ethomaz said:
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. |
See, this is what I'm talking about when I say you have reading comprehension problems, what made you think that I was even talking about what the 360 uses when we are not even on that topic? That came out from literally nowhere. On current PCs, OpenGL can be at least 20% faster than DirectX, but I take it that you didn't know that so you just jump to an entirely different thing as usual, stop that shit dood. I also already have mentioned that it depends on the engine devs to optimize the code for middleware games and that doesn't come close to what 1st party can offer, you are repeating what I already typed!








