ethomaz said:
Both API needs to be moded to works close to metal for consoles... in PC both have bad overhead... the DirectX for X360 is modified to works directly to hardware... it's the not the same version of the DX for PC... there are even more functions and difference documentation to use them. The libgm used in PS3 (and the new version for PS4) is like codding to metal... in this case better than OpenGL or DirectX to extract the full power of the hardware (better not easy lol... at least the PS3 libgm is not easy). |
First off, Where did the 360 come from? Who gives a fuck about what the 360 uses when we are talking about PC overhead?
Not to mention, I'm talking about games made with middleware, the games are not "coded to the metal" that way, they never are, it's always whatever version is there at the time so it depends on the engine devs and so the overhead would be larger for multiplatform titles where the advantage is somewhat lost, and that topic has nothing to do with the rendering libs.
I'm not even arguing that consoles are not more efficient because they are, I'm simply stating that you would only see some real difference in exclusives due to the nature of dependancy on middlewares since the 7th gen, and efficiency will only get you so far vs brute force since there is noway the PS4 can compete with the best PC currently on the market due to cost, PS4 is the better value for sure.








