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Pemalite said:

The CPU shouldn't be holding anything back though in a console, it's a fixed quanitity, it's not like the game will demand twice the CPU resources that are not available, which limits framerates.

But it can, it does and it probably will continue to. Yes there are fixed tasks that a CPU does in a game engine. Let'ssay the mist important part of that to rez are draw calls. Physics and so tasks can actually run at a lower frame count than its draw calls to the GPU.

But if say the cpu uses 20% of its power to manage draw calls at 30fps, it would need to double that to manage draw calls at 60fps. there is just no way around that. it's calling up a scene twice as fast. 

Now I don't know exactly how much of the CPU in a console handles draw calls, but I do know that as far as frame rates go, it's one of the biggest limiters cause physics and AI can be calculated at a different fps as long as it's fixed. draw calls and animation, sound....etc will have to go in sync with whatever framerate the gpu is set to hit tho.