Intrinsic said:
CrazyGPU said:
I agree that they could get better by coding, but as Cerny said, 1.time to triangle in PS4 is 1 to 2 months instead of 6 to 12 months with PS3. The architecture now is x86 just like the PC and PS4 has a unified memory pool, so PS4 is easier to program and very close to PC. The API is closer to metal, but Mantle and DX12 are getting closer to metal too. 2. I dont expect a big jump in performance in years to come as PS3 software did. It was really hard to use all the architecture in the Cell processor. 3.This APUs are much easier and PC like. The only thing that can be a real deal would be 4.computing with the GPU, but i wonder if that can take too many GPU resources and kill performance. Also 5. Battlefield 4 devs told that CPU was at 95% with PS4, An Intel I7 4770 CPU runs the game at 30%, so not all codes run at 100%. if the 6. CPU is not holding back performance, why heavy games run at 900p 30fps when a HD 7850-70 with a good CPU can run easilly at 1080p?
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There is so much you are not getting here. I numbered points in your post so my explanation doesn't seem to be all over the place.
- Time to triangle means how much time it takes to even get your engine up and running on a system. Not how much time it takes to build your game or clean up your code.
- From above, the bump doesn't come from being able to run run your engine on the hardware, it comes rather; from optimizing your code. This doesn't just mean having more efficient code, it means writing code that takes advantage of the specific hardware. Something that no multiplat game is doing right now.
- Yes, and X86 means that a lot of the code as cross compatible. But Console architecture is very very very different from that of PCs. PCs basically brute force their way through everything. Thats because of the ridiculous amount of overhead in them that no matter how close to the metal they are, the fact that they stil run on an OS that must support legacy services means that they are always working with one hand tied behind their backs. Maybe I have already said this (or maybe i thought about it but didnt type it), think of consoles as formula one cars. Designed through and through for one purpose and one purpose alone. Then think of PCs as Bugatti Veyrons, with an option to strap a rocket to its back if you want.
- Of the 18 active CUs in the PS4, only 6 of them allow for GPU compute. So every one that you use for GPU compute is one less you have to use for your graphics engine.
- Ignore them, devs say that kinda shit all the time. You need proof, just look at BF4, then look at KZ:SF and then infamous SS. Look at The Order, then wait and see the stuff that will blow your mind away in a few weeks at E3. Apparently 95% means different things for different devs. Besides, you also need to understand that every multiplat game you are seeing in this first year or so is noting but a direct port of the game running on a PC. Third party devs have not started making games specifically for the hardware in consoles.
- Short answer, read above. Not optimized for consoles.
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1- I didnt say otherwise.
2- I dont think that this gen console hardware is that specific, I think its very PC like. The biggest change being the unified memory and the 64 commands.
3- Good point, Windows is an overhead.
4- Good info, didnt know that.
5- To tell you the truth, i have killzone and the caracter faces look like shit if you compare them with battlefield4 primary caracters. Infamous SS has great lighting, but look at the Trees, they are statues, dont move at all. Then watch the palms on the beach inside the storm in battlefield4. Particles, rain, vegetation blowing all over. I hope games get better.
6- Im looking forward what naughty dog geniuses and quantic dream can do optimizing for PS4.