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Forums - Sony - Why Sony should stop pushing developers for 1080p games.

 

What do you think about this thread...

I agree with most (or all) of it. 49 25.00%
 
BOO!!! XBOT FANBOY ALERT!!! 110 56.12%
 
See results. 37 18.88%
 
Total:196

Hm... let me guess... because that's what you personally would prefer... and what others would prefer or what makes SONY more money is irrelevant? Is that in the ballpark?



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Every game should be pushed to it's fullest potential in every aspect of the game, as long as it can still function properly.



walsufnir said:
Tachikoma said:

im allowed to publish it because i made it, and the log data is from a testing engine i wrote myself for profiling performance changes per update  in a controlled environment.

he engine uses multiple render modes and solutions to extensively test various functions of each system, it uses forward+ in its deffered lighting simulations. while retaining AA and filtered transparency benefits from forward, then lots of generic gamey stuff like physically based shading, brdf and gbuffer filtered specular aliasing.

Just a good all round benchmarking tool that has performed well enough for the company to benefit from greatly.


Such inside is seldom enough to hear so many thanks for that! Sounds like a very solid state of the art engine.

So we can expect games at 1080p30 (locked) and 900(and a little above ;))p30 locked from this engine which is what everyone should expect given the console's power differences. There might be exceptions, of course, which depend on how you will use the engine. But somehow still doubt the dx12 increase ;) (And I still hope that there will be more leaks of the XDK, the chm was very interesting to read).

well see the differences arent clear cut, because the performance of various functions changes with the difference to load, the graph just shows overall, id need to make individual graphs for every single portion of the test to get the full picture, the projected lines are more estimates based on early codebases weve received and updates to those early codebases, it probably (read: most likely) wont hit those projected results, but theyre within range to work around and a good reference point for future builds.

the strengths of DX12 on the xbox one arent really much graphically, but the load balancing effects functions that normally bog down easilly, and as such the more consistent performance frees up a bit more power for the gpu to stretch its lets more - the other thing to consider is that our SDK units arent running at stock speeds currently, but a little higher, to take into account the performance hit from having debugging and logging processes running.

Im actually going to update my UE4 development thread this weekend with some experimental rendering solutions i've been working on - fun stuff that hasnt been done in games before.



The fact that you can't notice the difference doesn't mean others can't. Ask poor digital foundry guys how their eyes hurt every time they play a game that runs below 1080p : (



fatslob-:O said:
curl-6 said:

Yes, there are. It's worth noting though that both those titles you mentioned run at 900p on PS4.

When you think about it, a jump from 720p to 900p is bigger than 900p to 1080p ...

720 -> 900 (1.56x)

900 -> 1080 (1.44x)

True, all I'm saying is that, given their performance on PS4 at 900p, it was probably the right choice not to press for 1080p at any cost.



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Actually your wrong in most cases ps4 also has better framerate dying light and evolve being most recent examples but I guess that doesn't suit your narrative



Tachikoma said:
walsufnir said:


Such inside is seldom enough to hear so many thanks for that! Sounds like a very solid state of the art engine.

So we can expect games at 1080p30 (locked) and 900(and a little above ;))p30 locked from this engine which is what everyone should expect given the console's power differences. There might be exceptions, of course, which depend on how you will use the engine. But somehow still doubt the dx12 increase ;) (And I still hope that there will be more leaks of the XDK, the chm was very interesting to read).

well see the differences arent clear cut, because the performance of various functions changes with the difference to load, the graph just shows overall, id need to make individual graphs for every single portion of the test to get the full picture, the projected lines are more estimates based on early codebases weve received and updates to those early codebases, it probavly (read: most likely) wont hit those projected results, but theyre within range to work around and a good reference point for future builds.

the strengths of DX12 on the xbox one arent really much graphically, but the load balancing effects functions that normally bog down easilly, and as such the more consistent performance frees up a bit more power for the gpu to stretch its lets more - the other thing to consider is that our SDK units arent running at stock speeds currently, but a little higher, to take into account the performance hit from having debugging and logging processes running.

Im actually going to update my UE4 development thread this weekend with some experimental rendering solutions i've been working on - fun stuff that hasnt been done in games before.


That's what I got from when DX12 was announced in the beginning. It won't offer new things in graphics (well, perhaps tile-based rendering on esram is now "easier") but perhaps might solve congestion issues in the whole process to bring a picture to screen.



walsufnir said:


That's what I got from when DX12 was announced in the beginning. It won't offer new things in graphics (well, perhaps tile-based rendering on esram is now "easier") but perhaps might solve congestion issues in the whole process to bring a picture to screen.

Sadly, what most people don't seem to understand is that DX12 is really intended for PC, the update to Xbox One's SDK to add in support does very little.

people seem to have it in their heads that DX12 on XBO is going to pull it up to PS4 quality, when the only reason it will make such a difference on PC is to remove much of the obfuscation between hardware and software that exists on PC, but doesn't on consoles.

Also, tiles gets way too much hype.



Tachikoma said:

This is for one particular engine, I should state, so the graph would be somewhat different for other games depending on engine used.

I should start a business selling asprin to gamers.


When compared to other engines, is this engine extremely demanding?



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Mr.Playstation said:

When compared to other engines, is this engine extremely demanding?

It is configured to run multiple times with different parameters and catalog the impact of load, from low density scenes and low numbers of lights, to situations where both XBO and PS4 are in single figure FPS ranges.

It does this for each system and logs, the logs are the important part, not the framerates, the graph just cumulates the overall data to show a visual representation of the performance difference on the engine.

If someone wanted to be truly depressed as a console user, i would state that PC running directx is actually tested too, and rendered to the graph, the results are not shown because they do not fall within the viewable range :P