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Eurogamer interviews Crytek on PS4, XBONE and Ryse

http://www.eurogamer.net/articles/digitalfoundry-crytek-the-next-generation

There's some interesting and dare we say it controversial stuff here. Image quality purists won't be too happy to see another developer signalling the death of multi-sampling anti-aliasing in favour of temporal and post-process alternatives, while a great many core gamers won't be ecstatic with the reasoning on the firm's line on 30fps as the preferred standard for console gameplay. And yes, we have an Xbox One developer telling us that multi-platform releases won't be that much different between the two next-gen consoles - a line of argument that doesn't go down very well with some at the best of times.

Regardless though, across the range of questions, there's some fascinating new information here - how the move from PowerPC architecture to x86 radically changes the way that developers code and optimise their games, a frank assessment of the raw CPU power of the new consoles, Xbox One's ESRAM and audio hardware, and Crytek's aim to bring CG-quality visuals to real-time rendering.


Digital Foundry: Crytek is at the bleeding edge of rendering tech and your demands from hardware are very high, so how satisfied are you with the final designs of the Xbox One and PlayStation 4?

Cevat Yerli: Both consoles have a DX 11.1+ capable GPU with full compute shader support which allows us to come up with new creative rendering techniques that were not possible before. The GPUs are very efficient in performing math operations and the CPUs, in contrast to the previous PowerPC-based architectures, have standard PC features like out-of-order execution and branch prediction. All this reduces the need for micro-optimisation and allows us to focus more on the high-level algorithms which is usually the more rewarding part of development. We are also looking forward to seeing what the PlayStation 4 will offer in regards to online compute capacities, and the strategy rolled out for Xbox One cloud support is certainly going to be very interesting in terms of compute power for next-gen games. I also think Microsoft's decision to include Kinect as standard is a positive one, as it avoids fragmenting the market and allows developers to treat its functionality as a given.


Digital Foundry: On the face of it the bigger GPU and wider bandwidth of the PlayStation 4 makes it far more powerful than the Xbox One. Yet developers like John Carmack - and even PC benchmarks on equivalent hardware - suggest that the two platforms may be closer than the specs suggest. What's your assessment?

Cevat Yerli: Both next-gen platforms have excellent specs and provide wins against each other in a variety of areas. But, in essence, both of them are going to run next-generation games in more or less the same quality due to the diminishing returns of optimising for these little differences. That being said, platform-exclusive titles might be able to take advantage of these slight variations on both Xbox One and PlayStation 4.


Digital Foundry: What's your take on Sony's emphasis on PS4 GPU compute? In multi-platform projects is it likely to be explored?

Cevat Yerli: GPU compute is definitely the future. The CPU performance is better than last-gen but not by a huge margin, the GPU on the other hand is a really sizeable improvement. If the task is suited to it, moving to the GPU can be an incredible performance win. However, this is taking away performance from the traditional graphics pipeline so there is a limit to what you can move to the GPU. As for the broader multi-platform question, supporting GPU compute isn't really much more difficult than supporting multi-platform rendering, so it's certainly something we'll be using more and more on all platforms.

Digital Foundry: There were hopes that next-gen console would target 60fps - something John Carmack mentioned in his QuakeCon keynote this year. Can you talk us through the thinking behind Ryse as a 30fps game?

Cevat Yerli: Developers always have to choose whether they go for 60 or 30fps, depending on the type of game and complexity of the project. With Ryse, we wanted to go for a very emotional experience with complex and dramatic lighting, high fidelity environments, and rich characters and character animations. So 30fps was our choice, and we believe that most developers will go for richer worlds at 30 frames per second rather than 60fps - which would call for compromises, as 60fps demands twice the amount of compute rendering speed. 30fps is a standard that is above, for example, what most cinemas use for showing films. Early demos with higher frame-rate experiences have shown that gamers and viewers have a mixed opinion about its perceived quality - for example, how 48fps cinema experiences were received. So it's both a production design choice as well as user research.

Digital Foundry: What is your experience with the ESRAM on Xbox One? How do you utilise it in Ryse? Is 32MB really enough for the high-bandwidth rendering elements you'd want to utilise? How important is allocating graphics between DDR3 and ESRAM for Xbox One development?

Cevat Yerli: We put our most accessed render targets like the G-Buffer targets into ESRAM. Writing to ESRAM yields a considerable speed-up. While 32MB may not be enough to use something like MSAA to the fullest, with a smart memory management strategy it is possible to deal with that.


Digital Foundry: The Xbox One has dedicated audio processing hardware that is not present in PS4 or PC. How do you utilise it in Ryse?

Cevat Yerli: Essentially the hardware is performing calculations on audio data, handling the decode of audio that is encoded in XMA, Microsoft's proprietary, designed-for-game-audio, encode/decode compression algorithm. It takes weight off the main processing cores by using this optimised processor, which is approximately twice as powerful as the 360's, which means we can have higher voice counts, that is more sounds playing simultaneously. Also it supports the 7.1 surround sound architecture, which vastly improves the 3D localisation of sounds and the immersive audio environments we have created for Ryse.

Digital Foundry: Xbox One has its data move engines, dedicated audio hardware etc that should free up CPU resources. Are we seeing a situation almost like the reverse of 360/PS3 - this time with Sony having less CPU resource but more GPU power?

Cevat Yerli: Xbox One's move engine has proven to be quite useful to us by accelerating streaming of texture data, etc. How well that fares overall and compares to the prowess of PS4's compute engines remains to be seen and likely depends on the specific type of game you want to build.

You can tell its a Leadbetter article he tries to degrade PS4's CPU repeatedly in the article
 

avaya

Member
There is going to be little point in Digital foundry existing if all games are superior on PS4. He needs to make it close. They risk irrelevance this generation.
 
Cevat Yerli: Developers always have to choose whether they go for 60 or 30fps, depending on the type of game and complexity of the project. With Ryse, we wanted to go for a very emotional experience with complex and dramatic lighting, high fidelity environments, and rich characters and character animations. So 30fps was our choice, and we believe that most developers will go for richer worlds at 30 frames per second rather than 60fps - which would call for compromises, as 60fps demands twice the amount of compute rendering speed. 30fps is a standard that is above, for example, what most cinemas use for showing films. Early demos with higher frame-rate experiences have shown that gamers and viewers have a mixed opinion about its perceived quality - for example, how 48fps cinema experiences were received.

Ugh! Games != Movies.

Also, real life isn't 30fps. And Mario was 60fps in the 80s.

I've got no issue with 'cinematic' games like Ryse being 30fps, but don't shit all over 60fps just because your game doesn't do it. There's plenty of games and genres that benefit.
 
Written by Leadbetter.

ipdoVMEVRDSxV.gif
 

benny_a

extra source of jiggaflops
I like how Leadbetter keeps bringing up his PC benchmark comparison despite it being utterly discredited.

Doesn't seem like a guy that admits he was wrong.
 
Digital Foundry: On the face of it the bigger GPU and wider bandwidth of the PlayStation 4 makes it far more powerful than the Xbox One. Yet developers like John Carmack - and even PC benchmarks on equivalent hardware - suggest that the two platforms may be closer than the specs suggest. What's your assessment?

Cevat Yerli: Both next-gen platforms have excellent specs and provide wins against each other in a variety of areas. But, in essence, both of them are going to run next-generation games in more or less the same quality due to the diminishing returns of optimising for these little differences. That being said, platform-exclusive titles might be able to take advantage of these slight variations on both Xbox One and PlayStation 4.

Forgive my ignorance but how is more raw GPU power and way better memory bandwidth included in the concept of " diminishing returns of optimizing for these little differences"

Those two things seems like they wouldn't have to be programmed for and would just work better by themselves?
 

Steroyd

Member
Both next-gen platforms have excellent specs and provide wins against each other in a variety of areas. But, in essence, both of them are going to run next-generation games in more or less the same quality due to the diminishing returns of optimising for these little differences. That being said, platform-exclusive titles might be able to take advantage of these slight variations on both Xbox One and PlayStation 4.

Yikes, try telling this to the "master race" and they will laugh their arse off.
 

Ashes

Banned
eg interview said:
It also means that our key follow-up question - specifically on how Crytek has quantified the performance differential between the two next-gen consoles bearing in mind the relative GPU specs - still remains unanswered, despite a lot of chasing.

Would have been mighty interesting.
 

gofreak

GAF's Bob Woodward
It's hard to take Yerli's comments as much more than technical marketing these days, after 1080p-gate on Twitter. He's clearly playing more PR man for his game than honest tech broker. Still there's a couple of interesting bits in the interview.
 

Skeff

Member
"..both of them are going to run next-generation games in more or less the same quality due to the diminishing returns of optimising for these little differences.."

Uh oh.

Man making XB1 Exclusive says Consoles aren't that different
Man making PS4 Exclusive says PS4 is twice as powerful

The truth is somewhere in between.
 

benny_a

extra source of jiggaflops
Man making XB1 Exclusive says Consoles aren't that different
Man making PS4 Exclusive says PS4 is twice as powerful

The truth is somewhere in between.
I haven't been able to keep up with GAF much lately, but which fool said that the PS4 is twice as powerful?
 
30fps is a standard that is above, for example, what most cinemas use for showing films. Early demos with higher frame-rate experiences have shown that gamers and viewers have a mixed opinion about its perceived quality - for example, how 48fps cinema experiences were received. So it's both a production design choice as well as user research.

What the actual fuck..????????????????????????????????????????????

Cinema and game framerates are not comparable at all!
 

Pistolero

Member
Reads like a PR piece, with all due respect. All the answers sound too disengaged and "charming"...
Also, some of Leadbetter's questions exhude a hint of bias...
 
Quite a neutfal interview withYerli really, but not surprising since he will likely be working on PS4 in the future as well. I am guessing his answers would have been slightly different had he been working with PS4 exclusively. I thought Leadbetter than that though. He clearly has one foot squarely in with MS's approach.
 

Jburton

Banned
Forgive my ignorance but how is more raw GPU power and way better memory bandwidth included in the concept of " diminishing returns of optimizing for these little differences"

Those two things seems like they wouldn't have to be programmed for and would just work better by themselves?


Because Crytek are making an exclusive game for Xbone, of course they are going to downplay the advantages of the competitors machine.

This article reads like a Leadbetter, Crytek circle jerk.
 

EGM1966

Member
Whelp despite aiming to remain neutral I'm slowing creeping into the DF has a bias camp. Okay interview but predictably safe answers overall and questions whose progress reveal a definite whiff of leading the witness.
 

Y2Kev

TLG Fan Caretaker Est. 2009
I have to say that Peter Jackson needs to work on his response time. I sat through that whole fucking boring movie hitting the PS button so I could quit the movie and not until like three hours later did the blank pause screen finally come up so I could end it.
 

cyberheater

PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 Xbone PS4 PS4
So another developer thinks that there isn't a big difference in power between the two machines. Interesting.
 

CoG

Member
Forgive my ignorance but how is more raw GPU power and way better memory bandwidth included in the concept of " diminishing returns of optimizing for these little differences"

Those two things seems like they wouldn't have to be programmed for and would just work better by themselves?

You have to optimize nothing to take advantage of PS4 raw performance advantage. It's the Xbox One you have to worry about optimizations for managing its eSRAM kludge.

When I select better AA on my PC games, am I optimizing them?
 
Crytek obviously had the same problems with ESRAM that everyone else had. I wonder how much it affected their move to the thin G-Buffer they now have.

Also, No MSAA sad face... but SMAA 1Tx seems competent

So another developer thinks that there isn't a big difference in power between the two machines. Interesting.

That does not mean the games will look the same though, quote regarding PS4 compute:
for the broader multi-platform question, supporting GPU compute isn't really much more difficult than supporting multi-platform rendering, so it's certainly something we'll be using more and more on all platforms.
 
I see a distinct lack of the question I wanted answering:

But leadbetter is leadbetter.

If you had actually read the interview you would have noticed this little nugget:

But before we dive in, a bit of background is required. Interviews tend to take three different forms - face-to-face, on the phone or, as is the case here, an email Q&A. The good news is that Cevat Yerli himself - founder, CEO and president of Crytek - took point on tackling our questions. The not-so-good news is that it took quite some time for the answers to return, hence our referring to CryEngine 3 and its successor when it was subsequently revealed at Gamescom that they are one and the same (and that the numbering has gone), before Microsoft announced that Ryse was running at sub-native 1080p resolution, and a long time before Yerli's DICE 2013 presentation where he revealed a raft of new visual upgrades for the firm's Xbox One launch title. It also means that our key follow-up question - specifically on how Crytek has quantified the performance differential between the two next-gen consoles bearing in mind the relative GPU specs - still remains unanswered, despite a lot of chasing.

As far as we were aware Ryse was 1080p until MS said it wasn't (on twitter in September) so taking into account those points, why would he ask a question he didn't know to ask about? But hey, don't let the facts get in the way!
 

gofreak

GAF's Bob Woodward
So another developer thinks that there isn't a big difference in power between the two machines. Interesting.

Well hey, to Yerlai, 900p and native 1080p are apparently interchangeable.

So I guess even a difference like 720p vs 1080p in multiplats at launch wouldn't convince him that games on the systems aren't 'more or less the same quality'.
 
So, how are they going to handle the power difference in multiplat games like (theoretically) Crysis 4?

Or perhaps it will be XB1/PC only?
 
Lets just see what the games look like. We know the ps4 is more powerful but many are saying its closer than the numbers should have us believe. I hope both look great for a long time.
 

Skeff

Member
If you had actually read the interview you would have noticed this little nugget:



As far as we were aware Ryse was 1080p until MS said it wasn't (on twitter in September) so taking into account those points, why would he ask a question he didn't know to ask about? But hey, don't let the facts get in the way!

What exactly does that Pre-Gamescom stuff have to do with Ryse footage being released at native 1080p last week?

But, Hey don't let that get in your way!

EDIT: him not knowing about it, is not a valid defence, he is a games journalist doing an interview with the head of Crytek, he should know everything he can to actually conduct a good interview, not just sit around and cuddle.
 
Oh my, horrible interview. Yerli seems to be a perfect match for Leadbetter though. Don't have much respect left for either of them.
 
What exactly does that Pre-E3 stuff have to do with Ryse footage being released at native 1080p last week?

You criticised the interviewer for not asking why they are releasing videos in 1080p. The interview questions were sent a long time before we knew the game wasn't 1080p, so why would he ask it?
 

artist

Banned
Well hey, to Yerlai, 900p and native 1080p are apparently interchangeable.

So I guess even a difference like 720p vs 1080p in multiplats at launch wouldn't convince him that games on the systems aren't 'more or less the same quality'.
FULL HD XP!
 

Green Yoshi

Member
So another developer thinks that there isn't a big difference in power between the two machines. Interesting.

Ryse is a XBO-exclusive, so it would be stupid of them to tell customers that PS4 is more powerful.

I don't think that we will see a difference between PS4 and XBO before 2014. It takes time to exhaust new consoles.
 

patapuf

Member
Ryse is a XBO-exclusive, so it would be stupid of them to tell customers that PS4 is more powerful.

I don't think that we will see a difference between PS4 and XBO before 2014. It takes time to exhaust new consoles.

There are things that are easy to implement and immediately show a power difference - resolution for example.
 
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