papersleeves
Member
isn't this what they're doing?
Even on older games?
isn't this what they're doing?
anyone who homebrewed their PSP know that this is fucking bullshit
these games could run better but they prefer to lock yous out of that ability
Good grief...Well can't they just sort off this fucking thing on their side?
They could simply test every game that came out and boost the ones that do not show any compatibility issues and restrict the ones that do. We're talking about 700 games. It wouldn't be that long for 20 peoples to test all of them in a way that covers most of the gameplay technicalities. We're not talking about beta testing each game from top to bottom, wall to wall either. Seriously, if they can potentially enhance 90% of the games freely with no "apparent" sign of compatibility issues, I'm glad to take that chance and risk encountering a weird bug one time or another in a game that was enhanced and supposedly bug-free.
Do you expect Microsoft to let Xbox One games running on Scorpio outside of a compatibility mode for example?
The Xbox One S increased the GPU clockrate from 853MHz to 914MHz not the CPU. So comparisons about the issue presented with CPU increased speed don't even apply.
The PS4pro 500MHz CPU increase, The GPU increased speed by 111MHz and has double the computational units and you are using the S which only increased speed of GPU alone by 61 MHz as a point of comparison?
You really don't see the issue with that?
Now I can't wait for Scorpio to come out and disappoint.
I think I even have a perfect name for a thread "Is MS missing the point of hardware upgrades"
Even on older games?
Quoting staticneuron from the other Thread:
Yep, we should create that thread if Scorpio is unable to enhance original X1 games, atleast greater than what X1 S currently achieves.
Phil did say expect some games to see an upgrade out the box but this is based on methods used by devs,.
you're right it's the exact same situationanyone who homebrewed their PSP know that this is fucking bullshit
these games could run better but they prefer to lock yous out of that ability
This is what is happening on older games. From the PS4pro release on wards, support for PS4pro is Mandatory iirc.
So the ps4 pro apparenty has two hardware modes. One base mode which actually lowers the clock speed and one pro mode with higher speed.
Yes they actually lower the clock speed when running ps4 native titles
Think about this for a minute.
is sonys api that talks to the hardware REALLY that fragile so they dont dare let ps4 games use that extra gpu/cpu?
Imagine if your new iphone 7 actually clocked down to run apps developed for iphone 5.. because well? Stability?
Now look at Microsoft. Even the modestly upgraded XbS improves existing titles framerates. It just works
Look at pc
Look at android devices
Etc
They all handle hardware upgrades smoothly and the software just works and runs better
Why is Sony really clocking down the ps4 pro? Imo it seems their os/api is not trustworthy enough. What other reason could it be?
In that case this isn't so bad after all. I just hope as many old games will be enhanced as possible.
Well that doesn't sound very encouraging, does it? Some games?
Basically confirms that most won't just like in case of the Pro.
anyone who homebrewed their PSP know that this is fucking bullshit
these games could run better but they prefer to lock yous out of that ability
Look at pc
Look at android devices
Etc
They all handle hardware upgrades smoothly and the software just works and runs better
as a dev, serious lolz.
i've been out of the loop for a while and was looking to buy a pro. didn't know they had this "restriction".
I'm surprised to hear that a software developer (I'm guessing that's what you mean by 'computer dev'?) supports locking software performance forever so that it can't take advantage of hardware improvements. Does that mean you agree with console ports being locked to 30fps on PC?
From what I understand (keep in mind, I don't have a Pro devkit), it would be exceptionally easy for us to add Pro support to our game, we would just have to test it to make sure nothing weird happens. Of course, given the nature of our game (retro-style with 480 x 270 default resolution), Pro support probably wouldn't do much of anything other than lower load times (which are already rather fast) & ensure that we don't drop from 60 fps. In any case, I'm guessing most developers are in the same situation and will test their game on Pro when they get the opportunity and patch accordingly.
Yes this is my point.
Basically Sonys api must not be very well designed
Does not bode well for eventual backwards companility with ps5 etc
Hmmm you sound like an expert so how many games have you made?Yes
That Sony shuts down part of the gpu and downclocks gpu/cpu because they are afraid of compability problems is just.. well laughable
These issues have been handled by the os/api on x86 platform since 20+ years ago
Suddenly Sony acts like forward compabilty has not been done before on this exact platform. Like it "is not possible"..
yeah well look at xbox s and i bet scorpio (it basically runs windows 10 and it just works on pc with new hardware + drivers)
It is impossible do be identical.So this means basically identical performance on unpatched games. Was seriously considering upgrading![]()
Have you bothered reading about why they made this decision? Thought not.
Well that doesn't sound very encouraging, does it? Some games?
Basically confirms that most won't just like in case of the Pro.
We don't know thatDon't we already know that games played on Scorpio will simply run better. Games with dynamic resolutions won't drop as often (halo 5, gears 4, ect.).
Just read the Digital Foundry article. Jesus fuck.
Lack of 4k Blu-Ray is something I couldn't care less about, but this forced downclocking has me riled up. I was so looking forward to play Bloodborne at a more stable performance.
Whatever Microsoft is achieving is apparently too much for Sony to pull off.
![]()
We don't know that
You don't sound motivated or even excited about doing that and you're a developer.
all games, especially older ones, aren't UWPWith the way UWP works... it should work that way. I mean, so many people are looking forward to it that if MS dares to not let that happen I will personally be very disappointed.
Wait what?! I totally missed this. If unpatched games run exactly as they did on the normal PS4, then that significantly decreases the value of the PS4 Pro for me. Yeah, I think it does miss the whole point of upgraded consoles.
I was hoping that Bloodborne, even without a PS4 Pro patch, would run at a smoother framerate on the Pro. According to this it'll run the same? This isn't the way any other platform with multiple form factors works.
So I looked at the DF article. I understand the reasoning behind keeping CPU performance the same for older games, but I still think locking down the GPU as well might be playing it a bit too safe. That GPU upgrade by itself could make a significant difference for a lot of existing games.
Once again, it feels like Sony didn't really plan this out from the beginning, and still believes in the idea of traditional console generations cut off from each other. Or maybe future PlayStation consoles will be upgraded models that will be backwards compatible with all legacy games, but those legacy games won't see any benefit from the new hardware.
"For variable frame-rate games, we were looking to boost the frame-rate. But we also wanted interoperability. We want the 700 existing titles to work flawlessly," Mark Cerny explains. "That meant staying with eight Jaguar cores for the CPU and pushing the frequency as high as it would go on the new process technology, which turned out to be 2.1GHz. It's about 30 per cent higher than the 1.6GHz in the existing model."
"I've done a number of experiments looking for issues when frequencies vary and... well... [laughs] I think first and foremost, we need everything to work flawlessly. We don't want people to be conscious of any issues that may arise when they move from the standard model to the PS4 Pro."
link?
That's horrible, what a silly decision. For multiplayer parity reasons maybe? My goodness. So unpatched titles won't have any benefit ;(
"I've done a number of experiments looking for issues when frequencies vary and... well... [laughs] I think first and foremost, we need everything to work flawlessly. We don't want people to be conscious of any issues that may arise when they move from the standard model to the PS4 Pro."
We don't know that
Quoting staticneuron from the other ThreadOriginally Posted by staticneuron
The Xbox One S increased the GPU clockrate from 853MHz to 914MHz not the CPU. So comparisons about the issue presented with CPU increased speed don't even apply.
The PS4pro 500MHz CPU increase, The GPU increased speed by 111MHz and has double the computational units and you are using the S which only increased speed of GPU alone by 61 MHz as a point of comparison?
You really don't see the issue with that?
source? I know they encourage dynamic res, but is it specifically for patch-less Scorpio improvements?We know that Microsoft are encouraging devs to use dynamic resolution now for that reason.
How can you not know? You posted in the DF thread. This is you right?
source? I know they encourage dynamic res, but is it specifically for patch-less Scorpio improvements?
Shannon Loftis said:Game developers that are writing games now, if they want to ship a game sooner, if they enable dynamic scaling the game will just look automatically better on Scorpio.
it's encouraging but doesn't necessarily say that all older games get boosts
it's encouraging but doesn't necessarily say that all older games get boosts
it's encouraging but doesn't necessarily say that all older games get boosts
Wait what?! I totally missed this. If unpatched games run exactly as they did on the normal PS4, then that significantly decreases the value of the PS4 Pro for me. Yeah, I think it does miss the whole point of upgraded consoles.
I was hoping that Bloodborne, even without a PS4 Pro patch, would run at a smoother framerate on the Pro. According to this it'll run the same? This isn't the way any other platform with multiple form factors works.
Fairly early on in iOS's lifespan there were games that ran kind of shitty on the latest iPhone model when they came out but automatically ran much better on later models without any changes from the developer. The Xbox One S already runs some games slightly faster or with slightly more stable framerates. The whole idea on consoles was supposed to be like upgrading a PC from an HD 7870 to an RX 480. Sure some games would be deliberately optimized to take better advantages of the stronger hardware, but all games would get some kind of performance boost.
If the issue is instability, I think what happened is Sony didn't really prepare for this path the same way Microsoft and Apple did. Sony talks about the PS4 Pro as a mid-generation refresh, Microsoft talks about the Scorpio as if it's a blurred transition to a new hardware generation. It seems as if Sony is still, in some slight way, stuck on the old way of designing game consoles.
Are you old enough to remember the turbo button?
It was kind a misnomer, because it was really a "slow down" button that you would occasionally use to lower the speed on your PC to deal with games that broke when running too fast.
often times those apps require updates for both hardware and ios updates no? its not that dissimilar if ps4 pro requires a patch to the game as well. albeit sony may do well to help out with this. at least for the popular titles where they have metrics about how many players are still playing them.
This. Many games developed before the advent of widespread real time clocks would behave erratically or fail when run on hardware at the wrong clock speed.
A more recent example would be Dark Souls 2. Weapon durability was tied to framerate on consoles running at 30fps. When the game was able to run at 60fps on PC, weapons would break twice as fast. These kinds of shortcuts and tricks are quite common when coding something as complex as a game. Tying a simple variable refresh to an existing timer like framerates, cpu clock or RTC requires less code and saves precious CPU cycles since you don't have to run an additional timer just for updating something like weapon durability.