Leaked Sony documents show PS5 Pro will have 2-4 times improved ray tracing performance

This is a pretty needlessly antagonistic and sad attempt at dunking on someone. Everyone without a $2000 GPU just needs to get out of their parents' basement? Really?
Good lord...

A) Actually, posting that "It's made so zoomers can jerk off to pretty reflections" was the
needlessly antagonistic statement here.
 
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If high framerates are so important, why are Hollywood films -- which always vastly exceed videogames in graphical realism -- released at 30fps?
First of all, most films are actually at 24 fps. So it would seem your argument is even more valid!

The problem is, movies are simply watched, whereas games are interactive. Higher framerates allow for less input lag.
 
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Too bad it won't matter; all games will be specked out for the base console.

We've been through this over and over again: The lowest-specked HW determines the performance baseline for each generation.
 
Ok, maybe a dumb question among hard core techies, but the PS5 GPU is from AMD, so why can't such improvements be made to give a big RT boost to AMD PC GPUs?

Get a RX 7900xt and set it to max fram gen also upscale from 1080p to 4k. Done, 3x RT performance. Also worse image, frametime consistency and lower fps. Tastes like console.
 
The problem is, movies are simply watched, whereas games are interactive. Higher framerates allow for less input lag.
You're arguing a different point. The argument was that higher framerates made more visually appealing images than raytracing, which is patently absurd.

But to answer your point, yes a higher frame rate *theoretically* means less input lag ... but it takes a neural impulse about 250 ms to travel from your eye to your brain to your hand. That works out to a grand total of FOUR fps. Some competitive gamers have been measured with a reaction rate slightly more than twice as fast ... but needing 100 fps+ to compete is one of those security-blanket beliefs that videogamers cherish.
 
You're arguing a different point. The argument was that higher framerates made more visually appealing images than raytracing, which is patently absurd.

But to answer your point, yes a higher frame rate *theoretically* means less input lag ... but it takes a neural impulse about 250 ms to travel from your eye to your brain to your hand. That works out to a grand total of FOUR fps. Some competitive gamers have been measured with a reaction rate slightly more than twice as fast ... but needing 100 fps+ to compete is one of those security-blanket beliefs that videogamers cherish.
Theoretically? You don't normally troll so I assume you're actually serious?

If your argument really is "it takes a neural impulse longer blah blah blah", Then surely if you see it quicker on screen due to the higher framerate, your "neural impulse" will "start" sooner than the person on the lower framerate machine?
 
If your argument really is "it takes a neural impulse longer blah blah blah", Then surely if you see it quicker on screen due to the higher framerate, your "neural impulse" will "start" sooner than the person on the lower framerate machine?
Absolutely correct. But do the math:

Worse-case lag due to frame rate delay
Person @ 60 fps: 250ms + (1/60)(1000) = 266 ms.
Person @ 150 fps: 250ms + (1/150)(1000) = 257 ms.
Net improvement: 3.4%

That's local performance. If you're playing online, there's likely at least 100ms of round-trip network latency, which drops the improvement to 2.5%. And that's worst case -- the mean improvement is half that, or 1.25%.

I won't argue if you call that a competitive edge, as my original point had nothing to do with this: it was merely to point out that graphical realism is far more heavily tied to the physics of raytracing and motion, rather than frame and pixel counts.
 
Absolutely correct. But do the math:

Worse-case lag due to frame rate delay
Person @ 60 fps: 250ms + (1/60)(1000) = 266 ms.
Person @ 150 fps: 250ms + (1/150)(1000) = 257 ms.
Net improvement: 3.4%

That's local performance. If you're playing online, there's likely at least 100ms of round-trip network latency, which drops the improvement to 2.5%. And that's worst case -- the mean improvement is half that, or 1.25%.

I won't argue if you call that a competitive edge, as my original point had nothing to do with this: it was merely to point out that graphical realism is far more heavily tied to the physics of raytracing and motion, rather than frame and pixel counts.
Okay I see what you mean now.

I have to say though, if realism is more tied to the motion, a game at 30fps feels pretty choppy and almost stuttery compared to 60fps. Once you're used to 120fps or more, 60fps feels pretty horrible as well.

Fast moving videos, say a GoPro on someone's head while they ski down a mountain, feel horrible at 24/30fps and only start to be usefully viewable at 60fps or more. Although good stabilisation does help substantially in that example.
 
it will be the same as with Red dead redemption 2.

it will be console exclusive for the first few years, and at release it will be marketed as "plays best on ps5 PRO/Xbox One Pro"(whatever that console is called now)

reviewers will be in awe of how incredible GTA6 looks and plays - on a pro console.
Day dreaming much, right?
 
Obviously you missed the part on the article that says Series X refresh NOT a "pro/upgrade" in which Phil Spencer has said those were old outdated plans anyways.

You should read the articles you are linking.
Firstly, the main article that we are all commenting on is on the PS refresh not the XBox refresh. The only person to mention Phil Spencer is you.

Secondly, the link I shared is a comment for you and not on the article (hence a reply). It opposes your first and third comment and states there is a upgraded / refreshed X/S version coming in 2024 and the true next gen Xbox expected in 2028.

Thirdly, I have read the article, including your comments, and felt you needed correction sir.

Fourthly, you've shared no links of your own to backup your claim. Please do share these links you refer to.
 
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