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Forums - Sony - Unreal Engine 4 running on PC looks better than PS4

@OP
did you come to that conclusion all by your self?
i definitely needed to see the pictures to being able to understand that $2000 PC is more powerful than a $500 gaming device.
you must be a genius...
/sarcasm



Proudest Platinums - BF: Bad Company, Killzone 2 , Battlefield 3 and GTA4

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dahuman said:

First off, Where did the 360 come from? Who gives a fuck about what the 360 uses when we are talking about PC overhead?

Not to mention, I'm talking about games made with middleware, the games are not "coded to the metal" that way, they never are, it's always whatever version is there at the time so it depends on the engine devs and so the overhead would be larger for multiplatform titles where the advantage is somewhat lost, and that topic has nothing to do with the rendering libs.

I'm not even arguing that consoles are not more efficient because they are, I'm simply stating that you would only see some real difference in exclusives due to the nature of dependancy on middlewares since the 7th gen, and efficiency will only get you so far vs brute force since there is noway the PS4 can compete with the best PC currently on the market due to cost, PS4 is the better value for sure.

You are talking about API... the DirectX in consoles didn't have all the overhead than PC have... the same if we use OpenGL on consoles... the API have to be molded to works close to metal with specifics functions for the consoles.

And the middleware have optimizations to consoles too... use a API with less overhead than PC... when you compile the code the result binary have direct access to hardware in console and not in PC... that's the what the middleware do... you made global code but when you copile it the middleware the advantages of the consoles to the final binary (of couser it use the advantages of the PC too).

The middleware can output especifics binary for 64bits or specifc CPU/GPU too... but in PC you have a lot of hardware options so the middeware generate a common binary that works for every CPU/GPU combination... in this case the binary don't use all the new instructions or features presents in the news CPUs/GPUs.

The games in PC could run way way way way better than what you see if you fixe a specific CPU/GPU/Hardware.



ethomaz said:

dahuman said:

First off, Where did the 360 come from? Who gives a fuck about what the 360 uses when we are talking about PC overhead?

Not to mention, I'm talking about games made with middleware, the games are not "coded to the metal" that way, they never are, it's always whatever version is there at the time so it depends on the engine devs and so the overhead would be larger for multiplatform titles where the advantage is somewhat lost, and that topic has nothing to do with the rendering libs.

I'm not even arguing that consoles are not more efficient because they are, I'm simply stating that you would only see some real difference in exclusives due to the nature of dependancy on middlewares since the 7th gen, and efficiency will only get you so far vs brute force since there is noway the PS4 can compete with the best PC currently on the market due to cost, PS4 is the better value for sure.

You are talking about API... the DirectX in consoles didn't have all the overhead than PC have... the same if we use OpenGL on consoles... the API have to be molded to works close to metal with specifics functions for the consoles.

And the middleware have optimizations to consoles too... use a API with less overhead than PC... when you compile the code the result binary have direct access to hardware in console and not in PC... that's the what the middleware do... you made global code but when you copile it the middleware the advantages of the consoles to the final binary (of couser it use the advantages of the PC too).

The middleware can output especifics binary for 64bits or specifc CPU/GPU too... but in PC you have a lot of hardware options so the middeware generate a common binary that works for every CPU/GPU combination... in this case the binary don't use all the new instructions or features presents in the news CPUs/GPUs.

The games in PC could run way way way way better than what you see if you fixe a specific CPU/GPU/Hardware.

See, this is what I'm talking about when I say you have reading comprehension problems, what made you think that I was even talking about what the 360 uses when we are not even on that topic? That came out from literally nowhere. On current PCs, OpenGL can be at least 20% faster than DirectX, but I take it that you didn't know that so you just jump to an entirely different thing as usual, stop that shit dood. I also already have mentioned that it depends on the engine devs to optimize the code for middleware games and that doesn't come close to what 1st party can offer, you are repeating what I already typed!



dahuman said:

See, this is what I'm talking about when I say you have reading comprehension problems, what made you think that I was even talking about what the 360 uses when we are not even on that topic? That came out from literally nowhere. On current PCs, OpenGL can be at least 20% faster than DirectX, but I take it that you didn't know that so you just jump to an entirely different thing as usual, stop that shit dood. I also already have mentioned that it depends on the engine devs to optimize the code for middleware games and that doesn't come close to what 1st party can offer, you are repeating what I already typed!

Dude you are so stupid and just read what you want to read.

The thread is about PC vs. consoles... the API was present in both PC and consoles... you talk about a overhead that the API have in PC and not in consoles... and says the DirectX is a worst API (in fact it is not)... I said to you the API in consoles (both DirectX and OpenGL) have to be molded and that overhead doest't exists and cited the X360 example (it only a exemple... a good one because it use the same DirectX API present in PC but customized to access directaly the hardware instead the layers of the OS).

You need to learn to be less arrogant and make more research for all nonsense talk you did sometimes.

I'm done with you... I will never have a another discussion with somebody so blind.

Thanks and sorry for my inconvenience.

PS. That's not the first time you did that.

~Mod Edit~

This post has been moderated.

-Smeags



ethomaz said:

dahuman said:

See, this is what I'm talking about when I say you have reading comprehension problems, what made you think that I was even talking about what the 360 uses when we are not even on that topic? That came out from literally nowhere. On current PCs, OpenGL can be at least 20% faster than DirectX, but I take it that you didn't know that so you just jump to an entirely different thing as usual, stop that shit dood. I also already have mentioned that it depends on the engine devs to optimize the code for middleware games and that doesn't come close to what 1st party can offer, you are repeating what I already typed!

Dude you are so stupid and just read what you want to read.

The thread is about PC vs. consoles... the API was present in both PC and consoles... you talk about a overhead that the API have in PC and not in consoles... and says the DirectX is a worst API (in fact it is not)... I said to you the API in consoles (both DirectX and OpenGL) have to be molded and that overhead doest't exists and cited the X360 example (it only a exemple... a good one because it use the same DirectX API present in PC but customized to access directaly the hardware instead the layers of the OS).

You need to learn to be less arrogant and make more research for all nonsense talk you did sometimes.

I'm done with you... I will never have a another discussion with somebody so blind.

Thanks.

PS. That's not the first time you did that.

You erased the first part completely then reply to something that was obviously not even what you thought was to start with because you don't even know what the context was and didn't even bother to clarify! Learn to read or just ask!



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Flame said:
Munkeh111 said:
Navane said:
Proclus said:
err.. duh? You expected Epic Games to show of UE4 on pc with specs not able to fully show of the engine features?


True, but it was supposed to be running on a single GTX 680. The PS4 with its 8GB of GDDR5 RAM is supposed be as powerful, if not more.

No, I'm not sure it can quite get upto a 680 power wise. With optimisation it probably could, but they haven't really had enough time to optimise

It'll be no where near a 680 (Or a 670).  Optimizing probably won't do much when the GPU is roughly 80% more powerful in comparison. 

Optimising will definitely do a lot, that is why consoles can survive and why the Steam box will struggle in comparison

If you had a PC of the same actual GPU, it would be nowhere near producing anything looking as good as Killzone Shadow Fall, optimisation, especially when you have full control over more than just the GPU can yield great returns



Wait. Are you telling me that a PC that cost at least twice as much as a console has better graphics? Yeah right. Whats next? Water is wet?



You sure that PS4 picture isn't running on the Wii? That's hell of a downgrade.



Atto Suggests...:

Book - Malazan Book of the Fallen series 

Game - Metro Last Light

TV - Deadwood

Music - Forest Swords 

Munkeh111 said:
Flame said:
Munkeh111 said:
Navane said:
Proclus said:
err.. duh? You expected Epic Games to show of UE4 on pc with specs not able to fully show of the engine features?


True, but it was supposed to be running on a single GTX 680. The PS4 with its 8GB of GDDR5 RAM is supposed be as powerful, if not more.

No, I'm not sure it can quite get upto a 680 power wise. With optimisation it probably could, but they haven't really had enough time to optimise

It'll be no where near a 680 (Or a 670).  Optimizing probably won't do much when the GPU is roughly 80% more powerful in comparison. 

Optimising will definitely do a lot, that is why consoles can survive and why the Steam box will struggle in comparison

If you had a PC of the same actual GPU, it would be nowhere near producing anything looking as good as Killzone Shadow Fall, optimisation, especially when you have full control over more than just the GPU can yield great returns


Optimization for the PC comes in the initial development of the game and very frequent driver update.  On top of that, PCs can over clock their GPU's for a performance boost granted they have adequate cooling and a sufficient power supply.  Kepler units are generally considered over clocking beasts.  It's pretty much a free performance boost.  

Optimizing isn't magic.  It will not make a GPU that's designed 80% weaker than another by its hardware spec to perform on par with the stronger, more expensive GPU. 

KZ looked awesome but unless the devs make it for PC too then who's to say if the PC couldn't keep up with the same hardware and windows on top.  The PS is using an x64 architecture, the same as most gaming PCs out there.



It was definitely a quick rush job. there is literally no texture on the outer rims on the door of the ps4 version.. That is not a result of hardware limitations lol

Also they're not directly comparable, the lighting is different in the ps3 version because it has more lava