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JRPGfan said:
AngryLittleAlchemist said:

So you're saying if Doom launched on Xbox One at 30fps and at 60fps on PS4 people wouldn't be mad? Obviously there's a reason it's 30fps on Switch and that's fine but pretending like that's not an important distinction to a lot of people is just lol. 

The differnce between the XB1s (~1.4 Tflop) and the PS4s (~1.84 Tflop) is like 32%.

The PS4 is perphaps 4 times as powerfull as the switch..... 4 times.... thats 400%, theres too big a gap.

There has to be sacrifices to run 3rd party games when they are as demanding as doom is.

 

globalisateur said:
JRPGfan said:

The differnce between the XB1s (~1.4 Tflop) and the PS4s (~1.84 Tflop) is like 32%.

The PS4 is perphaps 4 times as powerfull as the switch..... 4 times.... thats 400%, theres too big a gap.

There has to be sacrifices to run 3rd party games when they are as demanding as doom is.

It's more than 4 times (for Doom at least). Doom on switch undocked runs at 540p @30fps  which is 8 times less demanding than 1080p @ 60fps (PS4).

While percent differences are useful metrics to acknowledge for the intended purpose of the above posts, it is important to remember that performance is not necessarily linearly dependent on stated floating points or linearly dependent on any single variable at all really. Bottenecks are not that predictable. It is also important to not compare theoretical floating point performance across different architectures, as the real world yields will be significantly different depending on the technology used. 

In the case of Switch and Doom it is likely that there are multiple bottlenecks which make a locked 60fps uneconomical as a goal, and therefore a locked 30fps was preferred. And the game has to run in handheld mode too, so that limits things even further. 

As a side note, where was it confirmed that the undocked mode is at 540p? Digital foundry was speculating that it was a variable resolution.