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Ray tracing confirmed for next Gen PlayStation

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The GPU, a custom variant of Radeon’s Navi family, will support ray tracing, a technique that models the travel of light to simulate complex interactions in 3D environments. While ray tracing is a staple of Hollywood visual effects and is beginning to worm its way into $10,000 high-end processors, no game console has been able to manage it. Yet.

https://twitter.com/PlayStation/status/1118124767934959617?s=19

https://www.wired.com/story/exclusive-sony-next-gen-console/amp?__twitter_impression=true
 
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"The AMD chip also includes a custom unit for 3D audio that Cerny thinks will redefine what sound can do in a videogame. “As a gamer,” he says, “it's been a little bit of a frustration that audio did not change too much between PlayStation 3 and PlayStation 4. With the next console the dream is to show how dramatically different the audio experience can be when we apply significant amounts of hardware horsepower to it.”

Interesting seems the console also will support amd ray tracing audio
https://gpuopen.com/gaming-product/true-audio-next/
 
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You will be wanting to go back to sprite based games next, or CGA.
Give ray tracing a while to get off its feet and into its stride, it is very early days yet.

Ray tracing is here to stay, Pandora's box has been opened and the way forward is clear to see, for most of us, just the few progress hatters to convince, maybe in the next generation when AMD have it as well. Oh look's at thread title, well that sorts that one out then.:)

Am a fan of Ray Tracing, I like it's not only nvidia technology this time and it's open for all parties to get involved.
I do agree it will take a few year before we see this used more and better. I even don't think 2019 navi will support ray tracing.
 
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Wasn't sure where to post this so I picked this thread has it might have a lot to do with the next gen consoles. This was posted on Reddit

I'm not a professional, non-native, but my TLDR:

  • highly unsure: RT searches for the nearest triangle intersecting with a ray. it checks triangles iterative, wether it got hit by the ray and wether it is nearer than the current triangle in cache. if so, it's written to cache

  • highly unsure: not every unnecessary area gets checked with every photon (called "Bounded Volume Hierachy" BVH. Grain of salt: triangles of a volume/body, that are behind naturally, getting discarded.)

  • needs large caches (2/3 of RT area)

  • high bandwith needed, while many accesses being random

  • implemented in texture processor for low area/cost

  • share existing bandwith and cache with texture processor (which is independed/asynchronously of shader

  • each shader can turn off/bypass RT, if it drops performance otherwise

  • mentioning of set-top box, mobile phones, TVs, tablets (hint for Samsung?)

  • mentioning device using accelerometer, gyroscope and biometric scanner (why is this mentioned?! speculation: processing sensory information/input through RT cores?! or special features)

  • lanes of a SIMD (single instruction multiple data) unit can be deactivated, if not used, saves bandwith and don't need random accesses to RAM (obviously saves power too)

  • traversal control is controlled by shader and can be customized by programmer (I'm not sure what traversal really is)

  • each feature/element can be used alone (supports my guess about processing sensory input via RT cores)

  • this RT implementation can be used in ASICs and FPGAs too
    /Credit: FloundersEdition
More : https://www.reddit.com/r/Amd/comments/c6aij2/amds_raytracing_patent/

AMDs Ray-Tracing Patent
http://www.freepatentsonline.com/20190197761.pdf
 
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The other recent news is Apisak- the guy who has leaked all the recent ryzen 3000 benchmarks has leaked a potential PS5 benchmark too.

The PS5 dev kit has been benchmarked on Firestrike scoring a flat 20,000 points.

For reference a vega 64 scores 19,400 points, a Radeon 7 scores 27,000 points.

That is an excellent upgrade over ps4 if true. Add in low level coding and next gen consoles will have some impressive visual and performance.
 
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