torok said:
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Adaptive V-Sync is your friend with the fluctuating framerate.
AMD users can obtain that functionality by using RadeonPro. (Which in turn gives you access to SweetFX to improve a games graphics.)
Also, feel free to overclock, it's free performance.
AMD and nVidia are both making great strides in dealing with framerate fluctuations, nVidia is throwing G-Sync out into the wild and AMD is pushing for the more open Freesync.
Then you have Mantle being thrown into the mix, which allot of game engines may end up supporting, giving PC gamers similar overheads to that of console gamers. (That's gonna' ruffle some jimmies!)
| kitler53 said: isn't the ability to optimize due to standardized hardware the entire reason consoles are competitive. yes, PC has far better numbers but you need them to overcome the overhead of being on a non-standardized platform. |
Most console developers don't optimise for a consoles specific hardware to any great degree.
Most developers Purchase/Lease a 3rd party engine such as the Unreal Engine, Gamebryo, CryEngine etc' and then use those engines on a Low level or high-level API and never even deal with the hardware.
It's usually only the console exclusive developers who take advantage of a specific console and optimise for every little nuance to extract as much performance as possible, but that is more or less the exception rather than the norm.
The Goal of Mantle is to give a similar environment to developers that the consoles have enjoyed for years, pretty much since 3dfx Glide days, standardised or not, API's were invented to hide such things and make making games easier, it's just Direct X is old and slow at handling it, OpenGL is a little better, Mantle may solve allot of the issues.

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