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Team Asobi Says Astro Bot Pushed PS5 Processing Power "To Its Limits"

Guilty_AI

Member
And yet the info in the tweet suggests optimisation - beyond starfield's lower particles or slowing down the simulation in the background - was needed, more like the problem Minecraft has when frame-rate tanks because it is CPU, Memory or CPU to GPU bandwidth bound
"Optimisation" can mean n things, and from where the hell you're taking that starfield is using particles for these objects? Its very obviously not, otherwise they'd be clipping left and right and would be rotating without any sense. Its very clear they're physics objects.
 

PaintTinJr

Member
"Optimisation" can mean n things, and from where the hell you're taking that starfield is using particles for these objects? Its very obviously not, otherwise they'd be clipping left and right and would be rotating without any sense. Its very clear they're physics objects.
There's a typo, I meant lowering (not lower) particles, and I'm using the term particle vaguely to cover that they're geometry instances.

The amount of particles in the starfield hack is arbitrarily chosen against hardware performance in a regular grid of all things, and the updates to the simulation are dependent on performance - from what I can see in the video - with particles further from camera simulated slower to stay within performance.

Astrobot's sponge situation is completely different given the camera, the main character animation model, character movement and fx all change , as does the environmental fx as the water is used and wears off so can't be optimised by less particles or slower simulation in the background.
 
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Thanati

Member
GAF:
kZ6tMXL.jpeg
Didn’t you know that the armchair game developers know more than the actual developers?
 

Azelover

Titanic was called the Ship of Dreams, and it was. It really was.
The game is pure eye candy. In fact it felt like they were desperately looking for things to show off the capabilities of the hardware at times. Cans, dancing flowers. There was a lot of gimmicky things to show off power, most of it unnecessary..
 

Guilty_AI

Member
There's a typo, I meant lowering (not lower) particles, and I'm using the term particle vaguely to cover that they're geometry instances.

The amount of particles in the starfield hack is arbitrarily chosen against hardware performance in a regular grid of all things, and the updates to the simulation are dependent on performance - from what I can see in the video - with particles further from camera simulated slower to stay within performance.

Astrobot's sponge situation is completely different given the camera, the main character animation model, character movement and fx all change , as does the environmental fx as the water is used and wears off so can't be optimised by less particles or slower simulation in the background.
No it isn't and nothing in the video suggests that. If you mean the part where the milk packages seem to stop in the air, thats due a gravity power the player uses moments before.

And i used these videos to compare the parts of astrobot with many objects on-screen, not the water physics. And even then, nothing of what you brought up is relevant to performance. The main and only thing that would hog performance in those scenes is the amount of water-particles on the scene, nothing else.
 
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PaintTinJr

Member
No it isn't and nothing in the video suggests that. If you mean the part where the milk packages seem to stop in the air, thats due a gravity power the player uses moments before.
No I was noticing it in the last video of the hack when they were falling at distance and down the side and
And i used these videos to compare the parts of astrobot with many objects on-screen, not the water physics.
I mean this is in an Astro Bot thread about a technical tweet about the water physics so I'm pretty sure you did make that comparison, but if that's what you are saying now, then yeah, but objects on screen in Astro Bot isn't impressive in of itself, and I don't generally find shallow instancing like the toilet rolls impressive so it is a moot point you were making IMO.
And even then, nothing of what you brought up is relevant to performance. The main and only thing that would hog performance in those scenes is the amount of water-particles on the scene, nothing else.
You are completely wrong the whole engine is in lockstep in multiple ways between CPU and GPU because the way the sponge fx being trigger impacts some many things in the engine and the tweet says as much IMO, but whatever.
 

ArtHands

Thinks buying more servers can fix a bad patch
Equivalent of “some of my best friends are PS5s”… who said this was “visually” the top end of what the console can do? You keep trying to spin this into negative news or find a negative point here. You do you…

The developer literally said they have pushed the PS5 hardware to its very limit here. Their words not mine. If you have any unhappiness, direct at them.
 

Three

Member
Little Big Planet was fully physics based on PS3.



Nobody talked about it back then.

Nobody talked about LBP? Like what are you talking about. It was one of the biggest PS3 games (its physics were in 2D and the game 30fps ). Nobody is saying Astrobot invented physics if that's what you're getting at.
 
The game is pure eye candy. In fact it felt like they were desperately looking for things to show off the capabilities of the hardware at times. Cans, dancing flowers. There was a lot of gimmicky things to show off power, most of it unnecessary..


It's quite necessary since it adds to immersion. Astrobot is fun because it's the opposite of games with realistic graphics but no environmental interaction like Horizon or Hellblade.
 
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