By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Areaz32 said:
Pemalite said:

You don't need to?

Yes, you do if you want that same optimization potential.

Except all the optimization in the world hasn't done wonders for the Xbox One or Playstation 4. - Those consoles still cannot guarantee 1080P, 60fps with anything more than medium quality settings.

Areaz32 said:

The PS4 SOC IS punching above its weight significantly from comparable PC hardware. It is why most 3rd party devs aren't able to make a game that looks better than the first party games on the same system and even better on PC.

They are only able to make the game runs kinda bad on PS4 (in comparison to first-party titles) and then really well on PC. And that is because they have invested on a graphics architecture that has to just work reasonably well on a console while also working reasonably well on PC, and that results in PC always being better under those circumstances.

There is a reason why Quantum Break ran so poorly on PC, and that is because its engine was initially programmed to be highly optimized for the Xbox One hardware, and then the PC, in turn, had to run it in a very inefficient way.

The Playstation 4 SoC is doing absolutely nothing that I wouldn't expect out of a Radeon 7870. So... It's not punching above it's weight.

Areaz32 said:

There is a reason why Quantum Break ran so poorly on PC, and that is because its engine was initially programmed to be highly optimized for the Xbox One hardware, and then the PC, in turn, had to run it in a very inefficient way.

That is a bit of a fallacy that you assume just because one game runs poorly on one platform... That it must be highly optimized for another.

Here is the kicker... The majority of ports to Windows Store tend to be terribly bad.
Quantum Break however runs perfectly fine on my PC... And actually ran like Garbage on my Xbox One X months ago.


Areaz32 said:

I don't think you understand. It is the reality of the Windows OS and their graphics API's that are in the way of letting PC's utilize APU's the same way the console (not sure about Xbox's because they recently mandated all games be made for PC as well) API's make it possible. It is a question of design not processing power. If graphics engineers are able to pull off a certain feature for their engine by utilizing the highly unified structure of the console hardware, then they wouldn't be able to get the same performance on the equivalent PC hardware. Some features done in console games are simply not as efficient on PCs.

No. I don't think you understand.
The Xbox One is using a Monolithic OS that is derived from the Windows 10 Kernel. - It then has high level API's like Direct X 11 and 12 just like the PC.
It also has low-level API's for developers that wish to leverage those.
It's also running multiple Operating Systems in tandem... And gobbling up more Ram than a desktop OS.

It is also leveraging x86 PC hardware... And you somehow came to the conclusion it's a more lean implementation than what the PC offers? Common.

From a hardware perspective... There is not a single graphics feature that is done on the old and outdated console Graphics Core Next hardware that cannot be done on PC. None at all.
And all the talk of Unified memory, large ACE counts and all the other bells and whistles that have been championed from the last 5 years? Where is the advantage it is has provided over the PC? It just  hasn't materialized.

 



--::{PC Gaming Master Race}::--