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


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.

The PS4 is not more powerful than a 680 GTX even if optimization is considered into the equation(original demo ran on 2-3 580s.) To be able to run that demo, you'd need to tune things down for the PS4, that thing is not a magical box, we need to accept that at this point.

I'm talking about feature sets, you are going in another direction with it altogether for some reason. UE4 is a prime example of lack of power ending in an important feature set being taken out as a result, it's a fact, not a bash. Game devs made sure newer engines are more scalable for a reason, it's to counter the exact problems you are talking about. I'm also not saying the Wii U will match the number of options on the graphical front compared to the PS4. GPU architecture has nothing to do with what we are even talking about, you are talking about raw power at this point. There is also no need to try to discredit me, I know what I'm talking about, I just don't try to use fancy words to impress people. :P

I was just clarifying that the parts that looked like Wii U game play, I didn't say it was good or bad lol, I just answered you is all. I have no idea how it turned into Wii U bashing on your end.