Tekken 8 - Tech Analysis on Xbox SS, SX and PS5 (Unreal 5)
Analysis of performance and image quality of Tekken 8 on Xbox Series S/X and PS5.
Index:
Intro 00:00
Frame Rate – Xbox Series S 00:09
Resolution 01:43
Frame Rate – Xbox Series X 03:23
Reflections 04:57
Frame Rate – Playstation 5 06:05
Shadows 07:39
Frame Rate – Face-off 08:39
Environment Geometry 10:13
Textures 11:13
Loading 12:13
Conclusions 13:00
Xbox Series S Tech Specs 17:05
Xbox Series X Tech Specs 17:15
PS5 Tech Specs 17:25
Technical dictionary:
- Draw Distance:
In computer graphics, draw distance (render distance or view distance) is the maximum distance of objects in a three-dimensional scene that are drawn by the rendering engine. Polygons that lie beyond the draw distance will not be drawn to the screen.
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
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Forza Motorsport 2023 - Tech Analysis on Xbox Series S and Series X - RT and 4K
Analysis of performance and image quality of Forza Motorsport 2023 on Xbox Series S/X.
Index:
Intro 00:00
Frame Rate – Quality Mode 00:09
Resolution 02:36
Reflections 05:19
Frame Rate – Performance Mode 06:56
Shadows 09:19
Textures 10:55
Loading 12:32
Conclusions 13:27
Xbox Series S Tech Specs 17:30
Xbox Series X Tech Specs 17:40
Technical dictionary:
- Draw Distance:
In computer graphics, draw distance (render distance or view distance) is the maximum distance of objects in a three-dimensional scene that are drawn by the rendering engine. Polygons that lie beyond the draw distance will not be drawn to the screen.
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
- Illumination Based on Surfels
Solution for calculating indirect diffuse illumination in real-time. The solution combines hardware ray tracing with a discretization of scene geometry to cache and amortize lighting calculations across time and space. It requires no pre-computation, no special meshes, and no special UV sets, freeing artists from tedious and time-consuming processes required by traditional solutions.
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Assassin's Creed Mirage - Tech Analysis on Xbox Series S/X and PS5.
Analysis of performance and image quality of Assassin's Creed Mirage on Xbox Series S, Series X and PS5.
Index:
Intro 00:00
Frame Rate – Quality Mode 00:09
Resolution 02:16
Reflections 05:31
Frame Rate – HFR Mode 07:26
Shadows 09:31
Draw Distance 11:26
Textures 13:21
Loading 15:16
Conclusions 16:11
Xbox Series S Tech Specs 19:21
Xbox Series X Tech Specs 19:31
PS5 Tech Specs 19:41
Technical dictionary:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Ultra Perf. 3.0x 33.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
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LIES OF P - Tech Analysis on Xbox Series S/X and PS5 - GAME PASS
Analysis of performance and image quality of Lies of P on Xbox Series X/S and PS5.
Index:
Intro 00:00
Frame Rate – Quality Mode 00:09
Resolution 02:14
Reflections 05:29
Frame Rate – Quality VRR Mode 07:24
Shadows 09:29
Textures 11:24
Frame Rate – Performance Mode 13:19
Loading 15:24
Conclusions 15:58
Xbox Series S Tech Specs 17:43
Xbox Series X Tech Specs 17:53
PS5 Tech Specs 18:03
Technical dictionary:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
- Unreal Engine 5 Lumen
Lumen is Unreal Engine 5's fully dynamic global illumination and reflections system that is designed for next-generation consoles, and it is the default global illumination and reflections system. Lumen renders diffuse interreflection with infinite bounces and indirect specular reflections in large, detailed environments at scales ranging from millimeters to kilometers.
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STARFIELD "Early Access" Tech Analysis on Xbox Series S and Series X - 4K
Analysis of performance and image quality of STARFIELD on Xbox Series S/X.
Index:
Intro 00:00
Frame Rate - Xbox Series S 00:09
Resolution 02:14
Draw Distance 03:22
Reflections 04:04
Frame Rate - Xbox Series X 04:46
Shadows 06:51
Textures 07:32
Loading 08:14
Conclusions 09:19
Xbox Series S Tech Specs 11:13
Xbox Series X Tech Specs 11:23
Technical dictionary:
- Draw Distance:
In computer graphics, draw distance (render distance or view distance) is the maximum distance of objects in a three-dimensional scene that are drawn by the rendering engine. Polygons that lie beyond the draw distance will not be drawn to the screen.
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
24
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Immortals of Aveum Tech Analysis on Xbox Series S/X and PS5 - Unreal 5
Analysis of performance and image quality of Immortals of Aveum on Xbox Series S/X and PS5.
Index:
Intro 00:00
Frame Rate 00:09
Resolution 02:14
Draw Distance 03:54
Frame Rate 04:54
Reflections 06:59
Shadows 07:59
Frame Rate 08:59
Textures 11:04
Loading 12:04
Conclusions 12:38
Xbox Series S Tech Specs 13:12
Xbox Series X Tech Specs 13:22
PS5 Tech Specs 13:32
Technical dictionary:
- Draw Distance:
In computer graphics, draw distance (render distance or view distance) is the maximum distance of objects in a three-dimensional scene that are drawn by the rendering engine. Polygons that lie beyond the draw distance will not be drawn to the screen.
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
- Unreal Engine 5 Nanite
Nanite is Unreal Engine 5's virtualized geometry system which uses a new internal mesh format and rendering technology to render pixel scale detail and high object counts. It intelligently does work on only the detail that can be perceived and no more. Nanite's data format is also highly compressed, and supports fine-grained streaming with automatic level of detail.
- Unreal Engine 5 Virtual Shadow Maps
Virtual Shadow Maps (VSMs) is the new shadow mapping method used to deliver consistent, high-resolution shadowing that works with film-quality assets and large, dynamically lit open worlds using Unreal Engine 5's Nanite Virtualized Geometry, Lumen Global Illumination and Reflections, and World Partition features.
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Hellblade: Senua's Sacrifice - Aug 2023 Tech Analysis on Xbox Series S/X and PS5 (PS4 ver.) - RT/4K
Analysis of performance and image quality of Hellblade: Senua's Sacrifice on Xbox Series S/X and PS5 (PS4 Pro Version).
Index:
Intro 00:00
Frame Rate 00:09
Resolution 03:07
Reflections 07:26
Frame Rate 09:57
Shadows 12:56
Textures 15:27
Frame Rate 17:59
Loading 20:57
Xbox Series S Tech Specs 21:34
Xbox Series X Tech Specs 21:44
PS5 Tech Specs 21:54
Technical dictionary:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
4
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Stray - Aug 2023 Tech Analysis on Xbox Series S/X and PS5 - 4K60
Analysis of performance and image quality of Stray on Xbox Series S/X and PS5.
Index:
Intro 00:00
Frame Rate 00:09
Resolution 02:17
Reflections 03:57
Shadows 04:57
Textures 05:57
Loading 06:57
Xbox Series S Tech Specs 07:31
Xbox Series X Tech Specs 07:41
PS5 Tech Specs 07:51
Technical dictionary:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
24
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Remnant 2 Tech Analysis on Xbox Series S/X and PS5 - Unreal 5 Nanite and 4K
Analysis of performance and image quality of Remnant 2 on Xbox Series S/X and PS5.
Index:
Intro 00:00
Frame Rate 00:09
Resolution 02:14
Shadows 06:06
Frame Rate 08:19
Reflections 10:24
Textures 12:37
Frame Rate 14:51
Loading 16:56
Xbox Series S Tech Specs 17:26
Xbox Series X Tech Specs 17:36
PS5 Tech Specs 17:46
Technical dictionary:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
- Unreal Engine 5 Nanite
Nanite is Unreal Engine 5's virtualized geometry system which uses a new internal mesh format and rendering technology to render pixel scale detail and high object counts. It intelligently does work on only the detail that can be perceived and no more. Nanite's data format is also highly compressed, and supports fine-grained streaming with automatic level of detail.
- Unreal Engine 5 Virtual Shadow Maps
Virtual Shadow Maps (VSMs) is the new shadow mapping method used to deliver consistent, high-resolution shadowing that works with film-quality assets and large, dynamically lit open worlds using Unreal Engine 5's Nanite Virtualized Geometry, Lumen Global Illumination and Reflections, and World Partition features.
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Face Off - Gotham Knights vs Batman: Arkham Knight - July 2023 Tech Analysis on Xbox Series X
Analysis of performance and image quality of Gotham Knights and Batman: Arkham Knigh on Xbox Series X.
As the main focus of the video is to demonstrate the technical differences of the graphic features of the two games, I used only the Xbox Series X console, but the Series S version is very similar, with lower resolution (1440p) and use of Screen Space Reflections instead of Ray Tracing, and the PS5 version is practically the same as the SX version. This in the game Gotham Knights, in Batman: Arkham Knight there is no significant difference running on consoles in the current generation, nor in relation to the previous generation, because it is not optimized for this.
Index:
Intro 00:00
Frame Rate 00:09
Resolution 06:17
Reflections 07:26
Shadows 08:07
Textures 08:49
Loading 09:31
Xbox Series S Tech Specs 10:37
Xbox Series X Tech Specs 10:47
Technical dictionary:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
8
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Ratchet & Clank: Rift Apart - July 2023 Tech Analysis on PS5 - Ray Tracing
Analysis of performance and image quality of Ratchet & Clank: Rift Apart on PS5.
Index:
Intro 00:00
Frame Rate 00:09
Resolution 02:14
Reflections 03:54
Loading 04:54
Shadows 05:29
Textures 06:29
PS5 Tech Specs 07:29
Technical dictionary:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
- Unreal Engine 5 Lumen
Lumen is Unreal Engine 5's fully dynamic global illumination and reflections system that is designed for next-generation consoles, and it is the default global illumination and reflections system. Lumen renders diffuse interreflection with infinite bounces and indirect specular reflections in large, detailed environments at scales ranging from millimeters to kilometers.
16
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The Lord of the Rings: Gollum - July 2023 Tech Analysis on Xbox Series S/X - Ray Tracing, FSR and 4K
Analysis of performance and image quality of The Lord of the Rings: Gollum on Xbox Series X/S.
The game still has the problems of loading textures or lack of them in good quality, as well as a very low performance in quality mode on Xbox SS (~20 fps), but instead of focusing on these problems, I preferred to show places where the assets are better.
Index:
Intro 00:00
Frame Rate 00:14
Resolution 02:19
Reflections 05:02
Frame Rate 06:39
Shadows 08:44
Textures 10:21
Frame Rate 11:57
Hair 14:02
Loading 14:52
Xbox Series S Tech Specs 15:47
Xbox Series X Tech Specs 15:57
Technical dictionary:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
- Unreal Engine 5 Lumen
Lumen is Unreal Engine 5's fully dynamic global illumination and reflections system that is designed for next-generation consoles, and it is the default global illumination and reflections system. Lumen renders diffuse interreflection with infinite bounces and indirect specular reflections in large, detailed environments at scales ranging from millimeters to kilometers.
67
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GTA V - July 2023 Tech Analysis on Xbox Series S/X (GAMEPASS) and PS5 - Ray Tracing and 4K
Analysis of performance and image quality of GTA V on Xbox Series X/S and PS5.
If you're interested in getting to know the game better, watch this video on a partner channel and see a little more running in the Xbox Series S:
Meu Series S gameplay: youtu.be/4R_ZiaePtVE
Index:
Intro 00:00
Frame Rate 00:14
Resolution 02:19
Reflections 06:37
Frame Rate 09:09
Shadows 11:14
Textures 13:46
Frame Rate 16:17
Loading 18:22
Xbox Series S Tech Specs 18:52
Xbox Series X Tech Specs 19:02
PS5 Tech Specs 19:12
Technical dictionary:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
- Unreal Engine 5 Lumen
Lumen is Unreal Engine 5's fully dynamic global illumination and reflections system that is designed for next-generation consoles, and it is the default global illumination and reflections system. Lumen renders diffuse interreflection with infinite bounces and indirect specular reflections in large, detailed environments at scales ranging from millimeters to kilometers.
33
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F1 23 - Tech Analysis on Xbox Series S, Series X and PS5 - RT/4K - Fixed
Analysis of performance and image quality of F1 23 on Xbox Series X/S and PS5.
If you're interested in getting to know the game better, watch this video on a partner channel and see a little more running in the Xbox Series S:
Meu Series S gameplay: youtu.be/6xpwFWrW6Rg
Index:
Intro 00:00
Frame Rate 00:14
Resolution 02:19
Frame Rate 05:02
Reflections 07:07
Frame Rate 08:44
Shadows 10:49
Frame Rate 12:26
Textures 14:31
Loading 16:07
Xbox Series S Tech Specs 16:33
Xbox Series X Tech Specs 16:43
PS5 Tech Specs 16:53
Technical dictionary:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
- Unreal Engine 5 Lumen
Lumen is Unreal Engine 5's fully dynamic global illumination and reflections system that is designed for next-generation consoles, and it is the default global illumination and reflections system. Lumen renders diffuse interreflection with infinite bounces and indirect specular reflections in large, detailed environments at scales ranging from millimeters to kilometers.
10
views
Layers of Fear (2023) - Tech Analysis on Xbox Series X/S and PS5 - Lumen/RT/FSR/4K - Unreal Engine 5
Analysis of performance and image quality of Layers of Fear (2023) on Xbox Series X/S and PS5.
If you're interested in getting to know the game better, watch this video on a partner channel and see a little more running in the Xbox Series S:
Meu Series S gameplay: youtu.be/DcUGRvwFEVk
Index:
Intro 00:00
Frame Rate 00:14
Resolution 02:19
Reflections 05:02
Frame Rate 06:39
Shadows 08:44
Textures 10:21
Loading 11:57
Xbox Series S Tech Specs 12:23
Xbox Series X Tech Specs 12:33
PS5 Tech Specs 12:43
Technical dictionary:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
- Unreal Engine 5 Lumen
Lumen is Unreal Engine 5's fully dynamic global illumination and reflections system that is designed for next-generation consoles, and it is the default global illumination and reflections system. Lumen renders diffuse interreflection with infinite bounces and indirect specular reflections in large, detailed environments at scales ranging from millimeters to kilometers.
32
views
Final Fantasy XVI Demo - Tech Analysis on PS5 - 4K
Analysis of performance and image quality of Final Fantasy XVI Demo on PS5.
Index:
Intro 00:00
Frame Rate 00:19
Resolution 03:11
Reflections 04:19
Frame Rate 05:00
Shadows 07:52
Textures 08:34
Loading 09:16
Frame Rate 09:41
Resolution 12:33
Reflections 13:41
Frame Rate 14:23
Shadows 17:15
Textures 17:56
Loading 18:38
PS5 Tech Specs 19:04
Technical dictionary:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
Facebook Group:
https://m.facebook.com/groups/14589692844998
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Street Fighter 6 Final Release (Fighting Ground Mode) - Tech Analysis on Xbox Series X/S
Analysis of performance and image quality of Street Fighter 6 on Xbox Series X/S.
If you're interested in getting to know the game better, watch this video on a partner channel and see a little more running in the Xbox Series S:
Meu Series S gameplay:
youtu.be/KHwEVzSZxOI
Index:
Intro 00:00
Frame Rate 00:19
Resolution 02:24
Reflections 03:32
Shadows 04:14
Textures 04:56
Loading 05:37
Xbox Series S Tech Specs 06:11
Xbox Series X Tech Specs 06:21
Technical dictionary:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
Facebook Group:
https://m.facebook.com/groups/14589692844998
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Bramble The Mountain King - Tech Analysis on Xbox Series X/S and PS5 - 4K
Analysis of performance and image quality of Bramble The Mountain King on Xbox Series X/S and PS5.
If you're interested in getting to know the game better, watch this video on a partner channel and see a little more running in the Xbox Series S:
Meu Series S gameplay: youtu.be/Kh1_fie6wB4
Index:
Intro 00:00
Frame Rate 00:17
Resolution 02:17
Reflections 03:52
Shadows 04:47
Textures 05:42
Loading 06:37
Xbox Series S Tech Specs 07:06
Xbox Series X Tech Specs 07:16
PS5 Tech Specs 07:26
Technical dictionary:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
Facebook Group:
https://m.facebook.com/groups/14589692844998
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The Legend of Zelda: Tears of the Kingdom - Tech Analysis on Nintendo Switch - mClassic On and Off
Analysis of performance and image quality of The Legend of Zelda: Tears of the Kingdom on Nintendo Switch with mClassic on and off.
Index:
Intro 00:00
Frame Rate 00:17
Resolution 04:17
Reflections 06:24
Shadows 07:37
Textures 08:50
Loading 10:04
Frame Rate 10:42
Resolution 14:42
Reflections 16:49
Shadows 18:03
Textures 19:14
Loading 20:27
Nintendo Switch Tech Specs 21:06
mClassic Tech Specs 21:16
Technical dictionary for this analysis:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
My Specs:
- Ryzen 5 5600
- 16 GB DDR4 3200
- Galax GTX 1080 Sniper White
- Elgato 4k60 Pro Mk.2
Facebook Group:
https://m.facebook.com/groups/14589692844998
3
views
Hogwarts Legacy Xbox One and Xbox Series Versions - Tech Analysis on Xbox Series S - 4K/FSR2
Analysis of performance and image quality of Hogwarts Legacy Xbox One Version and Xbox Series Version on Xbox Series S.
If you're interested in getting to know the game better, watch this video on a partner channel and see a little more running in the Xbox Series S and Xbox One:
Xbox Series S gameplay: youtu.be/-Qoibd_tixE
Xbox One gameplay: youtu.be/s78JolRJBvw
Index:
Intro 00:00
Frame Rate Part 01 00:17
Resolution 02:17
Reflections 03:57
Frame Rate Part 02 05:10
Shadows 07:10
Textures 08:24
Loading 09:37
Xbox One S Tech Specs 11:22
Xbox Series S Tech Specs 11:32
Technical dictionary for this analysis:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
My Specs:
- Ryzen 5 5600
- 16 GB DDR4 3200
- Galax GTX 1080 Sniper White
- Elgato 4k60 Pro Mk.2
Facebook Group:
https://m.facebook.com/groups/14589692844998
8
views
Street Fighter 6 - Tech Analysis on Xbox Series X/S and PS5 - 4K
Analysis of performance and image quality of Street Fighter 6 on Xbox Series X/S and PS5.
If you're interested in getting to know the game better, watch this video on a partner channel and see a little more running in the Xbox Series S:
Meu Series S gameplay: youtu.be/leqwRRFiAOE
Index:
Intro 00:00
Frame Rate 00:17
Resolution 01:59
Reflections 03:14
Shadows 04:09
Textures 05:04
Loading 05:59
Frame Rate 06:28
Resolution 08:09
Reflections 09:24
Shadows 10:19
Textures 11:14
Loading 12:09
Xbox Series S Tech Specs 12:38
Xbox Series X Tech Specs 12:44
PS5 Tech Specs 12:50
Technical dictionary:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
Facebook Group:
https://m.facebook.com/groups/14589692844998
6
views
Ghostwire: Tokyo Tech Analysis on Xbox Series X/S and PS5 - RT / FSR / 4K
Analysis of performance and image quality of Ghostwire: Tokyo on Xbox Series S, Series X and PS5.
Index:
Intro 00:00
Frame Rate – Quality Mode Analysis 00:41
Resolution Analysis 02:41
Frame Rate – Performance Mode Analysis 06:51
Reflections Analysis 08:51
Frame Rate – Quality HFR Mode Analysis 11:54
Shadows Analysis 13:54
Frame Rate – Performance HFR Mode Analysis 16:58
Textures – Resolution Analysis 18:58
Frame Rate – Quality HFR Mode (V-Sync) Analysis 22:01
Loading Analysis 24:01
Frame Rate – Performance HFR Mode (V-Sync) Analysis 24:30
Technical dictionary:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
Facebook Group:
https://m.facebook.com/groups/14589692844998
26
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Resident Evil 4 Remake Analysis on Xbox Series X/S and PS5 - RT / FSR / 4K
Analysis of performance and image quality of Resident Evil 4 Remake on Xbox Series S, Series X and PS5.
Index:
Intro 00:00
Frame Rate - Resolution Mode (RT ON) Analysis 00:41
Resolution - Resolution Mode (RT ON) Analysis 02:41
Reflections - Resolution Mode (RT ON) Analysis 03:56
Shadows - Resolution Mode (RT ON) Analysis 04:51
Textures - Resolution Mode (RT ON) Analysis 05:46
Hair Tech - Strands Off Analysis 06:41
Loading Analysis 07:01
Frame Rate - Frame Rate Mode Analysis 07:30
Resolution - Frame Rate Mode Analysis 09:30
Reflections - Frame Rate Mode Analysis 10:45
Shadows - Frame Rate Mode Analysis 11:40
Textures - Frame Rate Mode Analysis 12:35
Hair Tech - Strands On Analysis 13:30
Frame Rate - Resolution Mode (RT OFF) Analysis 13:50
Resolution - Resolution Mode (RT OFF) Analysis 15:50
Reflections - Resolution Mode (RT OFF) Analysis 16:40
Shadows - Resolution Mode (RT OFF) Analysis 17:17
Textures - Resolution Mode (RT OFF) Analysis 17:53
Technical dictionary:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
Facebook Group:
https://m.facebook.com/groups/14589692844998
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Guilty Gear -Strive- Analysis on Xbox Series X/S and PS5 - 4K
Analysis of performance and image quality of Guilty Gear Strive on Xbox Series X/S and PS5.
Index:
Intro 00:00
Frame Rate Analysis 00:41
Resolution Xbox SS Analysis 02:24
Resolution Xbox SX Analysis 02:49
Resolution PS5 Analysis 03:14
Shadows Xbox SS Analysis 03:39
Shadows Xbox SX Analysis 03:58
Shadows PS5 Analysis 04:16
Textures Xbox SS Analysis 04:34
Textures Xbox SX Analysis 04:53
Textures PS5 Analysis 05:11
Loading Analysis 05:29
Frame Rate Analysis 06:03
Resolution Xbox SS Analysis 07:46
Resolution Xbox SX Analysis 08:11
Resolution PS5 Analysis 08:36
Shadows Xbox SS Analysis 09:01
Shadows Xbox SX Analysis 09:19
Shadows PS5 Analysis 09:38
Textures Xbox SS Analysis 09:56
Textures Xbox SX Analysis 10:14
Textures PS5 Analysis 10:33
Loading Analysis 10:51
Technical dictionary:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
Facebook Group:
https://m.facebook.com/groups/14589692844998
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