There was a lot of discussion around the PS5 Pro and the thinking that went into its hardware and software improvements today from console architect Mark Cerny, who gave a presentation about the aforementioned topics and did interviews with press like Digital Foundry.
In the latter of those two, DF’s Oliver Mackenzie got to ask Cerny about Path-Tracing, a more advanced ray tracing method we’ve not really seen yet on consoles but is becoming more common on PCs where graphics cards can be half the size of a whole PS5, opening up a lot of doors that console’s can’t even find the keys to.
Mackenzie asked if, thanks to how the PS5 Pro seems to be better at handling divergent areas of ray tracing than the base PS5, we could see more path-tracing in games.
Insomniac’s director of core technology Mike Fitzgerald pointed out that even in games like Marvel’s Spider-Man 2, we’re seeing consistent and high quality ray tracing performance, and even in the areas where developers are hitting more divergent areas of ray tracing, they’re finding ways to cheat that divergence and gain back the performance lost.
Cerny added “I think path-tracing on PS5 Pro would be a little tricky to do, but I wouldn’t put it past the developers, there are some amazing, amazing engineers out there.”
Fitzgerald responded, “Sounds like a challenge.”
Source – [Digital Foundry]