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dahuman said:
Hynad said:
dahuman said:
TheJimbo1234 said:
dahuman said:
TheJimbo1234 said:
 

 



1) Silcon size is important. It tells allows you to get an estimate for the power of the chip, and then what other features it will have eg. bandwith, inbuilt AA features, resolution support etc. Resolution is a deal breaker. Anyone running a gaming PC will tell you this from experience. It also means less power goes into AA and more cna be placed on having prettier textures, shadows, more obejects and so on.

2) PS4 can run it....hence why it ran the more demanding U4 engine demo. No idea about the xbone, and the wiiU certainly can not.  As for the anology, that would be bandwidth. More traffic is not a problem is you have more lanes, something the PS4 has a brutal amount of.

 

 


Ok, well a few things with that demo. First off, what is it running on? Then you have the issue of falling between 24-30fps for realtively small scences, and then, most importantly, he never mentiones the WiiU but specifically mentions the ps4 and xbone for dx11 features, but mentions how they can turn them off for current consoles. I think it will be a case of dx11 for ps4, pc, xbone, and dx9 for the wiiu.

Because I'm totally not a PC gamer and not in the field and don't know what I'm talking about right? :P The size you listed is the process, not the actual size of the chip, and no, I don't think it will beat PS4 or Xbone by a long shot, I just know that the feature set isn't too different but there is a raw power difference, high->low settings if devs bother is about it, but I doubt they will.

The PS4 couldn't handle the real UE4 engine, nor can it run Samaritan at the level of that demo, which was more demanding than the UE4 demo, you got it reversed, and your analogy still doesn't work, as you can't dynamically change the amount of lanes you drive on like a sci-fi movie and that's what scalable engines or game creators can do. You make software makers sound like lazy idiots, which a lot of them actually are now that I think about it.....

 

The demo was partly PC and partly on Wii U, the PC one is the one with the higher FPS and the Wii U one is the 24-30FPS one, you can see the Wii U gamepad button at the 7 some minute mark. You'd get better lighting and better tessllation with DX11 level feature sets. Wii U doesn't have DX11, it's more DX10 level with a tessllator most likely, which would be just like DX11 but not as efficient, the difference would be settings, and they are most likely under NDA and can't really share tech info about the Wii U anyways, Nintendo is very asshole-istic about that.


The jury is still out on that samaritan demo... You're just assuming here. With proper optimization and probably some compromises, I wouldn't be surprised if it could run on the PS4.

And the demo they showed suring the reveal event wasn't fully optimized and Epic said they could have made it better if they had more time with the hardware.


Na, I'm not so unrealistic, the PS4 can't pump that amount of polygons to start with, they'd need to tone down a lot of stuff and lower the quality or disable some features. What Samaritan showed us was a lot of raw power, it was pretty ridiculous actually.

I also think they could have, I'm talking about the lighting engine epic ended up not using due to the processing power, that's why I said the "real" one. I think the post one can be improved and will look much better, but SVOGI is something the new consoles just can't handle.

You do know what card ran the samaritan demo and how much power the ps4 has right? That alone shows you are wrong, and this is without even looking into console optimisation which makes an enormous difference.

In response to your other reply: The size is the transitor size which determines the performance of the chip. Small trans = more trans = more power. High an low settings only go so far, and the power jump the ps4 and pcs (not stating xbone as the figures are not detailed enough) will open up many options eg. vast landscapes, huge number of objects rendered, advanced physics etc. You can't change those settings. You either have them or don't.

Woah woah woah, slow down with the U4 demo bashing. Firstly, it was not optimised and as I have said, this is massive on consoles. Actually Samaritan and U4 use the same power, so I don't understand why you are saying the former requires more. Erm, how much do you know about gpu architecture, because it looks like not much. You should realise that there is no need to dynamically change anything if you supply it with an absurd bandwidth to start with. This ability opens up the ps4 to a number of options that are not possible with the WiiU.

The part with the "press X" does not mean it is on a WiiU necessarily as that could be a default the devs have put into their game. Also 24-30 fps in relatively small scenes is poor and would be limiting to the game. No DX11 will really crew the WiiU over. This means no dynamic particles, limited fluid motion, no sunsurface scattering etc which are all currently the next big things in terms of graphics and are being used in many new games. This will make the WiiU look like the old CRT 28" tv trying to compete with a 38" LED tv aka pretty crap.