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torok said:
 

A game like this depends on the amount of time/money expent on making it run better. You can't use a gem to affirm that the platforms don't perform differently. In a similar way, I could use Arkham Knight to affirm that PS4 beats a 970, something that it surely does not. A Witcher 3 video only shows that the PS4 version of W3 runs similarly to the PC version on a 750ti and that's it. In other games, you would get other results, because it depends on each port.

It's only reasonable to assume that a closed platform, with closer to the metal API will perform better compared to a similar horsepower on an open platform with more abstract APIs. If you argument was valid, which isn't the case, we could affirm that DX12 is useless because it basically tries to bring less abstract calls to DX. If they are already equal, why would MS bother to use their money to develop such APIs? And why would devs expend more time/money to work with a less abstract (harder to develop for) variant of an API if they won't get anything on return?

You are also incorrect when assuming that 8th gen changed anything regarding console APIs. You are assuming that they are PCs now, so they could perform similarly. The 7th gen consoles were already closer to PC since they used regular GPUs instead of the custom solutions found on previous gens. Changing the CPUs from PPC to x86 actually doesn't make a single difference for anyone except the guys writting the compiler (or actually, just adapting an existing one). CPU optimization is more related to how many cores it has, how fast they are, how the cache architecture is and othe characteristics that aren't exactly architecture-dependant.

Of course firsty party titles are relevant, since we are discussing technical aspects. If you are talking about it from a sales perspective, we could forget visuals because CoD and GTA aren't exactly powerhouses. But even in this case, exclusives like Gears, Halo and Uncharted sells pretty well and are relevant games. Its important to bring them into discussion since we are trying to verify how much optimization can raise the bar. Just on PS4, games like Driveclub, The Order and Uncharted show how far it can go.

I understand that you have your opinion, but professional developers state different things and their opinion is much closer to a fact than we both could get. One of the Metro devs quoted it as roughly a 2 times advantage, something that's expected. The interview is pretty good and detailed and worth a read just to see the differences between gens and the general struggle that one of the most competent developers we have has daily with their budgetary issues (check it here: http://www.eurogamer.net/articles/digitalfoundry-2014-metro-redux-what-its-really-like-to-make-a-multi-platform-game).

Anyway, I think we are waaaaay off-topic and starting to derail the thread (my bad, actually).

Do you think CDPR put a different amount of effort in each version? I don't think they did. The same can't be said for Batman.

I used the Witcher 3 in particular, because it is a GPU-bound game (you can't say that the Jaguar in the PS4 is the limiting factor here.) Other games show similar performance though.



I said nothing about API's nor about the theoretical reasons behind why there might be better optimization. Nor am I disputing the legitimacy of the developers' claims. I even alluded to this by mentioning that it is true for first-party games in which developers have an incentive to make the game perform better. I solely spoke of what we ACTUALLY see. Last generation a GPU that was equivalent to those found in consoles did not last you as long. One or two years and you'd have to upgrade in order to keep up. This generation the 750 Ti and r9 270x are keeping up with the PS4 and still greatly outmoding the XBO. The entire scope of the discussion until now has been only about GPUs, so I don't know where you got the idea that I was discussing microarchitecture.  I was mostly talking about unified game-engines that make porting games easier (Unity, UE4, etc) and platform architecture in general (you don't have a crazy Cell with SPE's that make multiprocessing a nightmare to relearn if you want to make low-level optimizations (not even talking about a compiler here, just running costly loops in assembly, and such.))

We can also mention how PC API's have advanced this generation.