Ehhhhhhhhhhhh? It definitely has. Texture work, especially on rocks, is noticeably better. Water shader looks better, too. It's definitely a step up graphically. Time will tell if actual image quality is equivalent or better. Again, I think it's YouTube compression making things look worse than they are.To be honest, I don't think it has evolved at all from BotW in terms of graphics.
But partially because of the precedent of Pokémon SV, which deteriorated from SwSh and had the worst performance, it is a very wise choice.
Hmm, speaking of on package memory, recently I'm seeing a bit of speculation of Intel doing that for Lunar Lake. It kind of goes hand in hand with Lunar Lake re-using Arrow Lake's CPU architectures, so something's presumably happening with packaging to squeeze out perf/watt. And based off a twitter photo that I actually can't see for myself.
(why yes, I do still believe in Intel as a potential wild card for consoles in the future)
Hmm, since that particular range of laptops would be expected to be paired with discrete GPUs... that probably brings the total power draw up to potentially the 3 digit range. So at that point, the difference between monolithic and current version of IFOP (Infinity Fabric On-Package) probably isn't relatively significant, so sure, why not. But sticking with monolithic for the lower ranges suggests to me that it's still not quite there yet. Probably another iteration or two to go?
A little recap for the readers:
Zen 2/3 era: checking with this page, the IFOP's energy efficiency was under 2 pJ/bit. The IO die itself was also on Global Foundries 14/12nm. And the IF links themselves were only either on at 100% power or off. As far as I'm aware, all Zen 2/3 era laptops are monolithic, so I'd conclude that this version of IFOP was a no go.
Zen 4 era: I don't think that AMD has disclosed their estimate for the efficiency of this recent version of the IFOP. Still, the IO die has been moved down to TSMC N6 (ought to be a pretty nice upgrade). And checking with this page, seems like moving down node(s) allowed AMD to go narrow/faster with the IF links to achieve the same bandwidth for lower voltage/less power. And there's that addition of intermediate power states (ie, can turned on without going at 100%, full blast). Seems to be enough improvement to try with the Dragon Range laptops at least? But I don't get the impression of the IFOP being quite at the point for the lower brackets.
Intel's aim of 0.2-0.3 pJ/bit for their interconnect would be interesting to see. And more or less necessary to pull off, considering that all of their consumer stuff is moving to tiles, IIRC?
This had precedence in the Gamecube and Wii, both having a MCM GPU containing distinct SRAM and EEPROM chips, although a later revision of Wii's merged the SRAM with the main GPU chip.
Assuming the Zelda OLED is real, it'll probably launch on April 28th, 2 weeks before the game launches since that's the exact same timeframe that the Splatoon 3 and Pokemon S&V OLED models released before their games.
There were points in the video where the x,y,z coordinates on the minimap were blurring out and almost completely disappearing so.. yeah, the compression on that video was gross. We can't use it as an indication of TotK's image quality.Again, I think it's YouTube compression making things look worse than they are.
Yeah. The moment Link walked into the foresty part of the sky islands, the UI also got incredibly blurry. I think people are just overreacting. The foliage on the sky islands has a bit of red and green in it, the islands themselves are yellow, and there's all the shadows and stuff everywhere. Sounds like a mess for YouTube's poor encoding to handle.There were points in the video where the x,y,z coordinates on the minimap were blurring out and almost completely disappearing so.. yeah, the compression on that video was gross. We can't use it as an indication of TotK's image quality.
Literally one of the first things they say is that it is finished lol.IQ does have me a bit concerned, but the game still has a bit to go before it's out...
Sorry, forgot to get back to you on this. Do you have a source on them using ReSTIR? I've had a look at their demonstration video, and I only see a small number of light sources, maxing out at three in the last scene. They also all seem to be point light sources with hard shadows. For example, if you look at the pool 22 seconds in, you can see hard shadows of the roof on the bottom of the pool, which we would expect to be diffuse. While technically there's nothing stopping you from using a small number of light sources, or treating the sun as a point light source with ReSTIR, it would be a bit of a waste of the technique.We've seen restir running on all manner of hardware at this point. Back at the qualcomm event, Oppo shown off restir as a part of their mobile rt sdk. They never went into detail on it, but I assume it was for direct illumination and shadows
So.... I did take a peak at the Zelda thing, since IQ got brought up a lot, and I'll just say this footage is a worst case scenario for video compression.
This image is muddy as hell, but it's clearly a compression artifact. Foliage is very noisy, and bad for video compression, but the grass here also shares color with both Link and the ground underneath - you can see how the muddiness is just blocks of color overlapping across all the objects where YouTube smashed a whole block down to one blotch of sampled color, dropping the detail.
Everywhere I scrubbed to was the same. When the camera shifts to include more sky, then suddenly the image gained some clarity, but overall, this thing is so riddled with compression artifacts, I suspect double compression along the way. At one point, cel shading, and the "above the clouds" lighting quality melded together to completely remove Link's face. Again, compression artifacts.
I'm replaying Breath of the Wild now, and I see some signs of higher resolution and/or AA here in places where edges don't alias like I would expect in the current game. Texture work frankly looks about the same - Breath of the Wild's rock textures especially look decently good from a moderate distance and break down quickly, so it's possible these are better, but I suspect I'm mostly just enjoying seeing different textures. But again, it's hard to tell with compression artifacts, which can both introduce and smooth over some of these things.
In general, I see an extension of what I saw in the previous trailers, which is that overall, the "mainland" is using the same rendering techniques as before, but the skylands are using different tricks for water and fog, and are using an expanded set of "materials" for the game's unusual shader system, which enhanced the effect of the unusual light. If you've been on a very high mountain in bright sunlight, you lose some atmospheric diffusion, and they've clearly gone for a stylized version of that here.
So.... I did take a peak at the Zelda thing, since IQ got brought up a lot, and I'll just say this footage is a worst case scenario for video compression.
This image is muddy as hell, but it's clearly a compression artifact. Foliage is very noisy, and bad for video compression, but the grass here also shares color with both Link and the ground underneath - you can see how the muddiness is just blocks of color overlapping across all the objects where YouTube smashed a whole block down to one blotch of sampled color, dropping the detail.
Everywhere I scrubbed to was the same. When the camera shifts to include more sky, then suddenly the image gained some clarity, but overall, this thing is so riddled with compression artifacts, I suspect double compression along the way. At one point, cel shading, and the "above the clouds" lighting quality melded together to completely remove Link's face. Again, compression artifacts.
I'm replaying Breath of the Wild now, and I see some signs of higher resolution and/or AA here in places where edges don't alias like I would expect in the current game. Texture work frankly looks about the same - Breath of the Wild's rock textures especially look decently good from a moderate distance and break down quickly, so it's possible these are better, but I suspect I'm mostly just enjoying seeing different textures. But again, it's hard to tell with compression artifacts, which can both introduce and smooth over some of these things.
In general, I see an extension of what I saw in the previous trailers, which is that overall, the "mainland" is using the same rendering techniques as before, but the skylands are using different tricks for water and fog, and are using an expanded set of "materials" for the game's unusual shader system, which enhanced the effect of the unusual light. If you've been on a very high mountain in bright sunlight, you lose some atmospheric diffusion, and they've clearly gone for a stylized version of that here.
Whoops.you have "DLC mention" x 2 as well...or is that for separate DLC?
Sorry, forgot to get back to you on this. Do you have a source on them using ReSTIR? I've had a look at their demonstration video, and I only see a small number of light sources, maxing out at three in the last scene. They also all seem to be point light sources with hard shadows. For example, if you look at the pool 22 seconds in, you can see hard shadows of the roof on the bottom of the pool, which we would expect to be diffuse. While technically there's nothing stopping you from using a small number of light sources, or treating the sun as a point light source with ReSTIR, it would be a bit of a waste of the technique.
In any case, while I'm sure ReSTIR is technically possible on T239, I'm still not sure if RTXDI itself, or an implementation of equivalent quality to it, is viable in games with modern geometric complexity without ghosting, noise, or other visible artefacts. I'm hoping it is, and the wider availability of RTXDI might give us the tools to find out, but I'm staying cautious for the moment.
https://www.forbes.com/sites/paulta...-kingdom-gameplay-sounds-great-looks-bad/amp/
And so it begins! (This is about the graphics btw)
Do people think that by writting articles like this, Nintendo will be forced to launch a new console?https://www.forbes.com/sites/paulta...-kingdom-gameplay-sounds-great-looks-bad/amp/
And so it begins! (This is about the graphics btw)
https://www.forbes.com/sites/paulta...-kingdom-gameplay-sounds-great-looks-bad/amp/
And so it begins! (This is about the graphics btw)
as always, my reaction to a piece like this is bewilderment that someone got paid to write ithttps://www.forbes.com/sites/paulta...-kingdom-gameplay-sounds-great-looks-bad/amp/
And so it begins! (This is about the graphics btw)
An embarrassment of an article, "Switch’s ancient hardware, which was already dated when it debuted," and the utter lack of awareness of YT compression."Paul Tassi"
Now that's a name that takes me back...
unfortunately, they haven't gone beyond this since. I don't think the SDK is publicly available yet
if we clap our hands and believe hard enough, we can will drake into existenceDo people think that by writting articles like this, Nintendo will be forced to launch a new console?
that sounds like a good option. this is the video I keep going back to because it's the only instance of non-RT hardware implementation that I found. it also has soft-shadows and indirect diffuse lighting, so it's doing a lot more than a power constrained mobile device would. but still has no RT acceleration, which is interesting from a performance standpoint. 1536 RDNA1 cores and a much higher clock and power budgetThanks, hadn't seen the slide there. I'm still curious how they're using ReSTIR, as the footage they show doesn't highlight any of the benefits of it, and the reference to "Hybrid Shadow", which I take to mean combining traditional shadow maps with RT shadows, doesn't really make sense in the context of ReSTIR.
I wonder if they're using ReSTIR only for direct lighting, and not shadows. If you remove the step where you trace the shadow ray, ReSTIR becomes a direct lighting technique with no shadows and no RT requirements. It would be viable to combine that with more traditional shadow techniques on hardware with less RT performance, as you're still getting the capability to do direct lighting with a large number of light sources, you're just limited to (hard) shadows from a small number of them.
Shitty graphics?to be clear, I'm not shitting on our friend paul for being sick of nintendo's shitty graphics. it's his inane insights and terrible writing that baffle me
I'm sure Raccoon could have chosen better wording but we are all desperate for new hardware for a reason.Shitty graphics?
as always, my reaction to a piece like this is bewilderment that someone got paid to write it
Wait, Forbes contributors are getting paid?? I thought this was just someone using it as a blog host like Medium or some shitAn embarrassment of an article, "Switch’s ancient hardware, which was already dated when it debuted," and the utter lack of awareness of YT compression.
How can someone get paid for 10 years to write about video games and be so clueless?
Put that thing back where it came from or so help me!What Paul Tassi thinks Nintendo games aughta look like:
if I remember correctly, the contributors column are paid columnsWait, Forbes contributors are getting paid?? I thought this was just someone using it as a blog host like Medium or some shit
Like, this weird take would make sense if this was just an elaborate forum post, because without being linked to Forbes it holds abolutely no weight or merit whatsoever
I mean, there's no ray tracing, it's clearly trash!Shitty graphics?
Just fyi, my brain did read this in song. In case you'd like to know.Put that thing back where it came from or so help me! /s
the guy who was paid to shitting at Directs is still peakas always, my reaction to a piece like this is bewilderment that someone got paid to write it
Wait when did that happen?the guy who was paid to shitting at Directs is still peak
I'm sure Raccoon could have chosen better wording but we are all desperate for new hardware for a reason.
That's the most obvious take I've seen in days, but I can't say it isn't cromulent!Tears of the Kingdom DLC to coincide with Drake? that would give some good incentive for people to upgrade
Not that I disagree, but weren't we saying this about the base game months agoThat's the most obvious take I've seen in days, but I can't say it isn't cromulent!
Absolutely, next gen patch, Drake, and DLC all launching in the same window makes complete sense. No reason NOT to.
just like the base game, just like the Pikmin 4 and everything elseTears of the Kingdom DLC to coincide with Drake? that would give some good incentive for people to upgrade
I wasn't.Not that I disagree, but weren't we saying this about the base game months ago
Mmhmmmm.......I wasn't.
Tears of the Kingdom DLC to coincide with Drake? that would give some good incentive for people to upgrade
It really could be that. Zelda TotK will be the big Zelda game for the next 4-5 years. There is already the rumor of the Pokemon Wave 2 DLC launching alongside an upgrade patch for Switch Redacted. We have seen Nintendo add a ton of content to Mario Kart 8 to keep the demand high for years. Zelda TotK could see support with new content for years to come. You can outright buy the DLC if you like, or get it through the NSO service similar to what they did with the Booster Pass for MK8.Tears of the Kingdom DLC to coincide with Drake? that would give some good incentive for people to upgrade