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  1. For those that think a 2080 or better raytracing performance is plausible for Scarlett and/or PS5, what do you think AMD's new line of competing PC cards will cost next year? Will price point be in the high-end enthusiast range or low enough for the more mid range consumer?
  2. Only if you are expecting full blown raytraced GI, AO, shadows, and refections in the first place. I don't think it's a coincidence that this rumor is talking in terms of 4k60fps as opposed to raytracing.
  3. Both PS5 and Scarlett will have some raytracing capabilities from the new architecture, but between console cost cutting measures + downclocking to improve life expectancy, power usage, and thermal output, I still find this to be a very unrealistic expectation for a console in 2020. Love to be wrong of course.
  4. Jason Schreier on the kotaku podcast. First time hearing about the RAM too.
  5. Soo much would have to change in a year. For example, Nvidia's own low end RTX cards ($325-$400) are not suitable for the 4k60 gaming MS is suggesting as a general target for Scarlet games in this rumor. AMD would have to leap frog Nvidia's current efforts in both cost and performance, raytracing or otherwise. Not saying it's impossible, just unlikely. Despite being skeptical of RTX level of raytracing on consoles, I do think we will eventually see more approximated solutions running on Scarlett, PS5, and in time, a higher percentage of gaming PCs. If Lockheart can’t keep up, that could certainly impact the generation as time goes on. Raytracing might not even be the bottleneck, btw. This generation for example would have been very different had Sony or MS launched a SKU with a Switch level GPU. Not saying Lockheart will be this generations equivalent to that, but I wouldn’t rule it out.
  6. @AbsolutSurgen, what makes you so confident that AMD will be able to provide next gen consoles with cost effective GPUs that are competitive with Nvidia's high end RTX line? Today’s lower end PCs fall into the same category as cross-gen releases. Eventually devs will stop supporting them in an effort to raise the visual bar and move past old limitations. In the case of Lockheart however, devs will be locked into supporting its lower than Scarlet specs for the next 6-8 years. (If these rumors are true).
  7. If a developer can only reliably leverage the expanded raycasting capabilities on the Scarlet and PS5 next gen boxes (for whatever purpose that may be), Locheart could potentially hinder ambitions and/or require custom paired back solutions that will eat up dev resources and time. This is a hypothetical senario of course, but it does illustate one of the potential issues with introducing a partial step console at the begining of a console generation. You don't have to take my word on it though. If you trust Jason Schreiers reporting on Lockheart, you should also accept that, yes some developers have concerns:
  8. I have to agree with @Reputator. I do think a few tittles will have some form of ray tracing, but not to the degree we are seeing with Control + RTX. At least not without some new technical advancement that can compensate for even lower ray counts on console hardware. I expect more tittles will target 60fps as opposed to pushing rayracing next gen. But for devs with plans to utilize raytracing, this half step console probably isn’t the best news.
  9. Concessions like a smaller HDD and/or no disc would be the ideal scenario here. Unfortunately these rumors are describing something quite different. Sounds more like MS is considering a lower spec SKU at launch. Regardless of which route they go, sales in that first year or two are going to be bottlenecked more by manufacturing than price point. If they do launch with a cheaper, lesser spec sku, it’ll clearly be to mandate developers to support the weaker hardware out the gate.
  10. This sounds like another curve ball for developers, especially those with rendering tech riding on the GPU bump.
  11. Whatever your opinion of the law is, I think it's safe to say that Kotaku crossed a moral line here for many.
  12. I really doubt Raytracing will be the end goal for most developers. 60 FPS might actually be the more feasible target this upcoming generation. ...that is if engine developers don’t prioritize raytracing exploration over foundational performance re-hauls. Faster i/o with SSD’s and better CPU’s will help address two of the bigger bottlenecks of this generation, but I suspect engine overhead will continue to be a limiting factor as asset counts increase.
  13. Btw, the hitching that contributes to the performance issues on consoles is also present on PC. The game has performance stability issues across the board. Just gets even worse on weaker hardware.
  14. 1080p, even with Remedy's temporal upscaling, is still a large concession with the Pro. Same with 1440p on the X. Tittles that rely on similar upscaling techniques rarely go this low. It is not on par with other Pro/X games of the same calibur. Control is a obviously a very Alpha heavy game which tends to scale poorly to higher resolutions. The tradeoff does make sense, but it's not exactly a game targeting the specs and selling point of these quasi 4k systems. Remedy no question prioritized their vision for the game over resolution and performance on all current console hardware. Not unlike Anthem, that can have a very negative ripple effect on the less capable SKUs if not rained in.
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