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Forums - Sony Discussion - Killzone developer 'PS4 has no performance bottlenecks'

PS4 has no bottleneck, you hear it from the horse's mouth.



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Turkish said:
PS4 has no bottleneck, you hear it from the horse's mouth.


But, but but that can't be true! How is that possible, i was expecting a regress in the PS4!



Oh God.... people still confusing performance bottleneck with performance limitation.

30 fps is a limitation because the hardware is not powerful enough to eun the engine at 30 fps... you can use all te components at 100% without any bottleneck and the game eun at 30 fps because performance limitations.

Please... if you didn't know the diferrecen between these two stop to say bullshit.

The seems to be a balanced machine... not a ultra high end machine... there are hardware limitations but for now none hardware bottleneck.

And yes you can create a bottleneck in any system even if the sstem had no hardware bottleneck... this is lazy development... you can't call a hardware bottle if you can't code in the right away to that hardware.

And Skrym DLCs runs better than the game itself on PS3 just because the developer learned how to code to the hardware... and this is the worst example possible because Skrym is full of issues in all plataforms (PC included), the dev is knewn for years for lazy code since the fist games.



Come on.. the guy was just saying that the system was designed in such a way that there would be as little bottleneck (between the components) as possible. It has nothing to do with the max performance or 30/60FPS -_-



Most people here do not even know what bottleneck means...Each component in the PS4 is balanced is what it means. A bottleneck would be if you upgrade your PC video card but left your old slow CPU in. PS4 has limitations but has no bottlenecks. There we go again people who think they are expert who simply do not know what they are talking about. There is a difference between bottleneck and limitation.

 

The xbox may be the same.

 

The only reason people are trying to discredit this is ebcause it's not for theri favourite console.



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ethomaz, an example. You can use multi texture and eat all the graphics memory bandwidth, and you can use shading to create the same final image with much more computational power use but much less memory bandwidth use. Depending on what you use, you have one part of your graphics card limiting the performance or the other, it's the same hardware, but the bottleneck varies with the algorithm.



CGI-Quality said:
Kynes said:
CGI-Quality said:
Kynes said:
CGI-Quality said:
Kynes said:
CGI, if there is extra performance on the table, they should use it. 

This could have been said of any machine, with any launch title. They will, generally, use the least amount of the system's core. 


Not with any launch title, with any title.

Of course, but then, that complements what I said. ;)

Launch titles will not even come close to stressing the hardware.


That's not true, at all. They stress the hardware, but with time the developers learn tricks. Graphics are 100% doing the same with less work, or doing more with the same work. When an approximation is good enough, you don't increase the computational work.

It is true. Have you ever worked on this stuff before? Launch games take advantage of the machine, yes, but don't stress it. There's a difference.

Semantics.



CGI-Quality said:
Kynes said:
CGI-Quality said:
Kynes said:
CGI-Quality said:

Of course, but then, that complements what I said. ;)

Launch titles will not even come close to stressing the hardware.


That's not true, at all. They stress the hardware, but with time the developers learn tricks. Graphics are 100% doing the same with less work, or doing more with the same work. When an approximation is good enough, you don't increase the computational work.

It is true. Have you ever worked on this stuff before? Launch games take advantage of the machine, yes, but don't stress it. There's a difference.

Semantics.

No, experience. ;)

No, CGI, semantics. Every developer extracts all the performance of the machine with every game, the difference is what they do with that performance.



SENTIENT6 said:

Most people here do not even know what bottleneck means...Each component in the PS4 is balanced is what it means. A bottleneck would be if you upgrade your PC video card but left your old slow CPU in. PS4 has limitations but has no bottlenecks. There we go again people who think they are expert who simply do not know what they are talking about. There is a difference between bottleneck and limitation.

 

The xbox may be the same.

 

The only reason people are trying to discredit this is ebcause it's not for theri favourite console.

We know what the difference is.

Go read one of the 1,000,000 topics regarding the ps4's ram.

The ram is quite sufficent to handle this game at 60 fps, and computer person will even admit to this regardless how supreme they think a PC is.  So there are either one of two things preventing it.  

1. some other piece of hardware, (thus a bottleneck)

2. the developer (now why would they cap the fps at 30 if it could handle 60?  Every developer, reviewer, gaming site, fan, ect has been clamoring about wanting 60 fps since before ps3 was released.  They all said that the ps3 would have every game in 1080p 60 fps.  That didn't happen.)



CGI-Quality said:
Kynes said:
CGI-Quality said:
Kynes said:

Semantics.

No, experience. ;)

No, CGI, semantics. Every developer extracts all the performance of the machine with every game, the difference is what they do with that performance.

I'm just telling you, from experience, that you can "extract" whatever you need from a system without stressing it. The launch games will not push the CPU/GPU/RAM beyond their intended production capabilities. 


Try to do a one billion polygons Drake on PS4, I'm sure that you won't be able to have more than 1 fps, with your CPU almost idle. That's a bottleneck, your CPU would be able to do more work, but it's idle because it has to wait to another component to end.