Ôï âáóéêïôåñï ðïõ ìðïñåé Ã*á áðïêïììéóåé êáÃ*åéò âëåðïÃ*ôáò áõôá ôá âéÃ*ôåï áðï ôïÃ* åÃ* ëïãï developer åéÃ*áé ôï åîçò:
Cerny knows his shit...
Êáôé ðïõ öõóéêá èá åðñåðå Ã*á åéÃ*áé êïéÃ*ç ëïãéêç áÃ* êïéôáîåéò áðëá ôï âéïãñáöéêï ôïõ, áëëá áñêåôïé âãçêáÃ* êáé åéðáÃ* ïôé áõôï ôï road to PS5 åéÃ*áé ãåìáôï äéêáéïëïãéåò êáé õðåêöõãåò...
Èåùñåßôáé âåâáéáï ïôé èá êõêëïöïñÞóåé ìåóá óôï 2020?
Ëåôå Ã*á áÃ*áöåñïõÃ* ôéìç êáé release date?
Ôï ðáëéêÜñé (o dev óôï âßÃ*ôåï) ðÜÃ*ù-êÜôù ëÝåé üóá Ý÷ïõìå áÃ*áëýóåé åäþ ìÝóá åãþ êáé êÜðïéá Üëëá ðáéäéÜ (åêôüò êÜðïéùÃ* ðïõ äåÃ* åßäáÃ* üëï ôï âßÃ*ôåï áëëÜ áðïóðáóìáôéêÜ).
Óçìåéþóôå: ãýñù óôï 24:53 áÃ*áöÝñåé ôï ÐÏÓÏ óðáóôéêü, áÃ*ôéðáñáãùãéêü åßÃ*áé ôï BC êáé óå ìðëïêÜñåé óôçÃ* áðïññüöçóç ôçò Ã*Ýáò ôå÷Ã*ïëïãßáò. "¼ôáÃ* Ý÷åéò Ã*Ýá ôå÷Ã*ïëïãßá ìå åëêõóôéêüôáôá Ã*Ýá ÷áñáêôçñéóôéêÜ-äõÃ*áôüôçôåò, ôüôå ùò developer èåò Ã*á êáôáðéáóôåßò/åêìåôáëëåõôåßò áõôÜ üóï ôï äõÃ*áôü ðéï ãñÞãïñá. ÁÃ* üìùò èåò Ã*ôå êáé êáëÜ ôï ðáé÷Ã*ßäé óïõ Ã*á ôñÝ÷åé êáé óôï ðáëáéüôåñï ìç÷ÜÃ*çìá, åßóáé áÃ*áãêáóìÝÃ*ïò Ã*á ÌÇÍ áó÷ïëçèåßò üóï èåò êáé ìðïñåßò ìå ôéò Ã*Ýåò ôå÷Ã*ïëïãßåò."
ãêÝãêå ôþñá;
áõôÜ ðïõ êáôáäéêÜæù åðß óåéñÜ åôþÃ*; (BC/FC ðïõ åßÃ*áé ôï ßäéï ðñÜìáôá, áðëÜ ç ÌÓ ôï óåñâßñåé ìÝóù ìÜñêåôéÃ*ãê ôüóï "üìïñöá" ðïõ ï áðëüò êïóìÜêçò Ã*ïìßæåé üôé åßÃ*áé äýï äéáöïñåôéêÜ ðñÜãìáôá. ¼÷é, åßÃ*áé ÝÃ*á êáé ìïÃ*áäéêü: BC).
EDIT
29:42
"If de-noising algorithms get better that can drastically reduce how many rays you actually have to shoot, and basically just means that everything will be "cheaper", meaning it takes less performance to actually achieve"
ÌåôÜöñáóç (ìå áðëÜ ëüãéá) : åðåéäÞ ïé åÃ* ëüãù áëãüñéèìïé (ïé de-noising) ãßÃ*ïÃ*ôáé êáëýôåñïé, áõôü óçìáßÃ*åé üôé ìðïñïýìå Ã*á ðåôý÷ïõìå óôï raytracing ôï ßäéï áðïôÝëåóìá ÷ñçóéìïðïéþÃ*ôáò ëéãüôåñåò "áêôßÃ*åò öùôüò" (rays / paths), äçëáäÞ ìå ëéãüôåñï âÜñïò óôá ôóéðÜêéá cpu/gpu ìðïñïýìå Ã*á ðåôý÷ïõìå ôï ßäéï [raytrace] áðïôÝëåóìá".
Åðßóçò: "so this is something that will likely evolve over the course of the PS5 lifecycle as well"
ÌåôÜöñáóç: üóï âåëôéþÃ*ïÃ*ôáé ïé åÃ* ëüãù áëãüñéèìïé êáé ï deep ðñïãñáììáôéóìüò, èá ìðïñïýìå Ã*á ðåôõ÷áßÃ*ïõìå ïëïÝÃ*á êáëýôåñá áðïôåëÝóìáôá óôï raytracing".
ÄçëáäÞ;
¼óï ïé 1st party (÷Ýóôå ôïõò 3rd party, áõôïß åÃ*äéáöÝñïÃ*ôáé ìüÃ*ï ãéá öñÜãêá ü÷é Ã*á ëéþÃ*ïõÃ* óôïÃ* ðñïãñáììáôéóìü êáé åîÝëéîç) ìáèáßÃ*ïõÃ* áêüìç ðåñéóóüôåñï ôï PS5, åîåëßóóïõÃ* ôïõò áëãüñéèìïõò êáé ðñïãñáììáôßæïõÃ* áêüìá ðéï êïÃ*ôÜ-óôï-ìÝôáëëï, ôüóï êáëýôåñá áðïôåëÝóìáôá èá âëÝðåôå óôï raytracing".
ÏõóéáóôéêÜ, ìå ôçÃ* ðÜñïäï ôïõ ÷ñüÃ*ïõ ôï raytracing èá ãßÃ*åôáé êáëýôåñï. ÓÔÏ ÉÄÉÏ hardware.
EDIT2
ãýñù óôï 31:40
"Ôï üôé áõîÜÃ*ïÃ*ôáé ïé ðõñÞÃ*åò óå ìéá CPU äåÃ* óçìáßÃ*åé áõôüìáôá üôé Ý÷åéò ÐÏËÕ êáëýôåñåò åðéäüóåéò. Ôï Ã*á áõîÞóåéò ðõñÞÃ*åò, ôï ëåãüìåÃ*ï parallel processing = ðáñÜëëçëç åðåîåñãáóßá, äåÃ* óçìáßÃ*åé üôé ìðïñåßò Ã*á óðÜóåéò ÁÑÔÉÁ ôïÃ* êþäéêá êáé Üñá áõôüìáôá Ý÷åéò áÃ*Üëïãç áýîçóç áðüäïóçò ìå ôï ðëÞèïò ôùÃ* ðõñÞÃ*ùÃ* ðïõ ðñïóÝèåóåò. Áõôü ðïõ ðáßæåé ñüëï åßÃ*áé ï ðõñÞÃ*áò óå ôé ôá÷ýôçôá ôñÝ÷åé, ðüóï ãñÞãïñá ìðïñåß Ã*á åêôåëÝóåé ìéá ðñÜîç äçëáäÞ. Ìéá GPU áðü ôçÃ* Üëëç ìåñéÜ åßÃ*áé ÝÃ*á ôÝñáò óå ðëÞèïò ðõñÞÃ*ùÃ*, ïé ïðïßïé üìùò ëåéôïõñãïýÃ* êáé ôïõò ðñïãñáììáôßæïõìå ðïëý äéáöïñåôéêÜ."
êáé ðñïóèÝôåé "üôáÃ* êÜÃ*åéò offline raytracing, ôüôå ïé ðïëëïß ðõñÞÃ*åò ð÷. 32 Þ 64 ðõñÞÃ*åò Ã*áé, ðáßæïõÃ* ñüëï = ôï rendering ãßÃ*åôáé ðïëý ãñÞãïñá"
óáò ôï êÜÃ*ù ëéáÃ*Ü:
- online raytracing åßÃ*áé áõôü ðïõ ãßÃ*åôáé real-time óôá ðáé÷Ã*ßäéá. Óå áõôÞ ôçÃ* ðåñßðôùóç áÃ* Ý÷åéò ìéá CPU ìå 16 ðõñÞÃ*åò êáé ðåéò "áò âÜëù 32 ðõñÞÃ*åò" ôüôå äåÃ* èá ðÜñåéò ôçÃ* áÃ*Üëïãç áýîçóç äýÃ*áìçò +åîôñá 16 ðõñÞÃ*ùÃ*.
- offline raytracing åßÃ*áé ôá CGI ðïõ öôéÜ÷Ã*ïõìå ãéá ôçëåüñáóç, óåéñÝò, êéÃ*çìáôïãñÜöï. Ôá ó÷åäéÜæïõìå êáé öáßÃ*ïÃ*ôáé óôï áÃ*èñþðéÃ*ï ìÜôé ðïëý Üèëéá. ¼ôáÃ* ôåëåéþóïõìå ôïÃ* ó÷åäéáóìü ôïõò ðáôÜìå ôï êïõìðÜêé "render" êáé ðåñéìÝÃ*ïõìå þùùùñåò, ìÝååååñåò, åâäïìÜáááäåò êáôÜ ðåñßðôùóç êáé ðáñáðÜÃ*ù (ìÞÃ*åò) ãéá Ã*á ôåëåéþóåé ôï render êáé Ã*á ìáò äþóåé ôï ôåëéêü CGI-ìïõ-ðÝöôïõÃ*-ôá-óáãüÃ*éá ôï ïðïßï åßÃ*áé óå ìïñöÞ ÂÉÍÔÅÏ. Åêåß üóï ðñïóèÝôåéò ðõñÞÃ*åò (RAM, GPU, êëð) ôüóï ëéãüôåñï ðåñéìÝÃ*åéò Ã*á ãßÃ*åé ôï ôåëéêü render. ÄçëáäÞ: ÄÅÍ áöïñÜ ôï offline raytracing ôá videogames.
êáé êÜðïõ åêåß óôáìÜôçóå ç áÃ*Üëõóç óôï âßÃ*ôåï ôïõ ÓÝñÃ*õ, ëÝãïÃ*ôáò üôé óôï Part 3 èá áó÷ïëçèåß ìå ñåýìáôá êáé üëá ôá õðüëïéðá ôïõ âßÃ*ôåï.
Dragonpaul (31-05-2020)
https://venturebeat.com/2020/05/29/p...ne-4-showcase/On top of all that, developers and publishers continue to praise the design of the PS5. Some have told GamesBeat that it has a better architecture than any console in history. So studios may find it a joy to work with.
Rumor: PS5 doesn't look like Xbox Series X, "very fat", almost twice as fat as PS4 Prohttps://gamemag.ru/news/147024/plays...-5-leak-insideThis rumor comes from a Russian website about videogames GameMag which is popular in Russia. They got the info from "a specialist who's developing a popular American game which will be available on PS5 in the future".
- final design doesn't look like anything that has been leaked before
- PS5 has one unique detail, nobody talked about it because Sony most likely can track down the leaker if it actually leaks
- Sony didn't unveil all the secrets of PS5, they should announce at least one software feature - "it was briefly talked about in Western press but nobody paid enough attention"
- design-wise PS5 doesn't look like Xbox Series X at all nor does it look like a smart speaker. It's a traditional console: it's a flat, square, symmetrical box with rounded edges
- at the same time PS5 is "very fat", almost twice as fat as PS4 Pro
Ôï âÜæù Ã*á õðÜñ÷åé, áëëÜ ìïõ öáßÃ*åôáé ëßãï áðßèáÃ*ï. Ìðïñåß Ã*á åßìáé êáé in denial âÝâáéá ãéáôß äåÃ* èÝëù Ã*á öáÃ*ôáóôþ êÜôé ðïõ Ã*á åßÃ*áé 2 öïñÝò ðéï ÷ïÃ*ôñü áðü ôï Pro
Ç éóôïñßá èá ôï äåßîåé áëëÜ êáéÃ*ïýñãéï Post megaton áðü ôïÃ* AquariusZ óôï site ðïõ ãñÜöåé:
https://t.co/DnR8B6wjJl?amp=1
ÌåôÜöñáóç áðü ôïÃ* Retired:
ÌÜëëïÃ* åêåß ïöåßëïÃ*ôáé ôá üðïéá rumors ãéá ôçÃ* ó÷åäßáóç êáé ôçÃ* øýîç êôë. ðïõ áöïñïýóáÃ* óôçÃ* ïõóßá ðñïâëçìáôéêü ó÷Ýäéï êïÃ*óüëáò ðïõ "ôåóôáñéæüôáÃ*" ãéá launch ôï 2019.I saw this. Didn't translate cos the PTT folks don't like it.Re PS5, he said Sony could have stolen the thunder initially; A0 was under test from 2H'18. Apparently something very wrong; spent the entire 1H'19 salvaging. In the end, changed to C0 and started over during 2H'19.
ÄåÃ* åß÷å êáÃ*ÝÃ*á ëüãï Þ êþëõìá ç Sony ãéá ôá 36 CU.
Source:
Þ âáóßóôçêå óôï navi 10 Þ èá Ý÷åé 36cu ãéá BC Compatibility ìå ôï ps4/pro ãéá ôïÃ* áéþÃ*á ôïÃ* ÜðáÃ*ôá.
Åãþ ðéóôåýù ôï äåýôåñï.
Ìá ôï ãñÜöåé óôçÃ* ìåôÜöñáóç.
Ôï Ariel A0 åß÷å bug óôá test H2/2018, ôï êÜÃ*áÃ*å salvage óôï H1/19 êáé áëëÜîáÃ*å revisions êáé Üñ÷éóå óáÃ* C0 H2/19 Ã*á êáôáóêåõÜæåôáé.
Ç ðçãÞ åßÃ*áé ðÜÃ*ù ðÜÃ*ù óôï post ìïõ.
Slay (31-05-2020)
ÌáêÜñé - áëëÜ áÃ* óõãêñßÃ*åéò ôï track record ôïõ Aquarius ZI, ôçÃ* èåìáôïëïãßá ðïõ êáôáðéÜÃ*åôáé ï https://twitter.com/chiakokhua?lang=en ï ïðïßïò åßÃ*áé ï ìåôáöñáóôÞò óôçÃ* ïõóßá óôçÃ* óõãêåêñéìÝÃ*ç ðåñßðôùóç - å êÜðïõ êÜôé êÜÃ*åéò ëÜèïò. Áõôüò ðïõ áÃ*áöÝñåéò åßÃ*áé leaker êáôçãïñßáò 13.8 TF....
ÔÝóðá åðåéäÞ åãþ áðü áõôÜ ðïõ äéÜâáæá ÞìïõÃ* óßãïõñïò üôé ôï PS5 èá ÞôáÃ* 2019 - üðùò êáé Ý÷ù áÃ*áöåñèåß - äåÃ* ôï ëÝù ãéá Ã*á ìåéþóù ôï hardware Þ üôé Üëëïõò óõëëïãéóìïýò êÜÃ*åéò.
ÅßÃ*áé ÷áñáêôçñéóôéêü áõôü ðïõ áÃ*áöÝñåé Ã*á ðéÜóåé ôçÃ* áãïñÜ Like thunder.
Êáé áõôü èá åß÷å ãßÃ*åé.
åãù äåÃ* èåùñù äåäïìåÃ*ï ôéðïôá, áðëá áðïñù ãéá ôï ðùò âãáæåéò óõìðåñáóìáôá áðï öçìåò...ïôáÃ* îåñåéò ðïëõ êáëá ïôé ï êáèåÃ*áò ëååé ôï ìáêñõ ôïõ êáé ôï êïÃ*ôï ôïõ...
äåÃ* åé÷å êáìéá ëïãéêç Ã*á êõêëïöïñçóåé ôï ps5 ôï 2019 êáé áõôï öáÃ*çêå ôïóï áðï ôá first party ïóï êáé áðï ôá third party ðïõ êõêëïöïñçóáÃ* ìÝóá óôï 20...