So for example GTA 6 very likely will be 30fps for all consoles, raytracing very likely will be significantly better on a Pro, while the base consoles would have less or maybe not even RT at all? Hypothecially speaking of course, it’s all speculation. Or maybe it will be like RDR2 on One X versus PS4 Pro. Which I believe solely had a higher resolution on One X, quite noticeable though.
Better than on PS5 yes, but DF thinks that the CU count can definitely do the 2x but isn’t too sure how they’re going to achieve the 3x to 4x rt performance. Without knowing if they’re using any extra hardware like Nvidia or doing RDNA4 software solution of adding more instructions.
Anyways I’m only halfway through because I keep losing interest and go do something else for a few minutes.
Honestly, raytracing so far hasn’t been what it’s cracked up to be, on consoles especially. I can easily live without it if need be. It’s especially on PC where big differences can be seen. Cyberpunk with raytracing for example, it looks awesome on PC. If a console like a Pro could do that while the base consoles don’t, that would be a very nice improvement. Or is that a completely different kind of raytracing anyway?
I’m very curious about the DF comparison videos once the Pro comes out. Will the differences be significant or more like, nothing too shocking? If one studio is gonna do it it’ll be Rockstar. Should be interesting.
And yeah, I get you very well about losing interest, haha.
It very much is a repeat of what we’ve already talked about on the forum and in the discord on this topic already. Except they take the long way around to get there. Nothing vastly different than what we’ve already gone over.
I think Cyberpunk is a very unique tech demo for ray tracing in the sense it’s pretty much exaggerating the benefits due to its inherent design & artstyle. The whole game is the equivalent of a fully lit Christmas tree in raytracing terms. Everything pops with the highly contrasted visuals & aesthetic they’re going for.
GTA meanwhile… I think it’ll require global illumination & the full RT package to really shine. That & detailed shadows as well.
FSR 3.1 information, which reiterates the desire to already be running at 60fps before using Frame Generation:
“When using FSR 3 Frame Generation with any upscaling quality mode OR with the new ‘Native AA’ mode, it is highly recommended to be always running at a minimum of ~60 FPS before Frame Generation is applied for an optimal high-quality gaming experience and to mitigate any latency introduced by the technology,” wrote AMD’s Alexander Blake-Davies in the post announcing FSR 3.1.
Something memory related maybe going on on Xbox Series S as well as checkerboarding issues on both Series S and X. RE Engine usually runs well on Xbox, really don’t know what happened here. Hopefully Capcom patches it up for Xbox players asap, although it seems to be a shit show all around!
Been playing it yesterday and honestly I haven’t noticed any problems in image quality, probably only visible in direct comparison. Felt like a fluid 30fps experience with VRR enabled. So technically no complains to be honest.