PS5 new ray tracing technology long analysis: Can the next-generation host stand up?

Digital Foundry brings an analysis video about PS5 ray tracing technology. With the nearly 30 games announced at the PS5 conference last week, Sony showed and discussed a lot of content, and clearly mentioned that "ray tracing" was also demonstrated in many games on PS5. This time we will look at this in the future. The exact nature of the ray tracing effects demonstrated in various games at the PS5 conference, how they work, and what to expect from PS5 future games.

PS5 optical tracking technology analysis

Real-time triangle ray tracing
has only begun to appear in games in the past two years. Based on the predecessors of these games, PS5 game developers were able to demonstrate the ray tracing effect in this press conference in such a short time. It should be emphasized that ray tracing is still a relatively new technology both in hardware and software. So far we know that there should be six games on PS5 that support ray tracing, considering the large and complex ray tracing performance overhead Sex, this is already a good progress.


PS5 new ray tracing technology long analysis: Can the next-generation host stand up?

The light chasing technology of "Control"

We quickly learned after Nvidia released the RTX graphics card two years ago that even the most powerful graphics card, the RTX 2080 Ti, only uses native resolution ray tracing reflection, which will greatly reduce your frame rate. Others like ray tracing Although the effect of shadow is not as good as reflection, it still eats frames. In contrast, the GPU performance of XSX or PS5 is still weaker, so to maintain a higher resolution and frame number, developers have to be more clever in the use of ray tracing, so the developers at our club last week What about the ray tracing shown?

PS5 new ray tracing technology long analysis: Can the next-generation host stand up?

"GT7" game screen

PS5 new ray tracing technology long analysis: Can the next-generation host stand up?


PS5 new ray tracing technology long analysis: Can the next-generation host stand up?


PS5 new ray tracing technology long analysis: Can the next-generation host stand up?

Starting with "GT7", this game is obviously using ray tracing reflection. It is used on many surfaces and the body itself in the game. A good example is the body here. Although cube maps can also reflect the scene in real time, many racing games like Forza Motorsport: Horizon do this, but technically their reflection is wrong and they cannot reflect themselves. In the GT7, the body can see peripheral reflections that are not visible in the field of view, as well as the reflection of the vehicle on itself.

For a racing game, I think ray tracing reflection is helpful to make the body material appear more realistic. The vehicle has to reflect the scene off the screen, as well as its own reflection, so that metal and car paint and other shiny materials will not glowing or incorrectly reflected content, ray tracing reflection greatly enhances the material type in racing games.

PS5 new ray tracing technology long analysis: Can the next-generation host stand up?

The trailer also use ray tracing reflection on transparent materials like glass. The performance cost of using light tracing on transparent surfaces is often larger than that of non-transparent surfaces. There are also cool effects like rearview. The driver can be seen in the mirror, this should be the first time in this series.

PS5 new ray tracing technology long analysis: Can the next-generation host stand up?

Transparent material reflection of Control


PS5 new ray tracing technology long analysis: Can the next-generation host stand up?

From the experience on the PC, we all know that ray tracing reflection is a very special frame, so how do they achieve it on PS5? The first obvious optimization method is the internal resolution of the ray tracing reflection itself. Observing the reflection itself, the internal resolution is clear at a glance. Observing this edge in this scene, you can see the edge pixels without ray tracing reflection.

The width is 1, which is 4K resolution, and those edges with mirror closure caused by ray tracing reflection have a pixel edge width of 2, so the pixels with light-tracking reflection and non-light-tracking reflection are 1:4, which is 1080p, which means that the ray tracing reflection edge resolution is 1/4 of the native resolution.

One thing that makes me curious is that the moving edges in these reflections have jagged lines themselves. Whether the actual reflection resolution is lower than 1080p? This lower resolution will have a negative impact on any edges with a high degree of specular reflection. For example, the details on the front of the car here seem to have a lower resolution than the surrounding scene.

PS5 new ray tracing technology long analysis: Can the next-generation host stand up?

In the real world, unless the reflective surface is a perfect mirror, the slightly rough surface reflection will become more diffuse or blurred according to the position of the lens. To render this kind of glossy reflection, more light needs to be traced to create a softer part of the reflection, and the coloring of this surface is more complicated. The solution to this problem is to choose not to calculate this at all even for screen space reflection, but post-processing plus a blurry filter. Although reflection does not conform to the laws of physics, it can still achieve reflection of different materials with lower performance overhead. All Decima engine games do this in screen space reflection, as in Morgan Mcguire's dynamic diffuse global illumination paper. As described, ray tracing reflection can also be done in this way.

PS5 new ray tracing technology long analysis: Can the next-generation host stand up?

Looking closely at the ray tracing reflections of "GT7" here, you can notice that all the reflective surfaces have the same sharpness. They do not change the sharpening level according to the type of individual materials, but instead use a uniform sharpness , Which makes me think they used similar optimization methods here.
 
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