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Next gen console RT is limited to audio and shadows/lighting - Any evidence to the contrary?


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That's what AMD slides show. RT acceleration cores are out of question, they take too much GPU die space, produce a shitload of heat, and eat up into the power budget.

 

We're probably looking at something like the ID Buffer in Pro, which helps in limited RT calculations for shadows and lighting.

 

What does this mean? Less work for developers and complete elimination of shadow pop up. Naughty Dog developer posted about RT accelerated shadows, and that seems to align perfectly with this.

 

But that's about it. Is there any reason to believe that it be any more complex? At best we can count all major engines and UE4 developing some RT hack like the Crytek demo.

Edited by Team 2019
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Sony's latest PS5 details: the Digital Foundry analysis

"There's welcome confirmation of hardware-accelerated ray tracing features in the PS5 graphics core, along with an example from EA chief studio officer Laura Miele of how the technique may be deployed - specifically in calculating more realistic ambient occlusion and ray-traced shadows. We've seen these features in some of the Nvidia RTX-supported titles on PC and as a first step into real-time hardware ray tracing, it may not match up to what we're seeing in PC games like Control, but as with any console, expect to see developers get more from the technology as the generation progresses. In the meantime, a look at Nixxes' RTX implementation for Shadow of the Tomb Raider may give some idea of the kind of effect Miele is referring to."

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3 minutes ago, Team 2019 said:

I'm talking about the actual acceleration hardware, it seems to be limited to specific types of RT calculations.

We literally know nothing about how AMD's implementation works. I'll reserve my judgement until RDNA 2.0 comes out next year.

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