather annoying in that
               | regard actually.
        
               | oivey wrote:
               | Even with frame generation it is incredibly obvious. The
               | latency for sure is a downside, but 100 FPS vs 240 FPS is
               | extremely evident to the human visual system.
        
               | unethical_ban wrote:
               | Somewhere between a shoulder tap and a 30-06 there is a
               | painful sensation.
               | 
               | The difference between 60 and 120hz is huge to me. I
               | havent had a lot of experience above 140.
               | 
               | Likewise, 4k is a huge difference in font rendering, and
               | 1080->1440 is big in gaming.
        
               | drawfloat wrote:
               | 4K is big but certainly was not as big a leap forward as
               | SD to HD
        
               | theshackleford wrote:
               | > Is the difference between 100fps and 240fps noticeable
               | though?
               | 
               | Yes.
               | 
               | > The OP said "somewhere between 60hz and 240hz" and I
               | agree.
               | 
               | Plenty of us dont. A 240hz OLED still provides a
               | signifacntly blurrier image in motion than my 20+ year
               | old CRT.
        
               | majkinetor wrote:
               | On my projector (120 inch) the difference between 720p
               | and 4k is night and day.
        
               | crote wrote:
               | Screen size is pretty much irrelevant, as nobody is going
               | to be watching it at nose-length distance to count the
               | pixels. What matters is _angular resolution_ : how much
               | area does a pixel take up in your field of vision? Bigger
               | screens are going to be further away, so they need the
               | same resolution to provide the same quality as a smaller
               | screen which is closer to the viewer.
               | 
               | Resolution-wise, it depends a lot on the kind of content
               | you are viewing as well. If you're looking at a locally-
               | rendered UI filled with sharp lines, 720p is going to
               | look _horrible_ compared to 4k. But when it comes to
               | video you 've got to take bitrate into account as well.
               | If anything, a 4k movie with a bitrate of 3Mbps is going
               | to look _worse_ than a 720p movie with a bitrate of
               | 3Mbps.
               | 
               | I _definitely_ prefer 4k over 720p as well, and there 's
               | a reason my desktop setup has had a 32" 4k monitor for
               | _ages_. But beyond that? I _might_ be able to be
               | convinced to spend a few bucks extra for 6k or 8k if my
               | current setup dies, but anything more would be a complete
               | waste of money - at reasonable viewing distances there 's
               | absolutely zero visual difference.
               | 
               | We're not going to see 10.000Hz 32k graphics in the
               | future, simply because nobody will want to pay extra to
               | upgrade from 7.500Hz 16k graphics. Even the "hardcore
               | gamers" don't hate money _that_ much.
        
               | Vvector wrote:
               | Does an increased pixel count make a bad movie better?
        
               | Mawr wrote:
               | Does a decreased pixel count make a good movie better?
        
               | Mawr wrote:
               | Lower latency between your input and its results
               | appearing on the screen is exactly what a fundamental
               | benefit is.
               | 
               | The resolution part is even sillier - you literally get
               | more information per frame at higher resolutions.
               | 
               | Yes, the law of diminishing returns still applies, but
               | 720p@60hz is way below the optimum. I'd estimate 4k@120hz
               | as the low end of optimal maybe? There's some variance
               | w.r.t the application, a first person game is going to
               | have different requirements from a movie, but either way
               | 720p ain't it.
        
             | greenavocado wrote:
             | How many grams of gold has the PS cost at launch using gold
             | prices on launch day
        
           | ZiiS wrote:
           | Really strange that a huge pile of hacks, maths, and more
           | hacks became the standard of "true" frames.
        
         | Mistletoe wrote:
         | Welcome to the Age of the Plateau. It will change everything we
         | know. Invest accordingly.
        
           | 64718283661 wrote:
           | And what do you think to invest in for such times?
        
             | bitmasher9 wrote:
             | Moats. Government relationships. Simple and unsexy. Hard
             | assets.
        
             | Mistletoe wrote:
             | Hard assets and things with finite supply. Anything real.
             | Gold, bitcoin, small cap value stocks, commodities,
             | treasuries (if you think the government won't fail).
             | 
             | https://portfoliocharts.com/2021/12/16/three-secret-
             | ingredie...
        
               | didibus wrote:
               | > Anything real
               | 
               | > bitcoin
               | 
               | :D
        
               | Mistletoe wrote:
               | If it isn't real, I invite you to get some easily or
               | print more.
               | 
               | https://www.investopedia.com/news/hyperinflation-
               | produces-su...
               | 
               | https://decrypt.co/332083/billionaire-ray-dalio-urges-
               | invest...
        
               | chowells wrote:
               | If the Internet goes away, Bitcoin goes away. That's a
               | real threat in a bunch of conceivable societal failure
               | scenarios. If you want something real, you want something
               | that will survive the loss of the internet. Admittedly,
               | what you probably want most in those scenarios is diesel,
               | vehicles that run on diesel, and salt. But a pile of gold
               | still could be traded for some of those.
        
               | bitmasher9 wrote:
               | Everyone always talk like societal collapse is global.
               | Take a small pile of gold and use it to buy a plane
               | ticket somewhere stable with internet and your bitcoin
               | will be there waiting for you.
        
               | Dylan16807 wrote:
               | Is your argument that not being able to "get some easily"
               | makes a thing _more_ real?
        
               | DJBunnies wrote:
               | Bitcoin hate is real, here. At least.
        
         | Loic wrote:
         | My kids are playing Fortnite on a PS4, it works, they are
         | happy, I feel the rendering is really good (but I am an old
         | guy) and normally, the only problem while playing is the
         | stability of the Internet connection.
         | 
         | We also have a lot of fun playing board games, simple stuff
         | from design, card games, here, the game play is the fun factor.
         | Yes, better hardware may bring more realistic, more x or y, but
         | my feeling is that the real driver, long term, is the quality
         | of the game play. Like the quality of the story telling in a
         | good movie.
        
           | flyinglizard wrote:
           | That's the Nintendo way. Avoiding the photorealism war
           | altogether by making things intentionally sparse and
           | cartoony. Then you can sell cheap hardware, make things
           | portable etc.
        
             | xiande04 wrote:
             | I.e., the uncanny valley.
        
               | gyomu wrote:
               | Cartoony isn't the uncanny valley. Uncanny valley is
               | attempted photorealism that misses the mark.
        
           | pipes wrote:
           | Unreal engine 1 looks good to me, so I am not a good judge.
           | 
           | I keep thinking there is going to be a video game crash soon,
           | over saturation of samey games. But I'm probably wrong about
           | that. I just think that's what Nintendo had right all along:
           | if you commoditize games, they become worthless. We have
           | endless choice of crap now.
           | 
           | In 1994 at age 13 I stopped playing games altogether. Endless
           | 2d fighters and 2d platformer was just boring. It would take
           | playing wave race and golden eye on the N64 to drag me back
           | in. They were truly extraordinary and completely new
           | experiences (me and my mates never liked doom). Anyway I
           | don't see this kind of shift ever happening again. Infact
           | talking to my 13 year old nephew confirms what I (probably
           | wrongly) believe, he's complaining there's nothing new. He's
           | bored or fortnight and mine craft and whatever else. It's
           | like he's experiencing what I experienced, but I doubt a new
           | generation of hardware will change anything.
        
             | dehrmann wrote:
             | > Unreal engine 1 looks good to me, so I am not a good
             | judge.
             | 
             | But we did hit a point where the games were good enough,
             | and better hardware just meant more polygons, better
             | textures, and more lighting. The issues with Unreal Engine
             | 1 (or maybe just games of that era) was that the worlds
             | were too sparse.
             | 
             | > over saturation of samey games
             | 
             | So that's the thing. Are we at a point where graphics and
             | gameplay in 10-year-old games is good enough?
        
               | taraindara wrote:
               | If the graphics aren't adding to the fun and freshness of
               | the game, nearly. Rewatching old movies over seeing new
               | ones is already a trend. Video games are a ripe genre for
               | this already.
        
               | dehrmann wrote:
               | Now I'm going to disagree with myself... there came a
               | point where movies started innovating in storytelling
               | rather than the technical aspects (think Panavision).
               | Anything that was SFX-driven is different, but the
               | stories movies tell and how they tell them changed, even
               | if there are stories where the technology was already
               | there.
        
               | dfxm12 wrote:
               | _Are we at a point where graphics and gameplay in
               | 10-year-old games is good enough?_
               | 
               | Personally, there are enough good games from the 32bit
               | generation of consoles, and before, to keep me from ever
               | _needing_ to buy a new console, and these are games from
               | ~25 years ago. I can comfortably play them on a MiSTer
               | (or whatever PC).
        
             | tonyhart7 wrote:
             | "if you commoditize games, they become worthless"
             | 
             | ???? hmm wrong??? if everyone can make game, the floor is
             | raising making the "industry standard" of a game is really
             | high
             | 
             | while I agree with you that if everything is A then A is
             | not meaning anything but the problem is A isn't vanish,
             | they just moved to another higher tier
        
           | LarsDu88 wrote:
           | Every generation thinks the current generation of graphics
           | won't be topped, but I think you have no idea what putting
           | realtime generative models into the rendering pipeline will
           | do for realism. We will finally get rid of the uncanny valley
           | effect with facial rendering, and the results will almost
           | certainly be mindblowing.
        
             | Rover222 wrote:
             | I think the inevitable near future is that games are not
             | just upscaled by AI, but they are entirely AI generated in
             | realtime. I'm not technical enough to know what this means
             | for future console requirements, but I imagine if they just
             | have to run the generative model, it's... less intense than
             | how current games are rendered for equivalent results.
        
               | LarsDu88 wrote:
               | I don't think you grasp how many GPUs are used to run
               | world simulation models. It is vastly more intensive in
               | compute that the current dominant realtime rendering or
               | rasterized triangles paradigm
        
               | taraindara wrote:
               | I'm thinking more procedural generation of assets. If
               | done efficiently enough, a game could generate its assets
               | on the fly, and plan for future areas of exploration. It
               | doesn't have to be rerendered every time the player moves
               | around. Just once, then it's cached until it's not needed
               | anymore.
        
               | Rover222 wrote:
               | I don't think you grasp what I'm saying? I'm talking
               | about next token prediction to generate video frames.
        
         | Keyframe wrote:
         | not all games need horse power. We've now past the point of
         | good enough to run a ton of it. Sure, tentpole attractions will
         | warrant more and more, but we're turning back to mechanics,
         | input methods, gameplay, storytelling. If you play 'old' games
         | now, they're perfectly playable. Just like older movies are
         | perfectly watchable. Not saying you should play those (you
         | should), but there's not kuch of a leap needed to keep such
         | ideas going strong and fresh.
        
           | ad133 wrote:
           | This is my take as well. I haven't felt that graphics
           | improvement has "wowed" me since the PS3 era honestly.
           | 
           | I'm a huge fan of Final Fantasy games. Every mainline game
           | (those with just a number; excluding 11 and 14 which are
           | MMOs) pushes the graphical limits of the platforms at the
           | time. The jump from 6 to 7 (from SNES to PS1); from 9 to 10
           | (PS1 to 2); and from 12 to 13 (PS3/X360) were all mind
           | blowing. 15 (PS4) and 16 (PS5) were also major improvements
           | in graphics quality, but the "oh wow" generational gap is
           | gone.
           | 
           | And then I look at the gameplay of these games, and it's
           | generally regarded as going in the opposite direction- it's
           | all subjective of course but 10 is generally regarded as the
           | last "amazing" overall game, with opinions dropping off from
           | there.
           | 
           | We've now reached the point where an engaging game with good
           | mechanics is way more important than graphics: case in point
           | being Nintendo Switch, which is cheaper and has much worse
           | hardware, but competes with the PS5 and massively outsells
           | Xbox by huge margins, because the games are _fun_.
        
             | musicale wrote:
             | FF12 and FF13 are terrific games that have stood the test
             | of time.
             | 
             | And don't forget the series of MMOs:
             | 
             | FF11 merged Final Fantasy with old-school MMOs, notably
             | Everquest, to great success.
             | 
             | FF14 2.0 was literally A Realm Reborn from the ashes of the
             | failed 1.0, and was followed by the exceptional Heavensward
             | expansion.
             | 
             | FF14 Shadowbringers was and is considered great.
        
         | crote wrote:
         | Consoles are the perfect platform for a proper pure ray tracing
         | revolution.
         | 
         | Ray tracing is the obvious path towards perfect photorealistic
         | graphics. The problem is that ray tracing is _really_
         | expensive, and you can 't stuff enough ray tracing hardware
         | into a GPU which can _also_ run traditional graphics for older
         | games. This means games are forced to take a hybrid approach,
         | with ray tracing used to augment traditional graphics.
         | 
         | However, full-scene ray tracing has essentially a fixed cost:
         | the hardware needed depends primarily on the resolution and
         | framerate, not the complexity of the scene. Rendering a million
         | photorealistic objects is not much more compute-intensive than
         | rendering a hundred cartoon objects, and without all the
         | complicated tricks needed to fake things in a traditional
         | pipeline any indie dev could make games with AAA graphics. And
         | if you have the hardware for proper full-scene raytracing, you
         | no longer need the whole AI upscaling and framegen to fake
         | it...
         | 
         |  _Ideally_ you 'd want a GPU which is 100% focused on ray
         | tracing and ditches the entire legacy triangle pipeline - but
         | that's a _very_ hard sell in the PC market. Consoles don 't
         | have that problem, because not providing perfect backwards
         | compatibility for 20+ years of games isn't a dealbreaker there.
        
           | khalladay wrote:
           | > Rendering a million photorealistic objects is not much more
           | compute-intensive than rendering a hundred cartoon objects
           | 
           | Surely ray/triangle intersection tests, brdf evaluation,
           | acceleration structure rebuilds (when things move/animate)
           | all would cost more in your photorealistic scenario than the
           | cartoon scenario?
        
             | reactordev wrote:
             | Matrix multiplication is all that is and GPUs are really
             | good at doing that in parallel already.
        
               | oivey wrote:
               | So I guess there is no need to change any of the
               | hardware, then? I think it might be more complicated than
               | waving your hands around linear algebra.
        
               | reactordev wrote:
               | Yes there is, to improve ray tracing...
        
           | Aurornis wrote:
           | > Rendering a million photorealistic objects is not much more
           | compute-intensive than rendering a hundred cartoon objects
           | 
           | Increasing the object count by that many orders of magnitude
           | is definitely much more compute intensive.
        
             | reactordev wrote:
             | Only if you have more than 1 bounce. Otherwise it's the
             | same. You'll cast a ray and get a result.
        
               | pclmulqdq wrote:
               | No, searching the set of triangles in the scene to find
               | an intersection takes non-constant time.
        
               | cubefox wrote:
               | I believe with an existing BVH acceleration structure,
               | the average case time complexity is O(log n) for n
               | triangles. So not constant, but logarithmic. Though for
               | animated geometry the BVH needs to be rebuilt for each
               | frame, which might be significantly more expensive
               | depending on the time complexity of BVH builds.
        
               | pclmulqdq wrote:
               | Yeah, this search is O(log n) and can be hardware-
               | accelerated, but there's no O(1) way to do this.
        
               | cubefox wrote:
               | What if we keep the number of triangles constant per
               | pixel, independently of scene complexity, through
               | something like virtualized geometry? Though this would
               | then require rebuilding part of the BVH each frame, even
               | for static scenes, which is probably not a constant
               | operation.
        
           | newsclues wrote:
           | So create a system RT only GPU plus a legacy one for the best
           | of both worlds?
        
           | cubefox wrote:
           | Combining both ray tracing (including path tracing, which is
           | a form of ray tracing) and rasterization is the most
           | effective approach. The way it is currently done is that
           | primary visibility is calculated using triangle
           | rasterization, which produces perfectly sharp and noise free
           | textures, and then the ray traced lighting (slightly blurry
           | due to low sample count and denoising) is layered on top.
           | 
           | > However, full-scene ray tracing has essentially a fixed
           | cost: the hardware needed depends primarily on the resolution
           | and framerate, not the complexity of the scene.
           | 
           | That's also true for modern rasterization with virtual
           | geometry. Virtual geometry keeps the number of rendered
           | triangles roughly proportional to the screen resolution, not
           | to the scene complexity. Moreover, virtual textures also keep
           | the amount of texture detail in memory roughly proportional
           | to the screen resolution.
           | 
           | The real advantage of modern ray tracing (ReSTIR path
           | tracing) is that it is independent of the number of light
           | sources in the scene.
        
         | EasyMark wrote:
         | doubtful, they say this with every generation of console and
         | even gaming pc systems. When it's popularity decreases then
         | profits decrease and then maybe it will be "the last
         | generation".
        
         | jayd16 wrote:
         | There's likely still room to go super wide with CPU cores and
         | much more ram but everyone is talking about neutral nets so
         | that's what the press release is about.
        
         | JoshTriplett wrote:
         | After raytracing, the next obvious massive improvement would be
         | path tracing.
         | 
         | And while consoles usually lag behind the latest available
         | graphics, I'd expect raytracing and even path tracing to become
         | available to console graphics eventually.
         | 
         | One advantage of consoles is that they're a fixed hardware
         | target, so games can test on the exact hardware and know
         | exactly what performance they'll get, and whether they consider
         | that performance an acceptable experience.
        
           | winterismute wrote:
           | There is no real difference between "Ray Tracing" and "Path
           | Tracing", or better, the former is just the operation of
           | intersecting a ray with a scene (and not a rendering
           | technique), the latter is a way to solve the integral to
           | approximate the rendering equation (hence, it could be
           | considered a rendering technique). Sure, you can go back to
           | the terminology used by Kajiya in his earlier works etc etc,
           | but it was only a "academic terminology game" which is
           | worthless today. Today, the former is accelerated by HW since
           | around a decade (I am cunting the PowerVR wizard). The latter
           | is how most of non-realtime rendering renders frames.
           | 
           | You can not have "Path Tracing" in games, not according to
           | what it is. And it also probably does not make sense, because
           | the goal of real-time rendering is not to render the perfect
           | frame at any time, but it is to produce the best reactive,
           | coherent sequence of frames possible in response to
           | simulation and players inputs. This being said, HW ray
           | tracing is still somehow game changing because it shapes a
           | SIMT HW to make it good at inherently divergent computation
           | (eg. traversing a graph of nodes representing a scene):
           | following this direction, many more things will be unlocked
           | in real-time simulation and rendering. But not 6k samples
           | unidirectionally path-traced per pixel in a game.
        
             | JoshTriplett wrote:
             | > You can not have "Path Tracing" in games
             | 
             | It seems like you're deliberately ignoring the terminology
             | currently widely used in the gaming industry.
             | 
             | https://www.rockpapershotgun.com/should-you-bother-with-
             | path...
             | 
             | https://gamingbolt.com/10-games-that-make-the-best-use-of-
             | pa...
             | 
             | (And any number of other sources, those are just the first
             | two I found.)
             | 
             | If you have some issue with that terminology, by all means
             | raise that issue, but "You can not have" is just factually
             | incorrect here.
        
               | winterismute wrote:
               | > If you have some issue with that terminology, by all
               | means raise that issue, but "You can not have" is just
               | factually incorrect here.
               | 
               | It is not incorrect because, at least for now, all those
               | "path tracing" modes do not do compute multiple "paths"
               | (with each being made of multiple rays casted) per pixel
               | but rasterize primary rays and then either fire 1 [in
               | rare occasions, 2] rays for such a pixel, or, more often,
               | read a value from a local special cache called a
               | "reservoir" or from a radiance cache - which is sometimes
               | a neural network. All of this goes even against the
               | defition your first article gives itself of path tracing
               | :D
               | 
               | I don't have problems with many people calling it "path
               | tracing" in the same way I don't have issues with many
               | (more) people calling Chrome "Google" or any browser "the
               | internet", but if one wants to talk about future trends
               | in computing (or is posting on hacker news!) I believe
               | it's better to indicate a browser as a browser, Google as
               | a search engine, and Path Tracing as what it is.
        
         | dataangel wrote:
         | they can't move everything to the cloud because of latency
        
         | ClimaxGravely wrote:
         | I'd hesitate to call the temporal hacks progress. I disable
         | them every time.
        
         | xiande04 wrote:
         | It's not just technology that's eating away at console sales,
         | it's also the fact that 1) nearly everything is available on PC
         | these days (save Nintendo with its massive IP), 2) mobile
         | gaming, and 3) there's a limitless amount of retro games and
         | hacks or mods of retro games to play and dedicated retro
         | handhelds are a rapidly growing market. Nothing will ever come
         | close to PS2 level sales again. Will be interesting to see how
         | the video game industry evolves over the next decade or two. I
         | suspect subscriptions (sigh) will start to make up for lost
         | console sales.
        
           | theshackleford wrote:
           | > Nothing will ever come close to PS2 level sales again.
           | 
           | The switch literally has and according to projections the
           | Switch 1 will in fact have outsold the PS2 globally by the
           | end of the year.
        
         | dehrmann wrote:
         | > non generative AI up-scaling
         | 
         | I know this isn't an original idea, but I wonder if this will
         | be the trick for step-level improvement in visuals. Use
         | traditional 3D models for the broad strokes and generative AI
         | for texture and lighting details. We're at diminishing returns
         | for add polygons and better lighting, and generative AI seems
         | to be better at improving from there--when it doesn't have to
         | get the finger count right.
        
       | pixelpoet wrote:
       | Teenage me from the 90s telling everyone that ray tracing will
       | eventually take over all rendering and getting laughed at would
       | be happy :)
        
         | prox wrote:
         | Hi teenage you! You did well :)
         | 
         | The idea of the radiance cores is pretty neato
        
           | ksec wrote:
           | >radiance cores is pretty nea
           | 
           | I still dont understand how it is different to Nvidia's RT
           | Core.
        
             | jsheard wrote:
             | AFAICT it's not really different, they're just calling it
             | something else for marketing reasons. The system described
             | in the Sony patent (having a fixed-function unit traverse
             | the BVH asynchronously from the shader cores) is more or
             | less how Nvidia's RT cores worked from the beginning, as
             | opposed to AMDs early attempts which accelerated certain
             | intersection tests but still required the shader cores to
             | drive the traversal loop.
        
         | Sesse__ wrote:
         | It's not, though. The use of RT in games is generally limited
         | to secondary rays; the primaries are still rasterized. (Though
         | the rasterization is increasingly done in "software rendering",
         | aka compute shaders.)
        
           | pixelpoet wrote:
           | As you can tell, I'm patient :) A very important quality for
           | any ray tracing enthusiast lol
           | 
           | The ability to do irregular sampling, efficient shadow
           | computation (every flavour of shadow mapping is terrible!)
           | and global illumination is already making its way into games,
           | and path tracing has been the algorithm of choice in offline
           | rendering (my profession since 2010) for quite a while
           | already.
           | 
           | Making a flexible rasterisation-based renderer is a huge
           | engineering undertaking, see e.g. Unreal Engine. With the
           | relentless march of processing power, and finally having
           | hardware acceleration as rasterisation has enjoyed for
           | decades, it's going to be possible for much smaller teams to
           | deliver realistic and creative (see e.g. Dreams[0]) visuals
           | with far less engineering effort. Some nice recent examples
           | of this are Teardown[1] and Tiny Glade[2].
           | 
           | It's even more inevitable from today's point of view than it
           | was back in the 90s :)
           | 
           | [0] Dreams: https://www.youtube.com/watch?v=u9KNtnCZDMI
           | 
           | [1] Teardown: https://teardowngame.com/
           | 
           | [2] Tiny Glade: https://www.youtube.com/watch?v=jusWW2pPnA0
        
         | nightfly wrote:
         | I wonder if we'll ever get truly round objects in my lifetime
         | though
        
           | phkahler wrote:
           | My old ray tracer could do arbitrary quadric surfaces,
           | toroids with 2 minor radii, and CSG of all those. Triangles
           | too (no CSG). It was getting kind of fast 20 years ago -
           | 10fps at 1024x768. Never had good shading though.
           | 
           | I should dig that up and add NURBS and see how it performs
           | today.
        
           | csmoak wrote:
           | dreams on playstation and unbound on pc both use sdfs to
           | allow users to make truly round objects for games
        
       | poisonborz wrote:
       | The industry, and at large the gaming community is just long past
       | being interested in graphics advancement. AAA games are too
       | complicated and expensive, the whole notion of ever more complex
       | and grandiose experiences doesn't scale. Gamers are fractured
       | along thousands of small niches, even in sense of timeline in
       | terms of 80s, 90s, PS1 era each having a small circle of
       | businesses serving them.
       | 
       | The times of console giants, their fiefdoms and the big game
       | studios is coming to an end.
        
         | b_e_n_t_o_n wrote:
         | idk, battlefield 6 came out today to very positive reviews and
         | it's absolutely gorgeous.
        
           | ksec wrote:
           | It looks like Frostbite 4.0 is so much better than Unreal
           | 5.x. I cant wait to see comparison.
        
           | jimaek wrote:
           | It's fine, but definitely a downgrade compared to previous
           | titles like Battlefield 1. At moments it looks pretty bad.
           | 
           | I'm curious why graphics are stagnating and even getting
           | worse in many cases.
        
             | b_e_n_t_o_n wrote:
             | Have you played it? I haven't so I'm just basing my opinion
             | on some YouTube footage I've seen.
             | 
             | BF1 is genuinely gorgeous, I can't lie. I think it's the
             | photogrammetry. Do you think the lighting is better in BF1?
             | I'm gonna go out on a limb and say that BF6's lighting is
             | more dynamic.
        
               | jimaek wrote:
               | Yes I played it on a 4090. The game is good but graphics
               | are underwhelming.
               | 
               | To my eyes everything looked better in BF1.
               | 
               | Maybe it's trickery but it doesn't matter to me. BF6, new
               | COD, and other games all look pretty bad. At least
               | compared to what I would expect from games in 2025.
               | 
               | I don't see any real differences from similar games
               | released 10 years ago.
        
             | ksec wrote:
             | https://www.youtube.com/watch?v=gBzXLrJTX1M
             | 
             | Battlefield 6 vs Battlefield 1 - Direct Comparison!
             | Attention to Detail & Graphics! PC 4K
             | 
             | The progress in 9 years do seems underwhelming.
        
             | flohofwoe wrote:
             | Exploding production cost is pretty much the only reason
             | (eg we hit diminishing returns in overall game asset
             | quality vs production cost at least a decade ago) plus on
             | the tech side a brain drain from rendering tech to AI tech
             | (or whatever the current best-paid mega-hype is). Also,
             | working in gamedev simply isn't "sexy" anymore since it has
             | been industrialized to essentially assembly line jobs.
        
         | rafaelmn wrote:
         | I disagree - current gen console aren't enough to deliver
         | smooth immersive graphics - I played BG3 on PS first and then
         | on PC and there's just no comparing the graphics. Cyberpunk
         | same deal. I'll pay to upgrade to consistent 120/4k and better
         | graphics, and I'll buy the games.
         | 
         | And there are AAA that make and will make good money with
         | graphics being front and center.
        
           | Ntrails wrote:
           | >aren't enough to deliver smooth immersive graphics
           | 
           | I'm just not sold.
           | 
           | Do I really think that BG3 being slightly prettier than, say,
           | Dragon Age / Skyrim / etc made it a more enticing game? Not
           | to me certainly. Was cyberpunk prettier than Witcher 3? Did
           | it need to be for me to play it?
           | 
           | My query isn't about whether you can get people to upgrade to
           | play new stuff (always true). But whether they'd still
           | upgrade if they could play on the old console with worse
           | graphics.
           | 
           | I _also_ don 't think anyone is going to suddenly start
           | playing video games because the graphics improve further.
        
             | keyringlight wrote:
             | Two aspects I keep thinking about:
             | 
             | -How difficult it must be for the art/technical teams at
             | game studios to figure out for all the detail they are
             | capable of putting on screen how much of it will be
             | appreciated by gamers. Essentially making sure that
             | anything they're going to be budgeting significant amount
             | of worker time to creating, gamers aren't going to run
             | right past it and ignore or doesn't contribute meaningfully
             | to 'more than the sum of its parts'.
             | 
             | -As much as technology is an enabler for art, alongside the
             | install base issue how well does pursuing new methods fit
             | how their studio is used to working, and is the payoff
             | there if they spend time adapting. A lot of gaming business
             | is about shipping product, and the studios concern is
             | primarily about getting content to gamers than chasing tech
             | as that is what lets their business continue, selling
             | GPUs/consoles is another company's business.
        
             | rafaelmn wrote:
             | > Do I really think that BG3 being slightly prettier than,
             | say, Dragon Age / Skyrim / etc made it a more enticing
             | game?
             | 
             | Absolutely - graphical improvements make the game more
             | immersive for me and I don't want to go back and replay the
             | games I spent hundreds of hours in mid two thousands, like
             | say NVN or Icewind Dale (never played BG 2). It's just not
             | the same feeling now that I've played games with
             | incomparable graphics, polished mechanics and movie level
             | voice acting/mocap cutscenes. I even picked up Mass Effect
             | recently out of nostalgia but gave up fast because it just
             | isn't as captivating as it was back when it was peak
             | graphics.
        
               | adlpz wrote:
               | Well this goes to show that, as some other commenter
               | said, the _gamer community_ (whatever that is) is indeed
               | very fragmented.
               | 
               | I routinely re-play games like Diablo 2 or BG1/2 and I
               | couldn't care less about graphics, voice acting or motion
               | capture.
        
               | BolexNOLA wrote:
               | > Absolutely - graphical improvements make the game more
               | immersive for me
               | 
               | Exactly. Graphics are not the end all be all for
               | assessing games, but it's odd how quickly people handwave
               | away graphics _in a visual medium_.
        
               | kbolino wrote:
               | Maximal "realism" is neither the only nor even
               | necessarily the best use of that medium.
        
               | BolexNOLA wrote:
               | When did I say anything like that? When did anybody in
               | this thread?
        
               | kbolino wrote:
               | I don't know what these words mean to you vs. what they
               | mean to me. But whatever you call the visual quality that
               | _Baldur 's Gate 3_, _CyberPunk 2077_ , and most flagship
               | AAA titles, etc. are chasing after that makes them have
               | "better graphics" and be "more immersive", whatever that
               | is, is not the only way to paint the medium.
               | 
               | Very successful games are still being made that use
               | sprites, low-res polygons, cel shading, etc. While these
               | techniques still can run into hardware limits, they
               | generally don't benefit from the sort of improvements
               | (and that word is becoming ever more debatable with
               | things like AI frame generation) that make for better
               | looking [whatever that quality is called] games.
        
               | BolexNOLA wrote:
               | Wanting them to look good and saying they look way better
               | on a PC does not mean what you described above.
        
               | kbolino wrote:
               | And _not_ caring as much about those things doesn 't mean
               | I don't understand that video games are a visual medium.
               | 
               | This is just _one type_ of graphics. And focusing too
               | heavily on it is not going to be enough to keep the big
               | players in the industry afloat for much longer. _Some_
               | gamers care--apparently some care _a lot_ --but that
               | isn't translating into enough sales to overcome the
               | bloated costs.
        
               | BolexNOLA wrote:
               | We are really straying from the initial point here IMO
        
               | badsectoracula wrote:
               | > it's odd how quickly people handwave away graphics in a
               | visual medium.
               | 
               | There is a difference between graphics as in rendering
               | (i.e. the technical side, how something gets rendered)
               | and graphics as in aesthetics (i.e. visual styles,
               | presentation, etc).
               | 
               | The latter is important for games because it can be used
               | to evoke some feel to the player (e.g. cartoony Mario
               | games or dreadful Silent Hill games). The former however
               | is not important by itself, its importance only comes as
               | means to achieve the latter. When people handwave away
               | graphics in games they handwave the misplaced focus on
               | graphics-as-in-tech, not on graphics-as-in-aesthetics.
        
               | badpun wrote:
               | For me, the better graphics, mocap etc., the stroger the
               | uncanny valley feeling - i.e. I stop perceiving it as a
               | video game, but instead see it as an incredibly bad
               | movie.
        
               | theshackleford wrote:
               | > I don't want to go back and replay the games I spent
               | hundreds of hours in mid two thousands, like say NVN or
               | Icewind Dale (never played BG 2). It's just not the same
               | feeling now that I've played games with incomparable
               | graphics, polished mechanics and movie level voice
               | acting/mocap cutscenes. I even picked up Mass Effect
               | recently out of nostalgia but gave up fast because it
               | just isn't as captivating as it was back when it was peak
               | graphics.
               | 
               | And yet many more have no such issue doing exactly this.
               | Despite having a machine capable of the best graphics at
               | the best resolution, I have exactly zero issues going
               | back and playing older games.
               | 
               | Just in the past month alone with some time off for
               | surgery I played and completed Quake, Heretic and Blood.
               | All easily as good, fun and as compelling as modern
               | titles, if not in some ways better.
        
           | pjmlp wrote:
           | Being an old dog that still cares about gaming, I would
           | assert many games are also not taking advantage of current
           | gen hardware, coded in Unreal and Unity, a kind of Electron
           | for games, in what concerns taking advantage of existing
           | hardware.
           | 
           | There is a reason there are so many complaints in social
           | media about being obvious to gamers in what game engine a
           | game was written on.
           | 
           | It used to be that game development quality was taken more
           | seriously, when they were sold via storage media, and there
           | was a deadline to burn those discs/cartridges.
           | 
           | Now they just ship whatever is done by the deadline, and
           | updates will come later via a DLC, if at all.
        
             | formerly_proven wrote:
             | Unreal and Unity would be less problematic if these engines
             | were engineered to match the underlying reality of graphics
             | APIs/drivers, but they're not. Neither of these can
             | systematically fix the shader stuttering they are causing
             | architecturally, and so essentially all games built on
             | these platforms are sentenced to always stutter, regardless
             | of hardware.
             | 
             | Both of these seem to suffer from incentive issues similar
             | to enterprise software: They're not marketing and selling
             | to either end users or professionals, but studio
             | executives. So it's important to have - preferably a steady
             | stream of - flashy headline features (e.g. nanite, lumen)
             | instead of a product that actually works on the most basic
             | level (consistently render frames). It doesn't really
             | matter to Epic Games that UE4/5 RT is largely unplayable;
             | even for game publishers, if you can pull nice-looking
             | screenshots out of the engine or do good-looking 24p
             | offline renders (and slap "in-game graphics" on them),
             | that's good enough.
        
               | pjmlp wrote:
               | Pretty much it.
        
               | Uvix wrote:
               | The shader stutter issues are non-existent on console,
               | which is where most of their sales are. PC, as it has
               | been for almost two decades, is an afterthought rather
               | than a primary focus.
        
               | MountainTheme12 wrote:
               | No, that's not the reason.
               | 
               | The shader stutter issues are non-existent on console
               | because consoles have one architecture and you can ship
               | shaders as compiled machine code. For PC you don't know
               | what architecture you will be targeting, so you ship some
               | form of bytecode that needs to be compiled on the target
               | machine.
        
               | Uvix wrote:
               | Agreed. I didn't mean to say consoles' popularity is why
               | they don't have shader stutter, but rather it's why
               | implementing a fix on PC (e.g. precompilation at startup)
               | isn't something most titles bother with.
        
               | MountainTheme12 wrote:
               | It's not just popularity, Epic has been trying really
               | hard to solve it in Unreal Engine.
               | 
               | The issue is that, because of monolithic pipelines, you
               | have to provide the exact state the shaders will be used
               | in. There's a lot of that, and a large part of it depends
               | on user authored content, which makes it really hard to
               | figure out in advance.
               | 
               | It's a fundamental design mistake in D3D12/Vulkan that is
               | slowly being corrected, but it will take some time (and
               | even more for game engines to catch up).
        
               | jayd16 wrote:
               | You still don't get it. It's just not possible to ship a
               | precompilation of every shader permutation for every
               | supported hardware permutation.
        
               | Uvix wrote:
               | That's why I said "precompilation _at startup_ ". That
               | has users compile for their precise hardware/driver
               | combination prior to the game trying to use them for
               | display.
        
               | formerly_proven wrote:
               | Even this is just guesswork for the way these engines
               | work, because they literally don't know what set of
               | shaders to compile ahead of time. Arbitrary scripting can
               | change that on a frame-by-frame basis, shader
               | precompilation in these engines mostly relies on
               | recording shader invocations during gameplay and shipping
               | that list. [1]
               | 
               | Like, on the one hand, you have engines/games which
               | always stutter, have more-or-less long "shader
               | precompilation" splashscreens on every patch and still
               | stutter anyway. The frametime graph of any UE title looks
               | like a topographic cross-section of Verdun. On the other
               | hand there are titles not using those engines where you
               | wouldn't even notice there were any shaders to precompile
               | which... just run.
               | 
               | [1] https://dev.epicgames.com/documentation/en-us/unreal-
               | engine/...
               | 
               | > In a highly programmable real-time rendering
               | environment such as Unreal Engine (UE), any application
               | with a large amount of content has too many GPU state
               | parameters that can change to make it practical to
               | manually configure PSOs in advance. To work around this
               | complication, UE can collect data about the GPU state
               | from an application build at runtime, then use this
               | cached data to generate new PSOs far in advance of when
               | they are used. This narrows down the possible GPU states
               | to only the ones used in the application. The PSO
               | descriptions gathered from running the application are
               | called PSO caches.
               | 
               | > The steps to collect PSOs in Unreal are:
               | 
               | > 1. Play the game.
               | 
               | > 2. Log what is actually drawn.
               | 
               | > 3. Include this information in the build.
               | 
               | > After that, on subsequent playthroughs the game can
               | create the necessary GPU states earlier than they are
               | needed by the rendering code.
               | 
               | Of course, if the playthrough used for generating the
               | list of shadersdoesn't hit X codepath ("oh this
               | particular spell was not cast while holding down shift"),
               | a player hitting it will then get a 0.1s game pause when
               | they invariably do.
        
               | keyringlight wrote:
               | If anything I think PC has been a prototyping or proving
               | grounds for technologies on the roadmap for consoles to
               | adopt. It allows software and hardware iterations before
               | it's relied upon in a platform that is required to be
               | stable and mostly unchanging for around a decade from
               | designing the platform through developers using it and
               | recently major refreshes. For example from around 2009
               | there were a few cross platform games with the baseline
               | being 32bit/DX9 capabilities, but optional 64bit/DX11
               | capabilities, and given the costs and teams involved in
               | making the kind of games which stretch those capabilities
               | I find it hard to believe it'd be one or a small group of
               | engineers putting significant time into an optional modes
               | that aren't critical to the game functioning and
               | supporting them publicly. Then a few years later that's
               | the basis of the next generation of consoles.
        
               | pjmlp wrote:
               | Any search on game console reviews on YouTube will show
               | otherwise, even though it isn't as bad as PC.
               | 
               | Just a quick search,
               | 
               | https://www.gamesradar.com/games/the-ps5-stutter-issue-
               | is-re...
               | 
               | https://forums.flightsimulator.com/t/stutters-on-xbox-
               | series...
        
               | jayd16 wrote:
               | You're saying a periodic VRR stutter is a shader compiler
               | issue?
        
               | jayd16 wrote:
               | You know the hardware for console so you can ship
               | precompiled shaders.
               | 
               | Can't do that for PC so you either have long first runs
               | or stutter for JIT shader compiles.
        
               | Uvix wrote:
               | Long first runs seem like an unambiguous improvement over
               | stutter to me. Unfortunately, you still get new big games
               | like _Borderlands 4_ that don 't fully precompile
               | shaders.
        
               | kbolino wrote:
               | Depending on the game and the circumstances, I'm getting
               | some cases of 20-40 minutes to compile shaders. That's
               | just obscene to me. I don't think stutter is better but
               | neither situation is really acceptable. Even if it was on
               | first install only it would be bad, but it happens on
               | most updates to the game or the graphics drivers, both of
               | which are getting updated more frequently than ever.
        
               | jayd16 wrote:
               | Imagine living in a reality where the studio exec picks
               | the engine based on getting screenshots 3 years later
               | when there's something interesting to show.
               | 
               | I mean, are you actually talking from experience at all
               | here?
               | 
               | It's really more that engines are an insane expense in
               | money and time and buying one gets your full team in
               | engine far sooner. That's why they're popular.
        
             | jayd16 wrote:
             | They're both great engines. They're popular and gamers will
             | lash out at any popular target.
             | 
             | If it was so simple to bootstrap an engine no one would pay
             | the percentage points to Unity and Epic.
             | 
             | The reality is the quality bar is insanely high.
        
               | gyomu wrote:
               | It is pretty simple to bootstrap an engine. What isn't
               | simple is supporting asset production pipelines on which
               | dozen/hundreds of people can work on simultaneously, and
               | on which new hires/contractors can start contributing
               | right away, which is what modern game businesses require
               | and what unity/unreal provide.
        
           | flohofwoe wrote:
           | Just get a PC then? ;) In the end, game consoles haven't been
           | much more than "boring" subsidized low-end PCs for quite a
           | while now.
        
             | rafaelmn wrote:
             | PC costs a lot and depreciates fast, by the end of a
             | console lifecycle I can still count on developers targeting
             | it - PC performance for 6+ year hardware is guaranteed to
             | suck. And I'm not a heavy gamer - I'll spend ~100h on games
             | per year, but so will my wife and my son - PC sucks for
             | multiple people using it - PS is amazing. I know I could
             | concoct some remote play setup via lan on TV to let my wife
             | and kids play but I just want something I spend a few
             | hundred eur and I plug into the TV and then it works.
             | 
             | Honestly the only reason I caved with the GPU purchase
             | (which cost the equivalent of a PS pro) was the local AI -
             | but in retrospect that was useless as well.
        
               | randomNumber7 wrote:
               | Oh yeah it's great to play PS4 games while the thing runs
               | with the noise of a vacuum cleaner.
        
               | theshackleford wrote:
               | > by the end of a console lifecycle I can still count on
               | developers targeting it
               | 
               | And I can count on those games still being playable on my
               | six year old hardware because they are in fact developed
               | for 6 year old hardware.
               | 
               | > PC performance for 6+ year hardware is guaranteed to
               | suck
               | 
               | For new titles at maximum graphics level sure. For new
               | titles at the kind of fidelity six year old consoles are
               | putting out? Nah. You just drop your settings from
               | "ULTIMATE MAXIMUM HYPER FOR NEWEST GPUS ONLY" to "the
               | same low to medium at best settings the consoles are
               | running" and off you go.
        
           | wiseowise wrote:
           | > current gen console aren't enough to deliver smooth
           | immersive graphics
           | 
           | They were enough since PS4 era to deliver smooth, immersive
           | graphics.
        
         | seanalltogether wrote:
         | I'll take the other side of this argument and state that people
         | are interested in higher graphics, _BUT_ they expect to see an
         | equally higher simulation to go along with it. People aren 't
         | excited for GTA6 just because of the graphics, but because they
         | know the simulation is going to be better then anything they've
         | seen before. They need to go hand in hand.
        
           | jesse__ wrote:
           | That's totally where all this is going. More horsepower on a
           | GPU doesn't necessarily mean it's all going towards pixels on
           | the screen. People will get creative with it.
        
         | pornel wrote:
         | Advancements in lighting can help all games, not just AAA ones.
         | 
         | For example, Tiny Glade and Teardown have ray traced global
         | illumination, which makes them look great with their own art
         | style, rather than expensive hyper-realism.
         | 
         | But currently this is technically hard to pull off, and works
         | only within certain constrained environments.
         | 
         | Devs are also constrained by the need to support multiple
         | generations of GPUs. That's great from perspective of
         | preventing e-waste and making games more accessible. But
         | technically it means that assets/levels still have to be built
         | with workarounds for rasterized lights and inaccurate shadows.
         | Simply plugging in better lighting makes things look _worse_ by
         | exposing the workarounds, while also lacking polish for the new
         | lighting system. This is why optional ray tracing effects are
         | underwhelming.
        
         | goalieca wrote:
         | Nintendo dominated last generation with switch. The games were
         | only HD and many at 30fps. Some AAA didn't even get ported to
         | them. But they sold a ton of units and a ton of games and few
         | complained because they were having fun which is what gaming is
         | all about anyways.
        
           | Fire-Dragon-DoL wrote:
           | That is a different audience than people playing on
           | pc/xbox/ps5. Although arguably each console has a different
           | audience, so there is that.
        
             | theshackleford wrote:
             | > That is a different audience than people playing on
             | pc/xbox/ps5.
             | 
             | Many PC users also own a switch. It is in fact one of the
             | most common pairings. There is very little I want get on PC
             | from PS/Xbox so very little point in owning one, I won't
             | get _any_ of the Nintendo titles so keeping one around
             | makes significantly more sense if I want to cover my bases
             | for exclusives.
        
       | amazari wrote:
       | So this is AMD catching up with Nvidia in the RT and AI
       | upscaling/frame gen fields. Nothing wrong with it, and I am quite
       | happy as an AMD GPU owner and Linux user.
       | 
       | But the way it is framed as a revolutionary step and as a Sony
       | collab is a tad misleading. AMD is competent enough to do it by
       | itself, and this will definitely show up in PC and the competing
       | Xbox.
        
         | esperent wrote:
         | I think we don't have enough details to make statements like
         | this yet. Sony have shown they are willing to make esoteric
         | gaming hardware in the past (cell architecture) and maybe
         | they'll do something unique again this time. Or, maybe it'll
         | just use a moderately custom model. Or, maybe it's just going
         | to use exactly what AMD have planned for the next few year
         | anyway (as you say). Time will tell.
         | 
         | I'm rooting for something unique because I haven't owned a
         | console for 20 years and I like interesting hardware. But
         | hopefully they've learned a lesson about developer ergonomics
         | this time around.
        
           | SV_BubbleTime wrote:
           | >Sony have shown they are willing to make esoteric gaming
           | hardware in the past (cell architecture)
           | 
           | Just so we're clear, you're talking about a decision that
           | didn't really pan out made over 20 years ago.
           | 
           | PS6 will be an upgraded PS5 without question. You aren't ever
           | going to see a massive divergence away from the PC everyone
           | took the last twenty years working towards.
           | 
           | The landscape favors Microsoft, but they'll drop the ball,
           | again.
        
             | esperent wrote:
             | > you're talking about a decision that didn't really pan
             | out made over 20 years ago.
             | 
             | The PS3 sold 87m units, and more importantly, it sold more
             | than the Xbox 360, so I think it panned out fine even if we
             | shouldn't call it a roaring success.
             | 
             | It did sell less than the PS2 or PS4 but I don't think the
             | had much to do with the cell architecture.
             | 
             | Game developer hated it, but that's a different issue.
             | 
             | I do agree that a truly unusual architecture like this is
             | very unlikely for the next gen though.
        
               | dataangel wrote:
               | they were hoping Cell would get more widespread use
               | though, which it did not
        
               | llbbdd wrote:
               | It sold well, but there are multiple popular games that
               | were built for the PS3 that have not come to any other
               | platform because porting them is exceptionally hard.
        
       | jiehong wrote:
       | I see this as a test ground for the next thing on PC.
       | 
       | Why not also give a mini AMD EPYC cpu with 32 cores? This way
       | games would start to be much better at multicore.
        
         | jayd16 wrote:
         | I think this is probably on the docket. Epic seems to be in a
         | push to offload a lot of animation work to more cores. The
         | industry is going that way and that was a big topic at their
         | last conference.
        
       | yomismoaqui wrote:
       | A new PS console already?
       | 
       | PS5 will be remembered as the worst PS generation.
        
         | cwbriscoe wrote:
         | That would still be PS3 for me.
        
       | kotaKat wrote:
       | I wonder how many variants of the PS6 they'll go through before
       | they get a NIC that works right.
       | 
       | As someone working at an ISP, I am _frustrated_ with how bad Sony
       | has mangled the networking stack on these consoles. I thought BSD
       | was supposed to be the best in breed of networking but instead
       | Sony has found all sorts of magical ways to make it Not Work.
       | 
       | From the PS5 variants that just hate 802.11ax to all the gamers
       | making wild suggestions like changing MTU settings or DNS
       | settings just to make your games work online... man, does Sony
       | make it a pain for us to troubleshoot when they wreck it.
       | 
       | Bonus points that they took away the Web browser so we can't even
       | try to do forward-facing troubleshooting without going through an
       | obtuse process of the third-party-account-linking system to sneak
       | out of the process to run a _proper_ speedtest to Speedtest /Fast
       | to show that "no, it's PSN being slow, not us".
        
       | viktorcode wrote:
       | This video is a direct continuation of the one where Cerny
       | explains logic behind PlayStation 5 pro design and telling that
       | the path forward for them goes into rendering near perfect low
       | res image then upscaling it with neural networks to 4K.
       | 
       | How good it will be? Just look at the current upscalers working
       | on perfectly rendered images - photos. And they aren't doing it
       | in realtime. So the errors, noise, and artefacts are all but
       | inevitable. Those will be masked by post processing techniques
       | that will inevitably degrade image clarity.
        
         | wartywhoa23 wrote:
         | It only takes a marketing psyop to alter the perception of the
         | end user with the slogans along the lines of "Tired of pixel
         | exactness, hurt by sharpness? Free YOUR imagination and embrace
         | the future of ever-shifting vague forms and softness. Artifact
         | stands for Art!"
        
           | LtdJorge wrote:
           | I'm replaying CP2077 for the third time, and all the
           | sarcastic marketing material and ads you find in the game,
           | don't seem so sarcastic after all when you really think about
           | the present.
        
             | bigyabai wrote:
             | If you think _those_ are uncanny, wait until you hear the
             | ads in GTAV.
        
               | nxobject wrote:
               | Pepperidge Farm remembers the days of "Pisswasser, this
               | is beer! Drive drunk, off a pier!"
               | 
               | And, luckily enough, craft beer in the US has only gotten
               | better since then.
        
         | jayd16 wrote:
         | I don't know, I think it's conceivable that you could get much
         | much better results from a custom upscale per game.
         | 
         | You can give much more input than a single low res frame. You
         | could throw in motion vectors, scene depth, scene normals,
         | unlit color, you could separately upscale opaque, transparent
         | and post process effect... I feel like you could really do a
         | lot more.
         | 
         | Plus, aren't cellphone camera upscalers pretty much realtime
         | these days? I think you're comparing generating an image to
         | what would actually be happening.
        
           | wtallis wrote:
           | > I think it's conceivable that you could get much much
           | better results from a custom upscale per game.
           | 
           | > You can give much more input than a single low res frame.
           | You could throw in motion vectors, scene depth, scene
           | normals, unlit color, you could separately upscale opaque,
           | transparent and post process effect... I feel like you could
           | really do a lot more.
           | 
           | NVIDIA has already been down that road. What you're
           | describing is pretty much DLSS, at various points in its
           | history. To the extent that those techniques were low-hanging
           | fruit for improving upscaler quality, it's already been tried
           | and adopted to the extent that it's practical. At this point,
           | it's more reasonable to assume that there _isn 't_ much low-
           | hanging fruit for further quality improvements in upscalers
           | without significant hardware improvements, and that the
           | remaining artifacts and other downsides are _hard problems_.
        
       | shaggie76 wrote:
       | This reminds me of the PlayStation/2 developer manual which, when
       | describing the complicated features of system, said something
       | like "there is no profit in making it easy to extract the most
       | performance from the system."
        
       | curiousWaste wrote:
       | Both raytracing and NPUs use a lot of bandwidth and that is
       | scaling the least with time. Time will tell if just going for
       | more programmable compute would be better
        
       | BolexNOLA wrote:
       | Maybe Sony should focus on getting a half-respectable library out
       | on the PS5 before touting the theoretical merits of the PS6? It's
       | kind of wild how thin they are this go around. Their live service
       | gambles clearly cost them this cycle and the PSVR2 landed with a
       | thud.
       | 
       | Frankly after releasing the $700 pro and going "it's basically
       | the same specs but it can _actually_ do 4K60 this time we
       | promise" and given how many friends I have with the PS5 sitting
       | around as an expensive paper weight, I can't see a world where I
       | get a PS6 despite decades of console gaming. The PS5 is an
       | oversized final fantasy machine supported by remakes /remasters
       | of all their hits from the PS3/PS4 era. It's kind of striking
       | when you look at the most popular games on the console.
       | 
       | Don't even get me started on Xbox lol
        
         | ErneX wrote:
         | It has plenty of games not including cross gen games and
         | remasters. Compared to the PS4 the output has been completely
         | fine.
         | 
         | But it's a fact development times continue to increase. But
         | that's not a Sony thing it's happening to every publisher.
        
           | BolexNOLA wrote:
           | It really doesn't though. The library stacked against PS4's
           | doesn't even compare unless you want to count cross platform
           | and even then PS4 still smokes it. The fact that Helldivers 2
           | is one of the only breakout successes they've had (and it
           | didn't even come from one of their internal studios) says
           | everything. And of course they let it go cross platform too
           | so that edge is gone now. All their best studios were tied up
           | with live service games that have all been canceled. They
           | wasted 5+ years and probably billions if we include the
           | missed out sales. The PS4 was heavily driven by their close
           | partner/internal teams and continue to carry a significant
           | portion of the PS5's playerbase.
           | 
           | If you don't need Final Fantasy or to (re)play improved PS4
           | games, the PS5 is an expensive paperweight and you may as
           | well just grab a series S or something for half the price,
           | half the shelf space, and play 90% of the same games.
           | 
           | Let me ask you this: should we really be taking this console
           | seriously if they're about to go an entire cycle without
           | naughty dog releasing a game?
        
             | ErneX wrote:
             | I disagree, it has plenty of great 1st party exclusives and
             | even 3rd party.
             | 
             | And I own every console.
        
               | BolexNOLA wrote:
               | What are the exclusives?
               | 
               | We don't need to flex about owning every console. I own
               | basically every one as well except PS5. I kept waiting
               | and waiting for a good sale and a good library just like
               | PS4. The wait has not rewarded me lol
        
               | ErneX wrote:
               | It's not a flex at all, just for reference.
               | 
               | I get every console at launch, so I went from PS4 to Pro
               | to PS5 to Pro.
               | 
               | At launch I really enjoyed Demon's Souls, which I never
               | played in PS3, fantastic game. Then came out Returnal
               | probably my favorite 1st party game so far, really
               | looking forward to its sequel Saros next year.
               | 
               | I also played Ragnarok, GT7 (with PSVR2 is fantastic),
               | Horizon 2, and yes, all these came out also for PS4 but
               | are undoubtedly better on the PS5. I'd just get a PS5
               | just because of the fast loading, it's awesome.
               | 
               | There's also Spider-Man 2, Ratchet, Death Stranding 2,
               | Ghost of Yotei, and I'll probably leaving others but
               | there's plenty of great 1st party exclusives. There's
               | also a bunch of great 3rd party exclusives as well.
               | 
               | I don't game on PC though, used to when I was younger but
               | I prefer to play on consoles now and use the computers
               | for work and other things.
        
               | BolexNOLA wrote:
               | All of these are available on PC and/or Xbox. Several are
               | PS4. Not a single one is exclusive.
               | 
               | I understand these things don't bother you but you can't
               | say it has plenty of exclusives when it literally does
               | not. You just aren't bothered by that fact and that is
               | fine. But it makes me question what I would be buying
               | when I have more affordable ways of playing all of these
               | games since again, they have virtually no exclusives and
               | their best studios have dropped little to nothing due to
               | their failed gamble with live service.
               | 
               | The PS3/PS4 had several single player titles that you
               | could only play on PlayStation and were made specifically
               | for them. They weren't resting on the laurels of previous
               | releases and just giving them a new coat of paint. They
               | had bigger, better, more exclusive libraries. The PS4 in
               | particular had clear value. No one had to argue for it.
               | The library is considered one of the best.
               | 
               | I am a big proponent of consoles believe it or not but
               | frankly the PS5 is a head scratcher for me at the end of
               | the day. Especially for the (now increased) price.
        
               | ErneX wrote:
               | Majority of those games came out 1st on PS, they are
               | releasing some of them later on PC and that's fine.
               | 
               | Like I said, since I don't want to play on PC the best
               | option for me it's to play them on the latest PS
               | hardware, that a game also comes out elsewhere doesn't
               | detriment my experience.
        
               | BolexNOLA wrote:
               | Again it's not about your preference. My initial comment
               | was "they don't have exclusives," which you contested,
               | then shifted to "well it doesn't bother me."
               | 
               | I'm not debating preference. I'm saying they don't have a
               | robust library for the PS5 compared to previous hardware
               | and they lack exclusives, yet here they are hyping the
               | PS6. If you are happy with your PS5 then great! Many
               | people are. But the library is thinner and depends on old
               | titles. That is just reality.
               | 
               | Why should I expect the library to be better next
               | iteration when they've farted their way through the last
               | 5+ years and seem to have no interest doing otherwise?
        
               | MYEUHD wrote:
               | > All of these are available on PC and/or Xbox.
               | 
               | That's not correct. God of war Ragnarok an Ghost of Yotei
               | are not on PC / XBox. But they will probably eventually
               | make it to PC.
               | 
               | Why do you think that releasing games on the PC (a year
               | or two after the PlayStation release) is a bad thing? It
               | means you don't need to buy a PlayStation to play their
               | first-party titles, assuming you're a patient gamer. It
               | also means Sony makes more money from the bigger PC
               | market. Win-win
        
               | BolexNOLA wrote:
               | Ragnarok is definitely on PC. I saw it on Steam again
               | like a week ago.
               | 
               | You're correct about Yotei, so yes 1 (likely timed)
               | exclusive. I think my overall point clearly stands still.
        
       | dvrj101 wrote:
       | > the new architecture is focused on more efficient running of
       | the kinds of machine-learning-based neural networks
       | 
       | so fake frames generation ?
        
         | bigyabai wrote:
         | Yes, duh. It's a console, resolution scaling is the #1 foremost
         | tool in their arsenal for stabilizing the framerate. I can't
         | think of a console game made in the past decade that doesn't
         | "fake frames" at some part of the pipeline.
         | 
         | I'll also go a step further - not every machine-learning pass
         | is frame generation. Nvidia uses AI for DLAA, a form of DLSS
         | that works with 100% input resolution as a
         | denoiser/antialiasing combined pass. It's absolutely excellent
         | if your GPU can keep up with the displayed content.
        
       | wiseowise wrote:
       | How about actually releasing games? GT7 and GOW Ragnarok are the
       | only worthwhile exclusives of the current gen. This is
       | hilariously bad for 5 year old console.
        
         | shurikdima wrote:
         | This. I would also add Returnal to this list but otherwise I
         | agree, It's hard to believe it's been almost 5 years since the
         | release of PS5 and there are still barely any games that look
         | as good as The Last Of Us 2 or Red Dead Redemption 2 which were
         | released on PS4
        
           | Pulcinella wrote:
           | I would agree with this. A lot of PS5 games using UE5+ with
           | all it's features run at sub 1080p30 (some times sub
           | 720p30)upscaled to 1440p/4K and still look & run way, way
           | worse that TLOU2/RDR2/Death Stranding 1/Horizon 1 on the PS4.
           | Death Stranding 2, Horizon 2, and the Demon's Souls remake
           | look and run far, far better (on a purely technical level)
           | than any other PS5 game and they all use rasterized lighting.
        
         | jayd16 wrote:
         | Ratchet and Clank is a good one too.
        
       | ErneX wrote:
       | Digital Foundry just released a video discussing this:
       | 
       | https://youtu.be/Ru7dK_X5tnc
        
       | sunjester wrote:
       | Why? Hasn't it only been 5 years according to the public? Stop
       | being greedy.
        
       | wejick wrote:
       | Funny that I thought the biggest improvement of PS5 is actually
       | crazy fast storage. No loading screen is really gamechanger. I
       | would love to get xbox instant resume on Playstation.
       | 
       | Graphic is nice but not number one.
        
         | jesse__ wrote:
         | Pretty sure they licensed a compression codec from RAD and
         | implemented it in hardware, which is why storage is so fast on
         | the PS5. Sounds like they're doing the same thing for GPU
         | transfers now.
        
           | wtallis wrote:
           | Storage on the PS5 isn't really fast. It's just not stupidly
           | slow. At the time of release, the raw SSD speeds for the PS5
           | were comparable to the high-end consumer SSDs of the time,
           | which Sony achieved by using a controller with more channels
           | than usual so that they didn't have to source the latest NAND
           | flash memory (and so that they could ship with only 0.75 TB
           | capacity). The hardware compression support merely
           | compensates for the PS5 having much less CPU power than a
           | typical gaming desktop PC. _For its price_ , the PS5 has
           | better storage performance than you'd expect from a
           | similarly-priced PC, but it's not particularly innovative and
           | even gaming laptops have surpassed it.
           | 
           | The most important impact _by far_ of the PS5 adopting this
           | storage architecture (and the Xbox Series X doing something
           | similar) is that it gave game developers permission to make
           | games that _require_ SSD performance.
        
             | jesse__ wrote:
             | So, you're saying they built a novel storage architecture
             | that competed with state-of-the-art consumer hardware, at a
             | lower price point. Five years later, laptops are just
             | catching up, and that at the same price point, it's faster
             | than what you'd expect from a PC.
             | 
             | The compression codec they licensed was built by some of
             | the best programmers alive [0], and was later acquired by
             | Epic [1]
             | 
             | I dunno how you put those together and come up with "isn't
             | really fast" or "not particularly innovative".
             | 
             | Fast doesn't mean 'faster than anything else in existence'.
             | Fast is relative to other existing solutions with similar
             | resource constraints.
             | 
             | [0] https://fgiesen.wordpress.com/about/ [1]
             | https://www.epicgames.com/site/en-US/news/epic-acquires-
             | rad-...
        
               | wtallis wrote:
               | Their storage architecture was _novel_ in that they made
               | different tradeoffs than off the shelf SSDs for consumer
               | PCs, but there 's absolutely no _innovation_ aspect to
               | copy and pasting four more NAND PHYs that are each
               | individually running at outdated speeds for the time.
               | Sony simply made a short-term decision to build a
               | slightly more expensive SSD controller to enable
               | significant cost savings on the NAND flash itself. That
               | stopped mattering within a year of the PS5 launching,
               | because off the shelf 8-channel drives with higher speeds
               | were no longer in short supply.
               | 
               | "Five years later, laptops are just catching up" is a
               | flat out lie.
               | 
               | "at the same price point, it's faster than what you'd
               | expect from a PC" sounds impressive until you remember
               | that the entire business model of Sony and Microsoft
               | consoles is to sell the console at or below cost and make
               | the real money on games, subscription services, and
               | accessories.
               | 
               | The _only_ interesting or at all innovative part of this
               | story is the hardware decompression stuff (that 's in the
               | SoC rather than the SSD controller), but you're
               | overselling it. Microsoft did pretty much the same thing
               | with their console and a different compression codec.
               | (Also, the fact that Kraken is a very good compression
               | method for running on CPUs absolutely _does not_ imply
               | that it 's the best choice for implementing in silicon.
               | Sony's decision to implement it in hardware was likely
               | mainly due to the fact that lots of PS4 games used it.)
               | Your own source says that space savings for PS5 games
               | were more due to the deduplication enabled by not having
               | seek latency to worry about, than due to the Kraken
               | compression.
        
         | Pulcinella wrote:
         | The hardware 3D audio acceleration (basically fancy HRTFs) is
         | also really cool, but almost no 3rd party games use it.
         | 
         | I've had issues with Xbox instant resume. Lots of "your save
         | file has changed since the last time you played, so we have to
         | close the game and relaunch" issues. Even when the game was
         | suspended an hour earlier. I assume it's just cloud save time
         | sync issues where the cloud save looks newer because it has a
         | timestamp 2 seconds after the local one. Doesn't fill me with
         | confidence, though.
        
       | Sincere6066 wrote:
       | "Uh oh, I don't like that sound of that..."
       | 
       |  _clicks article_
       | 
       | "Project Amethyst is focused on going beyond traditional
       | rasterization techniques that don't scale well when you try to
       | "brute force that with raw power alone," Huynh said in the video.
       | Instead, the new architecture is focused on more efficient
       | running of the kinds of machine-learning-based neural networks
       | behind AMD's FSR upscaling technology and Sony's similar PSSR
       | system."
       | 
       | "Yep..."
       | 
       | Sigh.
        
         | chrisjj wrote:
         | Indeed. It is a "rethink" only for a very small value of
         | /think/.
        
       | sergiotapia wrote:
       | Graphics could stand to get toned down. It sucks to wait 7 years
       | for a sequel to your favorite game. There was a time where
       | sequels came out while the games were still relevant. We are
       | getting sequels 8 years or more apart for what? Better beard
       | graphics? Beer bottles where the liquid reacts when you bump into
       | it? Who cares!                 | Game
       | | Release Year |
       | |-------------------------------------------|--------------|
       | | GTA III                                   | 2001         |
       | | GTA Vice City                             | 2002         |
       | | GTA San Andreas                           | 2004         |
       | | Sly Cooper and the Thievius Raccoonus     | 2002         |
       | | Sly 2: Band of Thieves                    | 2004         |
       | | Sly 3: Honor Among Thieves                | 2005         |
       | | Infamous                                  | 2009         |
       | | Infamous 2                                | 2011         |
       | 
       | We are 5 full years into the PS5's lifetime. These are the only
       | games that are exclusive to the console.                 | Game
       | | Release Year |
       | |-------------------------------------------|--------------|
       | | Astro's Playroom                          | 2020         |
       | | Demon's Souls                             | 2020         |
       | | Destruction AllStars                      | 2021         |
       | | Gran Turismo 7                            | 2022         |
       | | Horizon Call of the Mountain              | 2023         |
       | | Firewall Ultra                            | 2023         |
       | | Astro Bot                                 | 2024         |
       | | Death Stranding 2: On the Beach           | 2025         |
       | | Ghost of Yotei                            | 2025         |
        
       | t-3 wrote:
       | I can't help but think that Sony and AMD would be better off
       | developing a GPU-style PCI-card module that has all their DRM and
       | compute and storage on the board, and then selling consoles that
       | are just normal gaming PCs in a conveniently-sized branded case
       | with a PS card installed. If the card was sold separately at
       | $3-400 it would instantly take over a chunk of the PC gaming
       | market and upgrades would be easier.
        
       | LogicFailsMe wrote:
       | There sure is a lot of visionary(tm) thinking out there right now
       | about the future of gaming, But what strikes me is how few of
       | those visionaries(tm) have ever actually developed and taken a
       | game to market.
       | 
       | Not entirely unlike how many AI academics who step functioned
       | their compensation a decade ago by pivoting to the tech industry
       | had no experience bringing an AI product to market, but they
       | certainly felt free pontificate on how things are done.
       | 
       | I eagerly await the shakeout due from the weakly efficient market
       | as the future of gaming ends up looking like nothing anyone
       | imagineered.
        
       | bugfix wrote:
       | So we're getting a new console just to play AI-upscaled PS4 and
       | PS5 "remasters"... and I suspect it'll probably come without any
       | support for physical media. The PS5 will be my last console.
       | There's no point anymore.
        
       | musicale wrote:
       | Nintendo is getting it right (maybe): focus on first-party
       | exclusive games and, uh, a pile of indies and ports from the PS3
       | and PS4 eras.
       | 
       | Come to think of it, Sony is also stuck in the PS4 era since PS5
       | pro is basically a PS4 pro that plays most of the same games but
       | at 4K/60. (Though it does add a fast SSD and nice haptics on the
       | DualSense controller.) But it's really about the games, and we
       | haven't seen a lot of system seller exclusives on the PS5 that
       | aren't on PS4, PC, or other consoles. (Though I'm partial to
       | Astro-bot and also enjoyed timed exclusives like FF16 and FF7
       | Rebirth.)
       | 
       | PS5 and Switch 2 are still great gaming consoles - PS5 is cheaper
       | than many GPU cards, while Switch 2 competes favorably with Steam
       | Deck as a handheld and hybrid game system.
        
       | kristopherleads wrote:
       | I really dislike the focus on graphics here, but I think a lot of
       | people are missing big chunk of the article that's focused on
       | efficiency.
       | 
       | If we can get high texture + throughput content like dual 4k
       | streams but with 1080p bandwidth, we can get VR that isn't as
       | janky. If we can get lower power consumption, we can get smaller
       | (and cooler) form functions which means we might see a future
       | where the Playstation Portal is the console itself. I'm about to
       | get on a flight to Sweden, and I'd kill to have something like my
       | Steam Deck but running way cooler, way more powerful, and less
       | prone to render errors.
       | 
       | I get the feeling Sony will definitely focus on graphics as
       | that's been their play since the 90s, but my word if we get a
       | monumental form factor shift and native VR support that feels
       | closer to the promise on paper, that could be a game changer.
        
       | tonis2 wrote:
       | Soon real games will be 10 pixels, and everything else is
       | upscaled
        
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