By using this site, you agree to our Privacy Policy and our Terms of Use. Close
drkohler said:
DonFerrari said:
greenmedic88 said:
No.

I'll treat this as troll bait until someone who is an actual software engineer working on PS4 projects or an SCE software engineer working on SDK and OS code says anything to support the notion

A ice team dev said several weeks ago that he improved tilling texture between 10-1000x depending on the situation. There was a thread on it, look for it.

This has nothing to do with texture tiling. We are talking surface tiling. Roughly 0.01% of all software probably uses this feature so you get the idea why:

a) It was implemented with generic code and

b) Just how much of an improvement it will be in general.

Now a middleware that implements (in a clever way, not just chopping 4CUs away) GPGPU compute for "average Joe" to AAA programmers can turn into a significant improvement. I'd say none of the indies, and probably also none of the third-party games so far are using gpgpu (because it is a pain to program and currently 3rd party games are multiplats, even down to 7th gen). Let's say you can use 5-10% of the CUs for other than graphics stuff, this means you have roughly 150GFlops of currently unused compute power. This is more than the entire 8core cpu delivers in the PS4!

I know it doesn't relate. Just said because there are confirmation of improvememts from devs.





duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."