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Forums - Sony Discussion - Low clock speed a challenge for PS4 development too (Project CARS dev)

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http://gamingbolt.com/project-cars-dev-ps4-single-core-speed-slower-than-high-end-pc-splitting-renderer-across-threads-challenging

In our on going coverage of Project CARS, GamingBolt recently had a chance to speak to Slightly Mad Studios, developer behind the stunning racer which was recently announced to be releasing on the PS4 and Xbox One in late 2014. A lot has changed for the studio since that announcement, with the visuals of the game being compared to the likes of Forza Motorsport 5 and Drive Club. Creative Director Andy Tudor has his own thoughts on what to do with all that power though, specifically with the PS4.

 

On being asked if there was a challenge in development due to different CPU threads and GPU compute units in the PS4, Tudor stated that, “It’s been challenging splitting the renderer further across threads in an even more fine-grained manner – even splitting already-small tasks into 2-3ms chunks. The single-core speed is quite slow compared to a high-end PC though so splitting across cores is essential.

 

“The bottlenecks are mainly in command list building – we now have this split-up of up to four cores in parallel. There are still some bottlenecks to work out with memory flushing to garlic, even after changing to LCUE, the memory copying is still significant.”

 

As for the console’s other features, such as the Share button, Tudor confirmed that the studio has plans for the same. “As you’ll have seen from our YouTube presence, the gameplay videos and trailers people have been making so far are getting millions of views so being able to share or stream your proudest moments direct from the game either via Twitch or Upload Studio are pretty engaging features.”

Project CARS will arrive for PC, SteamOS, Wii U, Xbox One and PS4 in Q3/Q4 2014.


Read more at http://gamingbolt.com/project-cars-dev-ps4-single-core-speed-slower-than-high-end-pc-splitting-renderer-across-threads-challenging#8h6cDYyLUBLHOEQM.99

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Looks like overcoming low clock speeds could be an issue across all three 8th gen systems.

Compared to PS3/360, which relied on brute force high clock speed, devs will have to program differently to get the most of out PS4/Xbone/Wii U.



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GabeN was right back in 2005 multi-threaded programing is still an issue all these years later. Splitting code up so that it executes across multiple threads is really really hard to do with many tasks. Some things just have to be done serially.

It's a pity that we still haven't replaced silicone yet. The GHz wall it imposes has pretty much forced the CPU industry to go for more cores to maintain any meaningful performance increases. And while that is good for many tasks it's just not suitable for everything. I can't wait for graphene or nanotube processors with 10x higher clocks.



@TheVoxelman on twitter

Check out my hype threads: Cyberpunk, and The Witcher 3!

Just implement the AMD mantle then.



fatslob-:O said:

Just implement the AMD mantle then.

Mantle is just bringing PC APIs to the point where console APIs already are.

 



@TheVoxelman on twitter

Check out my hype threads: Cyberpunk, and The Witcher 3!

zarx said:
fatslob-:O said:

Just implement the AMD mantle then.

Mantle is just bringing PC APIs to the point where console APIs already are.

 

True but then again consoles also have high level APIs too. 



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Well this thread isn't gonna get many responses...wonder why?



DeadBigfoot21 said:
Well this thread isn't gonna get many responses...wonder why?


I don't know? Why do yout hink so? I don't really understand the complaint that's why I didn't reply.



The absence of evidence is NOT the evidence of absence...

PSN: StlUzumaki23

lol if they are having trouble with PS4 version what is he gonna say bout WiiU!



Great article, but multi threading difficulties are no news. Time for devs to start optimizingg (Remember johnattan blow)



Well they needs to optimize for multicore... from what I read they are using only 4 threads (cores) of the CPU... so they can use at least more 2 (total of 6).

CPU power is not the issue but how you use this power... you need to code to use most parallel threads possible instead just use clock.