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Forums - Gaming Discussion - Unreal Enigne 4 demo on smartphones (nexus 5)

famousringo said:

In that case, you're just full of it.

Apple's A7 chip benchmarks in the ballpark of a dual core Sandy Bridge i5 from 2011.

The Xbox CPU was a P3-based celeron processor from circa 2000. That's what, six generations of Intel behind?

You want to talk about memory bandwidth? Xbox has a theoretical 6.4 GB/s, the same as an A5 SoC two mobile generations ago.

The flash-based storage in a mobile device will stream data faster than any optical drive I know of, and far faster than the DVD drive that shipped in the xbox.

Even with the "bare metal" advantage, there is no meaningful metric by which the Xbox outperforms current mobile hardware. The 50 enemies and large game worlds that get you so excited are feats of software engineering, not hardware muscle. They are possible because game designers decided to spend their processor and memory budget on more characters and a larger game world rather than high-rez textures. The limiting factor is development resources, not any kind of compute "power."



Lol

You could have saved time and energy by just saying: GTA San andreas..



 

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NiKKoM said:
famousringo said:

In that case, you're just full of it.

Apple's A7 chip benchmarks in the ballpark of a dual core Sandy Bridge i5 from 2011.

The Xbox CPU was a P3-based celeron processor from circa 2000. That's what, six generations of Intel behind?

You want to talk about memory bandwidth? Xbox has a theoretical 6.4 GB/s, the same as an A5 SoC two mobile generations ago.

The flash-based storage in a mobile device will stream data faster than any optical drive I know of, and far faster than the DVD drive that shipped in the xbox.

Even with the "bare metal" advantage, there is no meaningful metric by which the Xbox outperforms current mobile hardware. The 50 enemies and large game worlds that get you so excited are feats of software engineering, not hardware muscle. They are possible because game designers decided to spend their processor and memory budget on more characters and a larger game world rather than high-rez textures. The limiting factor is development resources, not any kind of compute "power."



Lol

You could have saved time and energy by just saying: GTA San andreas..


He already admits mobile is a match for PS2, so that wouldn't have made the point.



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NiKKoM said:

Above is a video of environments rendered on a Google Nexus 5 smartphone powered by the Qualcomm Snapdragon 800 processor. The graphics are stunning and it’s hard to believe that we will find these sorts of experiences on a mobile or tablet device.

http://gamemob.com/articles/epic-games-shares-a-demo-of-unreal-engine-4-on-a-nexus-5-its-unreal/

Doooom.. you (handheld) console peasants are doomed!


Having seen KillZone on Vita, this doesn't surprise or impress me in the slightest. Even less so when you realise your thumbs will be obscuring half the view. :P



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TomaTito said:

In the end they really are going to scale it for mobiles and not WiiU.

Sadly thats quite true.



Looks pretty nice for a mobile game... having said that, it wasn't really a game. I'm sure a full game running everything that goes with it won't look as good as those static demo levels.

Then again, such things will improve in time. I only wonder how many devs will really use that power to make 'actual' games, instead of $0.99 five-minute tap-to-win 2D throwaways.



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famousringo said:
VanceIX said:
famousringo said:



So when you say the word "power," what you really mean is "man-hours of design and programmer work?" Because nobody is going to think that's what you're talking about when you say "power."

By "power", I mean the hardware's ability to perform tasks in the game that result in the wholeness of the game. Power =/= graphics. What's the point of that great resolution output and textures when the game is severely limited in terms of enemy A.I, world design, and tasking? In games like Halo 2, you could have 50+ enemies on the screen, each doing their own thing, in a map that is probably bigger than all of Nova 3. Some games have tried and come close to the quality of Xbox and PS2 games (Ravensword is one of them), but small things like huge load times due to being able to display only a small part of the world at a time hold them back. 

In that case, you're just full of it.

Apple's A7 chip benchmarks in the ballpark of a dual core Sandy Bridge i5 from 2011.

The Xbox CPU was a P3-based celeron processor from circa 2000. That's what, six generations of Intel behind?

You want to talk about memory bandwidth? Xbox has a theoretical 6.4 GB/s, the same as an A5 SoC two mobile generations ago.

The flash-based storage in a mobile device will stream data faster than any optical drive I know of, and far faster than the DVD drive that shipped in the xbox.

Even with the "bare metal" advantage, there is no meaningful metric by which the Xbox outperforms current mobile hardware. The 50 enemies and large game worlds that get you so excited are feats of software engineering, not hardware muscle. They are possible because game designers decided to spend their processor and memory budget on more characters and a larger game world rather than high-rez textures. The limiting factor is development resources, not any kind of compute "power."

In theory, mobile platforms smash Xbox and PS2. iPad and iPone, however, have hardware resources dedicated to running the OS for the majority of the time. Much of the processing power is completely theoretical and unsustainable- battery management and overheating are big concerns. Sure, if you want to go into the theoretical side Xbox is inferior. But it can devote 100% of its hardware to gaming, without fear of battery management or running a OS, which limit the hardware potential of mobile devices. You think companies wouldn't try to make console-par graphics if they could? They do. Some mobile games had budgets that easily eclipsed the average PS2 or Xbox game, but it makes no difference because the performance is simply unsustainable. It is catching up fast, as seen by studios like Rockstar, but for now they are inferior as pure game consoles, hardware and software wise.



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Xbox One - PS4 - Wii U - PC

This is probably achieved by overclocking ... As for the Tegra K1 I don't believe a single good thing will come out of it considering Nvidia over hyped the shit out of it's predecessors and it performed nothing like it demoed.



Would be nice to see how the engine copes with human animation and the level of detail they could achieve on more organic geometry.



famousringo said:
NiKKoM said:



Lol

You could have saved time and energy by just saying: GTA San andreas..


He already admits mobile is a match for PS2, so that wouldn't have made the point.

X-com.. Should have mentioned that one as a 360 port with good AI.. I actually prefer the ipad version above the console one



 

Face the future.. Gamecenter ID: nikkom_nl (oh no he didn't!!) 

NiKKoM said:
famousringo said:
NiKKoM said:



Lol

You could have saved time and energy by just saying: GTA San andreas..


He already admits mobile is a match for PS2, so that wouldn't have made the point.

X-com.. Should have mentioned that one as a 360 port with good AI.. I actually prefer the ipad version above the console one

X-Com isn't exactly a power-hog. The original Xbox could probably run it, if not the PS2





                                                                                                               You're Gonna Carry That Weight.

Xbox One - PS4 - Wii U - PC