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Intrinsic said:
SvennoJ said:

It seems like you're not even trying to understand the differences between console optimization and PC development. Games aren't optimized on PC to the hardware, they're optimized to the API. On consoles you can profile the hardware and go further, fine tuning the behaviour of parallel processing to utilize most of the cpu/gpu cycles available. Next to optimizing the code by hardcoding resolution for example.

Sigh..... so you think console SDKs don't have APIs too? I don't even know where to start. Please try and understand. Optimization for a console, using the SDK provided by the platfomr holder and the APIs they make to allow developers take advantage of that hardware is infinitely easier than any kinda PC development. I don't know what about this we are arguing about. 

How can you not see why a single mass market slim is more profitable than carrying and supporting 2 sku.
Nor why selling a $60 game to the same user base generates less profit for a developer that has to make sure it works on 2 console hardware specs (and perhaps 3 with the next iteration)

Will there be a slight bump in the cost of QA and optimization? yes. But that bump is not our business. And is one affordeed by the size of the available insatll base. That's how publishers approach platforms. And by slight bump, we aren't even talking anywhere in the region of a 10% increas e in cost. Most likely around 5%. Unless Sony doesn't do their jobs well. And you keep saying this thing. Supporting two skus.... and I keep trying to tell you. That it will not seem that way at all. Think more of it as supporting two "presets". Cause that's what having APIs in a closed console dev environment allows. PRESETS. 

And do you really think the CPU sits idle waiting for the GPU??? Ever heard of parallel processing? The CPU is already working on the next frame, fetching data, processing sound, AI, controller input and what not. The cpu doesn't wait for the gpu, yet if the gpu needs more attention due to higher fps all those other tasks do get a smaller time slice.

What? Are you confusing pararell code with hyperthreading? There CPU exclusive tasks. Sound, AI...etc. Those for the most part work independently of the GPU. And the load those carry doesn't change regardless of how weak or powerful your system is. Unless your trying to add more (adding features). So unless enemies behave differently or there are more of them on the Neo than their are on the PS4. this wouldn't be a problem. And sonys dev documents clearly states that such differences aren't allowed. 

Then their are CPU tasks that are tied to the GPU. 

Simple math, if it takes a GPU 15ms to render a 1080p frame. It will take a GPU with exactly twice the power 7.5ms to render the exact same frame if memory bandwidth isn't a bottleneck. Whatever the case, habingbamuch more powerful GPU, and one designed to handle things that are not CPU based, will result in all round better performance. 

Replies in bold. 

Quick question: have you ever made a console video game, or even a PC video game that required direct work with an API?