Marvel's Spider-Man: Miles Morales for PC | Review Thread

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spider-man 2 on ps5 will have those RT shadows and then some
Not going to say. They could have implemented them on the PS5 now. That graphics engine doesn't need to be refactored to implement them as proven by the PC using that graphics engine. It will all boil down to performance cost. Like I said in another thread, we have to keep our expectations in check for a $500 piece of hardware.
 

mansoor1980

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Not going to say. They could have implemented them on the PS5 now. That graphics engine doesn't need to be refactored to implement them as proven by the PC using that graphics engine. It will all boil down to performance cost. Like I said in another thread, we have to keep our expectations in check for a $500 piece of hardware.
there is headroom in these consoles

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Deleted member 13

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there is headroom in these consoles

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OK. Let's try it this way then.. how much headroom? 30%, 40%, 60% more? And why aren't developers using it? They use the PC's hardware just fine to use more of it's bandwidth contrary to popular belief.
 

mansoor1980

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4 Jul 2022
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OK. Let's try it this way then.. how much headroom? 30%, 40%, 60% more? And why aren't developers using it? They use the PC's hardware just fine to use more of it's bandwidth contrary to popular belief.
thats the problem
- you think with percentages
-longtime console fans like me think with secret sauce
soon you will be a believer , will take years ...............decades even.
 
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thats the problem
- you think with percentages
-longtime console fans like me think with secret sauce
soon you will be a believer , will take years ...............decades even.
Years..decades to believe that systems will somehow have magic hardware to them that only a smart developer knows how to extract? Let's move away from the past. Have you even looked at the graphics code for game engines like UE or Unity? I see very small amounts of low-level code that's general purpose to the CPU. GPUs have to be coded a certain way due to it's multiple SMU nature. I took a look at a lot of the shader code in UE and I see nothing out of the ordinary. Typical BRDFs, importance sampling functions, and normal ray-tracing functions found years ago in offline renderers.
 

mansoor1980

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4 Jul 2022
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Years..decades to believe that systems will somehow have magic hardware to them that only a smart developer knows how to extract? Let's move away from the past. Have you even looked at the graphics code for game engines like UE or Unity? I see very small amounts of low-level code that's general purpose to the CPU. GPUs have to be coded a certain way due to it's multiple SMU nature. I took a look at a lot of the shader code in UE and I see nothing out of the ordinary. Typical BRDFs, importance sampling functions, and normal ray-tracing functions found years ago in offline renderers.
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Because Sony make most of their money from the platform, they make barely anything from 1st party games... so the priority should be adding users and building a unique portfolio of games, similar to how PS4 had a strong generational portfolio that sold the console to even some of the strongest PC gamers.

PlayStation is a hardware platform first and foremost, it is even in the name 'Play' - 'Station'. Either they put the console first and expanding the base of users or else the whole thing will not work anymore.

If they didn't have a hardware platform, games like the ones they make simply wouldn't be viable.

Also in terms of investors, Sony's entire stock jumped based on hardware forecasts being optimistic.... not on software, no investor gives a toss about anything except how many consoles they get installed. They are not waiting on how many units GOW or Spider-man sold, they are waiting on how many million consoles they sold each quarter and how they can top the last gen.

They don't port every first party game, though. The ones they do tempt players to the platform, where they can try the actual exclusives.
Also, people that are playing high-end games on PC have a good chance of not being interested in consoles, overall, so they're reaching a large audience that otherwise wouldn't seek them out and doing so pumps up the lifetime sales numbers of software with fairly minimal overhead for the port jobs.
 
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Darth Vader

I find your lack of faith disturbing
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Years..decades to believe that systems will somehow have magic hardware to them that only a smart developer knows how to extract? Let's move away from the past. Have you even looked at the graphics code for game engines like UE or Unity? I see very small amounts of low-level code that's general purpose to the CPU. GPUs have to be coded a certain way due to it's multiple SMU nature. I took a look at a lot of the shader code in UE and I see nothing out of the ordinary. Typical BRDFs, importance sampling functions, and normal ray-tracing functions found years ago in offline renderers.

Show me 1 game that looks and plays better than The Last of Us 2 on similar hardware to the PS4. I'll wait.
 
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PropellerEar

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Have you even looked at the graphics code for game engines like UE or Unity? I see very small amounts of low-level code that's general purpose to the CPU. GPUs have to be coded a certain way due to it's multiple SMU nature. I took a look at a lot of the shader code in UE and I see nothing out of the ordinary. Typical BRDFs, importance sampling functions, and normal ray-tracing functions found years ago in offline renderers.
I haven't looked but I can make some guesses about abstraction towards different graphics/rendering(even platform specific e.g GNM(X)) APIs specially in these multiplatform off the shelf engines. In case of shaders the abstraction is prob handled with the help of something like SPIR-V.
Maybe you didn't look deep enough.
 
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