OttoniBastos said:
¹ Tell that to japanese developers ² Only if the game is calculating AI and physics once per second which is not what happens. ³ That is because as i said,developers can compensate cpu weakness with GPU IF THEY ARE WILLING TO DO(spent time and money with it).Also,only 10% extra cpu to double the framerate? This is only possible if the game was not using the CPU full power in the first place(e.g. Having the best i5 of the market). You don't agree with me? fine! Lets watch how many PS4pro games will run with double framerate in comparison with OGPS4. |
I updated my post a little, but as for 1, it's only that some developers (like From) sync the physics with framerate, but still, even physics is only a part of what the CPU does. There's still the overall world simulation, AI and user input, heavy CPU tasks that remain unchanged despite an increase in framerate.
2. No. The Japanese devs are a freak exception when it comes to physics, but like I say in above, physics are still only a part of CPU tasks in gaming. Usually the AI and physics are independent of framerate and have their specific locked frequency of updating, and any CPU overhead gets unutilized.
3. I'm not talking about GPU compute (GPU doing CPU tasks). This is very minor in modern gaming.
I'm not talking about the best i5. This has been shown time and time again in PC website tests, that most modern games are heavily GPU bound in typical gaming settings (1080p and up and), switching to a powerful CPU has little effect on framerate while changing GPU has almost a linear relationship.
It will be interesting to see how many developers opt for a 60fps option. I think one problem is that devs demand a locked framerate and if the game runs an unstable 50-65fps they won't allow that option sadly.
But according to your logic even Tomb Raider's 45fps should be impossible since the PS4 Pro CPU is far from 50% faster.







