I'll pick it up when it's $2 on Steam, never reward a broken game, otherwise Publishers/Developers never learn.
Game needed another year of Dev time.
setsunatenshi said: is it safe to assume it's mostly CPU bound? this level of framerate should get it to be rejected at quality control stage... geez |
Yep. Deff CPU bound, just not across all cores.
fatslob-:O said:
Can't infer anything about the performance characteristics on consoles from the PC version ...
They'll be very disappointed about their findings once they test out the game on a GTX 1080 with the 6700K ...
The budget PC isn't delivering higher framerates than the X1 counterpart despite having an arguably much more well-rounded CPU ...
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It all comes down to the API's they used and how well threaded the game is.
There is also a threading bug where the game will overload a CPU core and become bottlenecked... And the solution is to restrict the game to one CPU core, obviously impossible on console, but the game has a bug where it will even bring down a $1000 CPU to it's knee's.
With that said... All 8 Jaguar cores are equivalent to a Core i3 @ 3ghz, which is more than capable of running the game if used right as the benches have shown.
On the PC the game is using Direct X 11, not Direct X 12 which has some advantages in regards to CPU performance, would be hilarious if it was also using Direct X 11 on the Xbox One and OpenGL on the Playstation 4, would explain allot.
drkohler said:
fatslob-:O said:
The game is a lot easier on the CPU than what digital foundry thinks ...
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Could be a case of programmers not being able to handle the 4core+4core cpu architecture of the consoles. Like threads on one Jaguar cache constantly invalidating the other's Jaguar cache. That pretty much kills performance. Or simply poor threading design.
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Except the console developers don't get to use all the CPU cores in these consoles, I feel like people on this forum forget that. You are limited to a 4 Core + 2 Core.
There are also ways around the cache invalidating each other, developers successfully did it on the PS3.
On the Xbox One it's a case of using the eSRAM like an L4 cache.
Cry Engine is fully capable of utilising every single CPU core you throw at it. With one Caveat, every Cry Engine game tends to stack allot of CPU tasks onto one CPU core, which isn't an issue on the PC considering how many orders-of-magnitude faster the CPU's are, but it's an issue when your CPU is equivalent to that of a Tablet.