I think this demo is misleading and not so impressive for few reasons:
1- The assets are totally way above what a game will get. That is for sure. In other words, another round of unrealistic graphic demos for new gen console launch that will never materialise in shipped games...
2- 1440P with stutter (I estimate FPS between 22 and 30 in this demo) and dynamic resolution. Really ? it screams "hardware alreasdy maxed out"
3- Where is Ray tracing ? nowhere of course, because the load is already too much for the crippled PS5 RDNA2 GPU. EPIC made a smart choice with matt assets everywhere and no reflective surfaces. Again, the hardware can't handle much more.
Conclusion is by end of the year, any gaming PC with Ampere will run circles around the consoles and it's sad... Imagine how much, at mid life console, in 2-3 years, these toys will be behind 5nm MCM Hopper or RDN3... yeah... sad really sad
The things being demoed is a
not only about TFLOPs and graphics performance.
One of the highlights was that PS5 can stream compressed movie quality assets directly without any pop ins because it has
specialized decompression HW which PCs do not have currently and the trememdous BW coming out of the storage architecture.
Ampere or anything cannot run around circles on this because it is not the GPU that is the bottleneck.
Comment from Sweeny himself.
Sony is pioneering here with the PlayStation 5 architecture. It's got a God-tier storage system which is pretty far ahead of PCs, bon a high-end PC with an SSD and especially with NVMe, you get awesome performance too."
This demo previews two of the new core technologies that will debut in Unreal Engine 5:
Nanite virtualized micropolygon geometry frees artists to create as much geometric detail as the eye can see. Nanite virtualized geometry means that film-quality source art comprising hundreds of millions or billions of polygons can be imported directly into Unreal Engine—anything from ZBrush sculpts to photogrammetry scans to CAD data—and it just works. Nanite geometry is streamed and scaled in real time so there are no more polygon count budgets, polygon memory budgets, or draw count budgets; there is no need to bake details to normal maps or manually author LODs; and there is no loss in quality.
There are many other things mentioned by EPIC so you can read it yourself.
Dude, we do not know what actual hardware this was running on. We don't know the frame rate, because its a youtube video. You conjecture regarding Ray Tracing is just that, no details were given.
And pending tomorrows announcement, everything is pointing at Ampere being HPC only (including Titan). And one would hope that a video card that cost 3-4 times MORE than a console would be faster.
The HW its running is on PS5, that is the official statement. Other than that other things are not known.
But it is planned for early 2021 so the devs need time to tune it for better performance.
PC can take the cue from this console innovation.