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curl-6 said:
Dr.Henry_Killinger said:

The only thing having the same architecture means is that they utilize the same instruction set in their assembly code. It has nothing todo with optimization or rather optimization for hardware.

The reasoning for the engine being "CPU bound" doesn't make any sense, unless its developed for/optimized for the XB1. 

EDIT: Especially since you're first sentence is completely invalidated by the second sentence. If no optimization was needed then performance would be at parity. The engine performs better on the platform with a faster CPU despite having the same architecure hence a contradiction. The architecture being doesn't mean anything with regards to optimization, just the instruction set it uses.

There's no contradiction; Xbone has a faster CPU, therefore a CPU-bottlenecked engine runs better on it. Xbone/PS4 are so similar that it shouldn't matter which is the lead platform.

If the difference in CPU is what causes the disparity in performance than the similarity in architecture is completely irrelevant. The fact that a disparity exists means that the similarity is MOOT in its context. Optimization is done because of hardware disparity.
Similar architectures only mean that its easier to port across platforms because of the assembly code. If optimization wasn't neccessary, PC ports from consoles would scale perfectly.

As for why the engine is CPU-bottlenecked, it doesn't make sense if it was developed primarily on PC or PS4. Even on XB1 the only reason CPU would be prioritized would be as a concession to meet its target. Once the XB1 version was done, the PS4 version wouldn't utilize its extra graphics processing power unless optimized for it and would be 10% weaker in the CPU department.

Simply making a CPU-bottlenecked engine, and then putting it on the XB1, doesn't make sense, why would CPU, a last resort since it is the slowest part of any game engine, be prioritized on PC where extra power would be abundant



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