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dahuman said:

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.

You are talking about API... the DirectX in consoles didn't have all the overhead than PC have... the same if we use OpenGL on consoles... the API have to be molded to works close to metal with specifics functions for the consoles.

And the middleware have optimizations to consoles too... use a API with less overhead than PC... when you compile the code the result binary have direct access to hardware in console and not in PC... that's the what the middleware do... you made global code but when you copile it the middleware the advantages of the consoles to the final binary (of couser it use the advantages of the PC too).

The middleware can output especifics binary for 64bits or specifc CPU/GPU too... but in PC you have a lot of hardware options so the middeware generate a common binary that works for every CPU/GPU combination... in this case the binary don't use all the new instructions or features presents in the news CPUs/GPUs.

The games in PC could run way way way way better than what you see if you fixe a specific CPU/GPU/Hardware.