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Forums - Gaming - The Witcher 3 PC Ultra vs PS4 [almost no difference?]

curl-6 said:
HoloDust said:

2013 was a tough time for CD Projekt RED simply because we were trying to create an entire bulk of the game on the older DirectX 9 renderer that we had in place for The Witcher 2. Most of the assets were created during the time we were creating our DX11 solution render pipeline to bring the next-generation experience to everyone. A lot of the footage including the debut gameplay trailer was done when the consoles were not even out and we only had an idea of the specifications of the system. This landed itself into problem territory when we realized the next-generation systems could not simply meet our graphical output to the desirable level of quality that we needed. There were several options: build three different builds or consolidate to the nearest denominator, which is what we did. We took the specifications of the lowest performing throughput system which I don’t care to mention here at all to avoid that discussion, and worked our way up from there. As almost a 250 man team, we sequentially had to take out/turn down a lot of features not just from our NVIDIA GameWorks pipeline but our normal game solution scripts as well – these include the following:

  • Level of horizon detail (essentially the draw distance had to be completely tuned down to tax the consoles less)

  • Volume based translucency

  • Ambient occlusion and foliage density / tree count

  • Flexible water simulation / tessellation  we resorted to a (script texture effect similar to most games than physical based simulation)

  • Ground/building tessellation

  • Forward lit soft particles (this is the fire, smoke, fog that you would encounter while going through thick terrain into open space)

  • Real-time reflections in the water are completely off and replaced with a cheaper render solution estimator (this is a primary reason blood splatter was also removed from water)

We just did not have the manpower, budget or the console power to produce the vision we intended before the consoles were released to create a more visually stunning game of higher fidelity like 2013 assets. The PCs themselves had more than enough power to achieve this vision, almost certainly. But working on the game across 3 platforms did not make it feasible to keep features included that could potentially break the game as we kept building around it. All the 2013 trailers were actually in-game footage (not prerendered or vertical slices) but essentially just not an entirely finished world running on a high-end PC at the time.

 

http://whatifgaming.com/developer-insider-the-witcher-3-was-downgraded-from-2013-list-of-all-features-taken-out-why

Yeah, I don't think they were alone in that, it seems many devs expected PS4/Xbone to be stronger.

Well, that's it then I guess. Consoles held back PC confirmed.

True.....what a weak generation. Gen 7 was far better for PC gamers. A rig that could honestly outperform a 360 back in 2005-2007 would have cost a small fortune. Now a $600 PC can destroy a PS4.



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Locknuts said:
curl-6 said:

Yeah, I don't think they were alone in that, it seems many devs expected PS4/Xbone to be stronger.

Well, that's it then I guess. Consoles held back PC confirmed.

True.....what a weak generation. Gen 7 was far better for PC gamers. A rig that could honestly outperform a 360 back in 2005-2007 would have cost a small fortune. Now a $600 PC can destroy a PS4.


Yes because PS3 at $600 sold so well, and X360 had no heat problems at all. Close to a decade later power consumption of high end gpu's have doubled and so have most of the prices. Consoles simply couldn't follow that trend.



curl-6 said:
HoloDust said:

2013 was a tough time for CD Projekt RED simply because we were trying to create an entire bulk of the game on the older DirectX 9 renderer that we had in place for The Witcher 2. Most of the assets were created during the time we were creating our DX11 solution render pipeline to bring the next-generation experience to everyone. A lot of the footage including the debut gameplay trailer was done when the consoles were not even out and we only had an idea of the specifications of the system. This landed itself into problem territory when we realized the next-generation systems could not simply meet our graphical output to the desirable level of quality that we needed. There were several options: build three different builds or consolidate to the nearest denominator, which is what we did. We took the specifications of the lowest performing throughput system which I don’t care to mention here at all to avoid that discussion, and worked our way up from there. As almost a 250 man team, we sequentially had to take out/turn down a lot of features not just from our NVIDIA GameWorks pipeline but our normal game solution scripts as well – these include the following:

  • Level of horizon detail (essentially the draw distance had to be completely tuned down to tax the consoles less)

  • Volume based translucency

  • Ambient occlusion and foliage density / tree count

  • Flexible water simulation / tessellation  we resorted to a (script texture effect similar to most games than physical based simulation)

  • Ground/building tessellation

  • Forward lit soft particles (this is the fire, smoke, fog that you would encounter while going through thick terrain into open space)

  • Real-time reflections in the water are completely off and replaced with a cheaper render solution estimator (this is a primary reason blood splatter was also removed from water)

We just did not have the manpower, budget or the console power to produce the vision we intended before the consoles were released to create a more visually stunning game of higher fidelity like 2013 assets. The PCs themselves had more than enough power to achieve this vision, almost certainly. But working on the game across 3 platforms did not make it feasible to keep features included that could potentially break the game as we kept building around it. All the 2013 trailers were actually in-game footage (not prerendered or vertical slices) but essentially just not an entirely finished world running on a high-end PC at the time.

 

http://whatifgaming.com/developer-insider-the-witcher-3-was-downgraded-from-2013-list-of-all-features-taken-out-why

Yeah, I don't think they were alone in that, it seems many devs expected PS4/Xbone to be stronger.

Well, that's it then I guess. Consoles held back PC confirmed.


Like they did for many years. But who cares if you are a console only gamer



AnthonyW86 said:
Locknuts said:

True.....what a weak generation. Gen 7 was far better for PC gamers. A rig that could honestly outperform a 360 back in 2005-2007 would have cost a small fortune. Now a $600 PC can destroy a PS4.


Yes because PS3 at $600 sold so well, and X360 had no heat problems at all. Close to a decade later power consumption of high end gpu's have doubled and so have most of the prices. Consoles simply couldn't follow that trend.

Wow you're kinda misinformed there buddy! Nvidia's maxwell architecture has brought GPU power consumption back to where it should be and prices have actually gone down in real terms if you factor in inflation for the last 10 years.

I think if Sony was willing to make a loss and make it up on the software they could have produced a real PC beater for $499. I would have bought one in a heartbeat. I can't speak for everyone because most people seem happy with a tablet CPU in their PS4s and have bought Sony's BS about having the 'world's most powerful console'. Yeah....and I won a dick measuring  contest with a couple of midgets....great achievement there Sony!



Locknuts said:
AnthonyW86 said:


Yes because PS3 at $600 sold so well, and X360 had no heat problems at all. Close to a decade later power consumption of high end gpu's have doubled and so have most of the prices. Consoles simply couldn't follow that trend.

Wow you're kinda misinformed there buddy! Nvidia's maxwell architecture has brought GPU power consumption back to where it should be and prices have actually gone down in real terms if you factor in inflation for the last 10 years.

I think if Sony was willing to make a loss and make it up on the software they could have produced a real PC beater for $499. I would have bought one in a heartbeat. I can't speak for everyone because most people seem happy with a tablet CPU in their PS4s and have bought Sony's BS about having the 'world's most powerful console'. Yeah....and I won a dick measuring  contest with a couple of midgets....great achievement there Sony!


Which console is more powerful than the PS4?



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I don't like dark medieval fantasy but if it was a PS2 game I'd play it.



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Deus Ex (2000) - a game that pushes the boundaries of what the video game medium is capable of to a degree unmatched to this very day.

I'm interested if we'll have a "Crysis" this generation. By that, I mean, a PC exclusive which shows the graphical ability of PC's without the limitations of consoles.



Locknuts said:
AnthonyW86 said:


Yes because PS3 at $600 sold so well, and X360 had no heat problems at all. Close to a decade later power consumption of high end gpu's have doubled and so have most of the prices. Consoles simply couldn't follow that trend.

Wow you're kinda misinformed there buddy! Nvidia's maxwell architecture has brought GPU power consumption back to where it should be and prices have actually gone down in real terms if you factor in inflation for the last 10 years.

I think if Sony was willing to make a loss and make it up on the software they could have produced a real PC beater for $499. I would have bought one in a heartbeat. I can't speak for everyone because most people seem happy with a tablet CPU in their PS4s and have bought Sony's BS about having the 'world's most powerful console'. Yeah....and I won a dick measuring  contest with a couple of midgets....great achievement there Sony!

It's not really Sony that is the problem here, they had to be carefull not to make the same mistake as with PS3 and lot of people were expecting them to go even more conservative than that - on the other hand, for others, PS4 reveal was pretty much what was guesstimated (except for weaker CPU)

I keep mentioning EPIC and Samaritan again and again cause of how close EPIC was with MS - and they've clearly stated that Samaritan is 'love letter to hardware manufacturers" and that they need at least 2.5TFLOPS - subsequently, SVOGI had to be pulled out of UE4 after console reveal, so it seems that even they were a bit taken by surprise.

If MS decided to listen to them (like they have for X360), we would have one console that is what devs were asking/expecting and one console that is somewhat underpowered, but not terrbily so. Instead of that, we have two consoles that are underpowered, one less and one more.



sc94597 said:
I'm interested if we'll have a "Crysis" this generation. By that, I mean, a PC exclusive which shows the graphical ability of PC's without the limitations of consoles.


Star Citizen probably



How's the PC frame rate, though?

No difference? Mmm.