‘Graphics Will Keep Improving’ On PS4/Xbox One, More Photorealistic Characters By End of Cycle

“We will see studios learning how to best leverage the new technology over the course of its life cycle,” says Wesley Adams, Games Industry Marketing Specialist at Autodesk.

Posted By | On 29th, Apr. 2014 Under News | Follow This Author @GamingBoltTweet


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Autodesk’s Maya is a software application used to generate 3D assets for use in movies and game development architectures. In order to know more, GamingBolt recently got in touch with Wesley Adams who is the Games Industry Marketing Specialist at Autodesk.

Given that Maya has been around for a while, we asked Wesley how will developers will take advantage of it on the PS4 and Xbox One and whether the the combination of the latest iteration of Maya along with the new consoles result into superior character models?

“Developers have already been taking advantage of Maya and 3ds Max for next-gen work for quite a few years, now. Since AAA games take a long time to make, we’ve had customers working with previous versions of our software: customizing, tweaking, and building in-housetools for a while now. The 2015 releases of Maya and 3ds Max definitely bring some important updates to the table for AAA developers,” Wesley explains.

Wesley believes that similar to last gen, the best looking games on PS4 and Xbox One will come at the end of the console cycle. “Much like with the last generation of consoles, I think we will see studios learning how to best leverage the new technology over the course of its life cycle, and graphics will keep improving, whether it’s from increased poly-count or some other artistic technique. I think we’ll really see more photorealistic characters by the end of the cycle,” he said.

Do you agree with with Wesley’s views? Let us know your thoughts in the comments section below.

This is just a snippet of our interview with Autodesk and we will have more in the coming days.

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  • GHz

    ” or some other artistic technique. ”
    Read more at http://gamingbolt.com/graphics-will-keep-improving-on-ps4xbox-one-more-photorealistic-characters-by-end-of-cycle#BDYUqP8xx6KoyKyM.99

    OH do tell :D…bring on the new graphic engines already :D…These old ones do not exploit true next gen hardware. If all what MS has been saying is true, we’re in for a treat 😀

    • Guest

      “These old ones do not exploit true next gen hardware” Utter
      nonsense. On-die caches and DMA registers have been used for years in
      hardware.

      “If all what MS has been saying is true” MS hasn’t been saying what you’re claiming, it’s fanboy conspiracy theories. There’s no magical special sauce.

    • GHz

      On-die caches and DMA registers <—PLease, break that down to me and how it relates to unreal engine 4, or cryteks new engine.

      Can the current COD, Tomb Raider, Assassin Creed, graphic engines do advance realtime ray tracing?

      With new hardware comes new software to support what that hardware can do.

      As far as MS claims. A simple google will lead you to a wealth of info on what they claim XB1 can do. Why hear it from me when you can hear it from the horses mouth.

      And for the record, don't you ever call me a fanboy. I'm nothing like you.

    • Cinnamon267

      “Can the current COD, Tomb Raider, Assassin Creed, graphic engines do advance realtime ray tracing?”

      Nothing can, right now. Well, things like Bridage exist, but the hardware and software is still a ways off from being sold to the consumer.

    • GHz

      Hence the reason I say we need new graphic engines to take advantage of the “supposed” next gen hardware in XB1.

      In the beginning I said, ” If all what MS has been saying is true, we’re in for a treat :D”

      why would I say that? because MS said this @ GDC 2014…

      “We definitely talk about all kinds of interesting things, which we could be driving into the hardware, obviously ray tracing is one of them, there was just a recent announcement about hardware accelerated ray tracing, but there are other possibilities and other opportunities which we’re looking at about what we can do, we have projects which will benefit from some of these technologies greatly.”

      And before that Phil said this on twitter…

      @7kayhan @albertpenello We've done experiments with Realtime Raytracing. A ton of potential with this tech, amazing visuals.— Phil Spencer (@XboxP3) March 1, 2014

      Even before that, there was a rumor announce by a dev about what XB1 does better than the PS4, and claimed that “IF” games were to be created in that fashion, then the XB1 would have the upper hand.

      “Let’s say you are using procedural generation or raytracing via parametric surfaces – that is, using a lot of memory writes and not much texturing or ALU – Xbox One will be likely be faster.”

      http://www.ign.com/articles/2013/09/13/playstation-4-and-xbox-one-performance-compared-by-devs#comment-1044599875

      So to sum it all up, MS claim that XB1 does Ray tracing, which is supported by a an anon dev back in SEPTEMBER 13, 2013.

      If pple are quick to believe all positive news or rumors about PS4, shouldn’t they at least entertain positive news about the XB1, especially if it is backed up officially by MS reps?

    • Cinnamon267

      You can make anything do ray tracing, almost. How well does it do it, though? All the demonstrations Brigade are running on 680’s and Titans. An order of magnitude ahead of either console. Better put, the consoles couldn’t dream of doing anything that Brigade is doing. Even with the cloud you’re limited by what you can do due to the simple fact that latency is inherent in everything with the Internet. If you’re one of the lucky few who will be close to the data centre with a fast connection, you should have an OK time.

      Sure, you can entertain it and then facts drag you back down to reality. And, they didn’t claim XB1 does ray tracing. In response to the question Phil Spencer didn’t even mention the Xbox One and only said “experiments”. Software companies do experiments all the time. Good for them. Tell me who many times they materialize into something a consumer can buy and look at?

      And, your quote from GDC is missing a vital piece of information: Holecek did say that the company was considering it, but it won’t be with DirectX 12.

      “NOT AS A PART OF DX12, we definitely talk about all kinds of
      interesting things, which we could be driving into the hardware,
      obviously ray tracing is one of them, there was just a recent
      announcement about hardware accellerated ray tracing, but there are
      other possibilities and other opportunities which we’re looking at about
      what we can do, we have projects which will benefit from some of these
      technologies greatly.”

      Who knows when they’ll do it, but they know it isn’t happening any time soon. Quite a few years away. It is also not happening on an Xbox One. That’s obvious, though.

    • GHz

      “You can make anything do ray tracing, almost. How well does it do it, though?”

      I’m pretty sure they’re not talking about the simple stuff. It wouldn’t be worth asking if it was approached in your point of view.

      GDC quote is the most important i think. I didn’t mention the dx12 part because it seems that they have options in regards of how they can approach it or accomplish it. dx12 is not one of them but there are other ways, techniques that can be used to achieve it….ending with, “we have projects which will benefit from some of these technologies greatly.”

      I can really push the rumor quote, but the only reason I mentioned it was because everyone entertains good ps4 news, and here it is while bigging up the ps4, he happens to mention XB1 ability to do ray tracing. Shrugs* Oh well we’ll see. We’ll see it in the games if it’s all true.

    • ps4lol

      Same old delusional, constantly wrong misterxcultist doomsday prophecies. Just wait for E3, GDC, and NDAs lifted, you’ll be sorry! Like some bonkers cult suggesting dates of the end of the world. Dates that forever change to keep their followers in check.

      PS4 will have better performing games for the entire generation as it has more powerful hardware, you can’t overcome a hardware gap with better drivers/SDKs. Any game running on Xbox One can be run with better framerate/resolution/visual effects on PS4.

    • ps4lol

      Yes you’re dealing with yet another deranged misterxcultist conspiracy theorist. They’re pretty much confirmed nuts at this point.

    • Gamez Rule

      Microsoft Considering Hardware Accelerated Ray Tracing But Not With DirectX 12.

      Director Ales Holecek was asked if the company has plans for it, and he responded that the company is looking into the tech, but it won’t be part of DirectX 12

      “((( Not as a part of DX12 ))), we definitely talk about all kinds of interesting things, which we could be driving into the hardware, obviously ray tracing is one of them, there was just a recent announcement about hardware accelerated ray tracing, but there are other possibilities and other opportunities which we’re looking at about what we can do, we have projects which will benefit from some of these technologies greatly.”

      Link = ( http://bit.ly/1mgm1UK )

    • ps4lol

      They “considered” advanced realtime raytracing in the same way someone would “consider” trying to breathe underwater without scuba gear.

    • GHz

      “So DX12 will not help do Realtime Raytracing, but the ( Cloud ) might be able too do so in years to come from what I can tell from that tweet.”

      Yeah, the person asked whether ray tracing is doable via xbox live cloud in a few years. The answer he got was that MS HAD ALREADY DONE experiments with REAL TIME RAY TRACING. In other words, we’ve actually done it, we’ve already experimented with it and the result was a ton of potential, amazing visuals.

      Fast forward to GDC, we learn something new, and that is, there are a few ways MS can do ray tracing. The rep also said that they have projects that can benefit greatly from some of these other ways.

      He said “HAVE”, not “had” or “will have”, but “HAVE”.

      If I say have something for you, how would you translate that? If said I had somethin etc..or I will have something etc…how would would you translate each claim?

      Then he continued “which will benefit from some of these technologies greatly.”

      Basically he is telling us that THERE WILL be a benefit. That’s plain english. That means he had seen it applied and saw the results of the application. That’s why he’s so sure about it.

      The projects will benefit greatly from some of these technologies.

      Some means more than. So they have more than one way in how than can accomplish this.

      So again I say, If what MS is saying is true (because we don’t know until we see it) we as gamers are in for a treat!

      If it’s true, what I’m hoping is that the tech can be used in the ps4 as well. I mean we’ll see, being that the tech don’t have anything to do with DX12. 🙂

    • Gamez Rule

      Lots of companies have experimented with Realtime Ray-tracing ( but you seem to make it out that it’s a MS thing ) from where I’m sitting. NVIDIA Kepler real-time raytracing demo at GTC 2012 ( remember that one )

      Fact is DX12 will not do it, Azure is not finished yet to do it, and cloud ( MIGHT ) be able to do it ( in years to come ) * No time frame added* and nothing confirmed either.

      So from where we stand right now Realtime Ray-tracing is not possible on Xbone.

    • GHz

      “Lots of companies have experimented with Realtime Ray-tracing”

      Absolutely! Companies like Nvidia had made good progress and we are all hoping that the tech will be available in one form or the other sooner than later. the more companies doing research, the better I think.

      “( but you seem to make it out that it’s a MS thing )”

      How you came to that conclusion I have NO idea. I cited MS qoutes for a reason. Me putting the spotlight on their choice of words was for discussion purposes. What I’m saying is, if those quotes were part of a contract, their choice of words would be interpreted as is, not what we want to believe they mean. So either they mean what they said, or poor choice of words. And as we all know, MS PR’s are not good with words.

      Anyways, none of us here are engineers nor devs so all we can do is wait & see. But Like I said, I was attempting to put MS on the spot for their choice of words, and was trying to encourage a good convo about it.

    • ps4lol

      Conspiracy theorist crank trying to take PR nonsense out of context to suggest Xbox One has some massive hidden hardware power in it.

      Go back to misterxmedia’s blog and stay there, and take your paranoid schizophrenia pills while you’re at it.

      PS4 will have better performing games for the entire generation as it has more powerful hardware, you can’t overcome a hardware gap with better drivers/SDKs. Any game running on Xbox One can be run with better framerate/resolution/visual effects on PS4.

      If they’re both running at the same resolution the Xbox version will have lower framerate and/or visual effects, or the PS4 hardware isn’t being pushed.

      Xbox has memory size and bandwidth bottlenecks, weak GPU and GPGPU, only 16 ROPs, and OS virtualization overhead that all degrade gaming performance. Take your pick.

    • ps4lol

      LOL. There is no secret hidden hardware in the Xbox that needs “new engines” to activate, “advance realtime ray tracing” like on the Brigade engine on a 1.2tf GPU is ridiculous nonsense. Go back to misterxmedia’s blog and stay there.

      You realize you’re one of the few lunatics who think Xbox has some massive hidden power in it? No different than a crank who thinks free energy devices really work, Einstein was wrong, and reptiles are controlling the world’s governments.

      Thank god forums like beyond3d and neogaf exist where facts and knowledge can come to light, rather than the mentally ill ravings of misterxmedia cultists and cranks.

    • GHz

      Extreme derp, you’re one creepy dude SMH. You probably kill cats n other small animals in your spare time or something. You’re just plain creepy. How you stalk people online, and how you find pleasure in trying to make people feel uncomfortable is sickening and changing your name don’t hide you. You’re that ugly inside. Leave us gamers alone & go play in quicksand, or a tar pit. There is no value in you. O_O

    • ps4lol

      You’re a special class of microsoft fanboy, the paranoid schizo misterxmedia cultist.

      How does it feel being constantly wrong and delusional all the time?

      Wait for the esram dx12 move engine cloud special sauce, Xbox is really more powerful!!1

      Wait for titanfall tier 2 price drop China more countries, Xbox will outsell PS4!!1

      It’s kind of sad how you keep grasping at delusional straws and failing over and over again.

  • incendy

    This will always be the case. Optimization is the hardest part of code, it will always get better. You always keep learning how do to things better over time.

  • Kevin Kirby

    Cloud+Tiled Recourse+DX12 >>> Open GL

    • guest

      And wtf does that have to do with the article at hand? You’re a douche! And OGL>>>>Cloud+Tiled Recourse+DX12 you pathetic clown!

    • Flo

      I love how the console wars evolved. We went from fighting over the number of bits to the graphical APIs and stuff… Anyway, open software will always win, simply because it’s open.

    • Guest

      Only because ms fanboys are grasping at whatever straws they can.

    • Cinnamon267

      May I ask, do you know what tiled resources does? Curious to know. I read this a lot and people seem to think it is a silver bullet, astonished at how many people have no idea what it is and then bang on about it.

    • Gamez Rule

      ((((( Aljosha Demeulemeester, Graphine CEO confirmed to GamingBolt that Partial Resident Textures for the PlayStation 4 is aimed at doing the SAME THING as the Tiled Resources feature of DX 11.1+ using Granite SDK )))))

      “Sony has announced that Partially Resident Textures (PRT) is available for PS4. This is aimed at doing the SAME THING as the Tiled Resources feature of DX 11.1+. We sometime refer to both using the term ‘HARDWARE VIRTUAL TEXTURING”

      ( DX 11.2 Tiled Resources ) it’s nothing to shout about as the PS4 is already able to do the SAME THING nowadays. Tiled resources are not limited to Xbox One it is a feature in Open GL 4.4 and Direct X 11.2. PS4 uses OpenGL 4.4 and has a Direct X 11.2 capable card meaning it can do everything Xbone can do.

      Now as we know the consoles have different memories, one has unified memory while the other has embedded memory architecture.. Well guess what ( “That is actually not a problem, according to Aljosha. “Granite SDK indeed takes care of all the platform specific stuff and makes sure that you’re up and running quickly on both platforms”) So this alone shows that GDDR5 can be used on PS4 instead of eSRAM like used on Xbone.

      Tiled resources allows you to address more texture space than you can fit in RAM. What it doesn’t allow you to do is fit more textures in RAM.There’s no correlation between RAM size and virtual texture resolution as the limiting factor is bandwidth, IE RAM and storage.

      PS ( I wrote this on another article so Copy n Pasted ) from here

      http://gamingbolt.com/ps4-games-could-see-increased-visual-fidelity-lesser-load-times-granites-texture-streaming-detailed

    • Cinnamon267

      Preaching to the choir here, dude. I know what it does. I’m interested if the people who tout Tiled Resources as this magical thing even know what it does.

    • Gamez Rule

      Does he really believe that the 32MB of eSRAM in the Xbone console can store up to 6GB worth of textures alone at any one time?…..Doesn’t he think it’s impossible to have 6GB of uncompressed textures inside 32MB of RAM?

      So in easy terms to get his head around what was stated by us is that there’s no way the technology works that can turn the Xbones 32MB of eSRAM into 6GBs of texture data alone at any one time.

      32MB of eSRAM, can fit 32MB of textures to be accessed by the GPU at any given moment. Then the Xbone can swap out those textures for new ones so that the texture data isn’t static, but capacity is unchanged. Why can’t people not see that.

      Even tech people explained this.. “If you’ve cached a load of tiles in RAM, the bottleneck for tiled textures will be DDR3 > ESRAM, or rather DDR3 > GPU because you wouldn’t waste time and BW copying textures to eSRAM to read them again in the GPU. This meaning a 68 GB/s cap to texture bandwidth”

      As for PRT the Texture sizes are up to 32TB ( see pic ) Much bigger then 6GB he goes on about☺

    • ps4lol

      Not to mention developers desperately need that 32MB for the framebuffer.

    • Cinnamon267

      It seems he does. I had another response that is still pending with more facts. I don’t know what is taking the mods so long to approve it.

      He hasn’t provided any facts for his statements whilst I’ve provided quotes from MS and their own blog posts about what it is. He’s detached from reality. He can’t accept it.

    • Gamez Rule

      It’s sad really isn’t it that no matter what proof is laid out to explain certain people they ( the certain people ) cannot accept it.

      Well the truth is out there for others to benefit from that’s how I look at it☺

    • Kevin Kirby

      Yes I know exactly what it does. It allows for large sized textures to be used with much smaller amounts of ram. For example you could place 6gb of highly detailed textures only using in some cases as little as 16-20mb’s of memory. This is a dev tool that can work good with DX11.2 and will work obviously even better with the new DX12 coming out in 2015.

    • Cinnamon267

      Yeah, you really don’t know what it is. You don’t fit 6gb worth of textures into a space that small. It makes no sense from a technical standpoint.

      What it is doing is breaking the textures up into little tiles, around 64KB in size, and giving them a value. So, if a complete texture isn’t needed you don’t have the entire thing on the RAM. You are only seeing half the wall, so why do you have the entire texture on memory? You only need half.

      The demo you are referring to, I assume, is MS’s build conference where they had 6gb of texture data for the surface of mars, but they only were using 16mb to make up the scene because it was all they needed. But, that was the surface of mars with nothing on it and a game would be using much more memory. It had nothing to do with fitting 6GB of texture data into that small of a space. It makes no sense and I’m amazed people actually came to that conclusion. You should stop following Crapgamer and Misterxmedia. They don’t know anything.

      You shouldn’t be touting the importance of something when you don’t know what it is.

    • Kevin Kirby

      I gave you the quick answer but now I see you would like to have a technical debate no problem lets do this so I can school you,. Again I gave you the quick easy answer but lets go ahead and have this debate. Next question?

    • Cinnamon267

      Your “quick answer” was factually incorrect. What good would a “technical debate” be when you don’t know the technical details? Plus, what debate? I asked you if you even know what Tiled Resourced does and you showed you don’t and then responded in a super dumb and aggressive manner. Being wrong sucks, but don’t take it so personally.

      Like I said, you shouldn’t be touting the importance of something when you don’t know what it even is or is doing.

    • Kevin Kirby

      You can try to spin this all you want to try and make yourself look smart but the FACT is Tiled Resources is used for being able to crunch large amounts of textures into much smaller amounts of ram. And yes in theory you could conceivably stream 6gb’s worth of textures in as small as 32mb’s of ram like developers have suggested we will see on X1 using the ESRAM

    • Cinnamon267

      Your fact is wrong. Unless you can provide evidence for you, you should stop doing it.

      No. Tiled Resources is a method of rendering and texturing to create a scene using as little memory as possible. Here are quotes from MS’s own blog post about TR:

      “What if a game could avoid wasting this memory and bandwidth and instead just use the texel data it needs to render a frame?”

      :Games can apply the same concept to create virtual textures that are
      larger even than the entirety of GPU memory! In the Mars landscape
      example seen below, two texture cubes are used that are each 16384×16384
      texels per side, totaling over 3 gigabytes of texture data. With Tiled
      Resources the app is streaming only the specific pages it needs into
      physical memory.”

      Exactly what RAGE did with id tech 5. Take enormous sheets, in the case of RAGE they were 128k x 128k, break them into tiles, and stream the ones you need into memory whilst ignoring the rest because you don’t need it to make up the scene. Out of those 3gigs of texture data, they only needed 16MB to render the surface of Mars. If you don’t need everything on the memory, don’t use it. You don’t know what it is. Stop acting like you do.

      Oh, here is another quote:

      “It renders a 3D representation of the surface of Mars using several tiled texture cubes, dynamically streaming individual tiles as they are needed for rendering.”

      Like I said, if a complete texture isn’t needed, don’t have it on memory. You can stream the tiny amounts of data when you do actually need it.

      “And yes in theory you could conceivably stream 6gb’s worth of textures
      in as small as 32mb’s of ram like developers have suggested we will see
      on X1 using the ESRAM”

      No developer has suggested this because it isn’t true.

      Articles I got the quotes from so you can learn something today:

      http://blogs.windows.com/windows/b/extremewindows/archive/2014/01/30/directx-11-2-tiled-resources-enables-optimized-pc-gaming-experiences.aspx

      http://code.msdn.microsoft.com/windowsapps/Direct3D-Tiled-Resources-80ee7a6e

    • Kevin Kirby
    • ps4lol

      You have no clue what any of that means.

    • ps4lol

      Wrong

    • ps4lol

      You just proved you don’t know what you’re talking about. As if there needed to be any more.

    • Guest

      Keep dreaming.

  • ConkerBFD

    It’s the same statement since NES…

  • Dennis Crosby

    Yea everything will get better for both consoles but I hope graphic don’t get to photo realistic that will just be throwing fuel on the fire and that fire is the media blaming anything bad on video games

  • Vious

    was that a rhetorical question?

  • Jaedre

    Its common sense… If u ask me this article is pointless. If you didnt know this by now you must be living under a rock

  • JATF

    No offense, but anyone with a brain would know that the graphics would get better over time. This isn’t news.

  • datdude

    I am confused why articles that state the obvious need publishing.


 

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