On PC, 4A Games fans have actually been questioning for a while if you could update the game’s variation of DLSS to the greatly enhanced 2.0 technology.
Yep, we are working on it and plan to ship a PC upgrade along with our Gen9 console support.
We have some problems with it presently since of the stochastic nature of our renderer. Last denoising happens at the end of the pipeline, inside our temporal reconstruction, which is analogous to DLSS in function however is algorithmic. DLSSv2 needs much “cleaner” input, however I am rather confident we’ll get this exercised.
In last year’s interview with Digital Foundry, you stated 4A Games is now ‘fully into ray tracing, dropping old-school strategies completely’ and that you’ve been try out some incredible outcomes following the release of Metro Exodus.
On the first point, does that indicate you’re examining full ray tracing rather of a hybrid rasterization/ray tracing approach? On the 2nd point, can you talk about a few of the experiments that you’ve been trying recently?
Rasterization is still helpful (read: performant) where there are meaningful rays, like main G-buffer making. However we require a growing number of “random gain access to” to a scene, mostly to improve the lighting, which is the only major distinction left (technically) between offline (movies) and real-time making. We have actually a fully unified lighting pipeline now, both for forward and delayed products. Whatever does a boundless variety of light bounces. In the end, the visual gap in between offline path-tracing and real-time graphics shrinks a lot in our case.
With concerns to ray tracing specifically, how would you characterize the various abilities of PlayStation 5 from Xbox Series X and both consoles from the recently released RTX 3000 Series PC graphics cards? Overall, should we anticipate a great deal of next-gen video games utilizing ray tracing in your opinion?
What I can state for sure now is PlayStation 5 and Xbox Series X currently run our code at about the very same performance and resolution.As for the NV 3000-series, they are not similar, they remain in various leagues in concerns to RT efficiency. AMD’s hybrid raytracing technique is naturally various in ability, especially for divergent rays. On the plus side, it is more versatile, and there are myriad(most likely not discovered yet )approaches to customize it to specific needs, which is constantly a great thing for consoles and eventually console gamers. At 4A Games, we already do custom-made traversal, ray-caching, and utilize direct access to BLAS leaf triangles which would not be possible on PC. As for future video games: the brief response would be yes.
And not only for graphics, by the method. Why not path-trace noise for instance? Or AI vision? Or some surge proliferation? We are currently working on a few of that. There’s been much talk within the game development community about the prospective downside of having to support a lower min specification with the Xbox Series S, especially for its minimal RAM. Do you anticipate having any problems because of this? The RAM is not a problem for us (currently), but GPU performance provides obstacles for future titles. Our
existing renderer is developed for high spatial and temporal resolution (read: 4K @ 60 fps). It is stochastic by nature. Dropping any of those would need us to do more expensive calculations dropping efficiency even further. We have a compromise solution right now, but I am not pleased with it. When Sony announced that the PS5 would feature variable frequency for both CPU and GPU, that raised some eyebrows. How do you feel about this peculiar option for
a console? I am totally OKAY with it. Any engine work varies by nature, be it rendering or gameplay simulation. It’s just another variable for which we currently adapted to. By the
way, we’ve coped with that for decades on PC. When it pertains to quick storage, both PlayStation 5 and Xbox Series X seem to have a style benefit compared to PC. Do you see that as a considerable issue for PC video games
, resulting in longer load times for example, up until Direct Storage and RTX IO will be commonly embraced? We have a substantial fanbase that covers perfectly across both consoles and PCs, so we are rather conservative about IO for now(read: old-school) at 4A Games. Even on my house PC I typically install
video games on HDD, as recent games are way too big for my SSD! That would not be the case for exclusives when you might directly design the game around what is ultimately an endless memory, ’cause streaming information in is about immediate. That’s the future, certainly, we are simply not
there. Out of the functions offered in DirectX 12 Ultimate, which one do you think will be most helpful in terms of efficiency? Do you plan to use them all in the next 4A Games task? Presently, we utilize DXR 1.1 inline raytracing and VRS. I like sampler-feedback-I’ve asked hardware vendors about this for many years and it will be utilized for our future projects. Not sure if we ‘d choose mesh shaders in the future as we are not that depending on traditional vertex/primitive/raster processing anymore on current architectures. Our current frames are
just about 10%raster and 90 %calculate on PlayStation 5 and Xbox Series X. And raster sets well with async compute. Thank you for your time.
S Upgrade Detailed
Now that the next-generation update for Metro Exodus is official, we are likewise finally at liberty to release our own exclusive interview with Chief Technical Officer Oleksandr Shyshkovtsov. Enjoy!
With regards to ray tracing specifically, how would you identify the different capabilities of PlayStation 5 from Xbox Series X and both consoles from the freshly released RTX 3000 Series PC graphics cards? What I can say for sure now is PlayStation 5 and Xbox Series X currently run our code at about the very same performance and resolution.As for the NV 3000-series, they are not comparable, they are in different leagues in regards to RT performance. At 4A Games, we currently do customized traversal, ray-caching, and utilize direct access to BLAS leaf triangles which would not be possible on PC. There’s been much talk within the video game development neighborhood about the potential downside of having to support a lower min specification with the Xbox Series S, especially for its minimal RAM. When it comes to fast storage, both PlayStation 5 and Xbox Series X appear to have a design benefit compared to PC.