Actually, this brings up a good related topic.
I've seen lots of comments from people, asking why it'll take a year or two to see hardware optimized games for the X1/PS4, if they're just X86 computers.
The answer is, that X86 doesn't automatically mean freedom from unique architectural features. Each model CPU and GPU is a little unique, has their own strengths and weaknesses, and when you look out how the components fit into eachother you get even more unique features.
Basically, X86 greatly lowers the effort necessary to port something from Windows/OSX to these platforms, but doesn't lower the resources to optimize nearly as much. It helps a little, but its not a magic bullet.
Sonys first party stuff will once again be the most technically impressive console titles....but just because they look amazing wont mean that other third party and Microsoft first party games also won't look amazing. So it basically won't matter.
It mattered for Sony this gen, having the weaker multiplatform support. If there's a difference, it'll matter.Sonys first party stuff will once again be the most technically impressive console titles....but just because they look amazing wont mean that other third party and Microsoft first party games also won't look amazing. So it basically won't matter.
It mattered for Sony this gen, having the weaker multiplatform support. If there's a difference, it'll matter.
Sonys first party stuff will once again be the most technically impressive console titles....but just because they look amazing wont mean that other third party and Microsoft first party games also won't look amazing. So it basically won't matter.
http://www.opengl.org/sdk/docs/man3/xhtml/glGetRenderbufferParameter.xml
Render buffer size is based on the pixel size. If you have looked games on current gen none of them use high bit textures.
The internal eDRAM is used for back buffers, multi-sampling etc etc. If it is irrelevent why does WiiU and Xbox one 32 MB and not keep it at 10MB as it was 360.
How so? The end result of all the technical wizz bang is how does it affect the games. Does the tech create better graphics, higher resolutions, more stable frame rates, or additional characters on screen? Otherwise, what would be the point of it all? The forum isn't about discussing how quick the devices are at crunching numbers in spreadsheets. I'm arguing that Sony has the better tech, but that only Sony's first party studios will really take advantage of it.So almost nothing to do with the thread at hand. Got it.
How so? The end result of all the technical wizz bang is how does it affect the games. Does the tech create better graphics, higher resolutions, more stable frame rates, or additional characters on screen? Otherwise, what would be the point of it all? The forum isn't about discussing how quick the devices are at crunching numbers in spreadsheets. I'm arguing that Sony has the better tech, but that only Sony's first party studios will really take advantage of it.
Nice thread derail.Sonys first party stuff will once again be the most technically impressive console titles....but just because they look amazing wont mean that other third party and Microsoft first party games also won't look amazing. So it basically won't matter.
I dont think the third parties will devote the extra resources to make their games look that different. Also, you're still going to get multi platform games running better, being cheaper, and infinitely backwards compatible on pc.You're still going to get multiplatform games running better on PS4, even if they're in the same league of quality with XB1 multiplatforms -- better resolution, framerate, effects, textures, AA, image quality, etc. The differences should be more noticeable than last gen due to the size of the hardware disparity and similarity in architecture.
I dont think the third parties will devote the extra resources to make their games look that different. Also, you're still going to get multi platform games running better, being cheaper, and infinitely backwards compatible on pc.
I dont think the third parties will devote the extra resources to make their games look that different. Also, you're still going to get multi platform games running better, being cheaper, and infinitely backwards compatible on pc.
I dont think the third parties will devote the extra resources to make their games look that different. Also, you're still going to get multi platform games running better, being cheaper, and infinitely backwards compatible on pc.
You said that developers won't devote resources to use the extra power of the PS4, but then mention that the PC version will be better? How do you think the PC has the better multiplats, if the developers don't take the time to optimize it? Why would they take advantage of the specs that PCs can have, but not the PS4?
The PS4 and the Xbox One also both have ways to access the hardware (the graphics hardware in particular) at a much lower level than is usually possible on PCs. On a PC, every modern game (that I know of) goes through either OpenGL or DirectX. That has a big potential for optimizations, but it also has a pretty big learning curve, especially when you're coming from PC development.
Bethesda definitely does not get a pass from me at all about their games, BUT...Sony really fucked up with Cell and their RAM configuration. It was a stupid decision to begin with and it continued the tradition of Sony's consoles being more problematic for developers to figure out, and any supposed advantage in specs is quickly washed away with the difficulty in development. They provided a set of encyclopedia-sized manuals that developers had to read through just to figure out how to make a polygon on that system. Once you learned it, it could do some nice things, but the learning curve was ridiculous compared to their chief competition.
None of that applies now, however, as both of them are using a very familiar architecture.
But yeah, in some ways Bethesda does suck.
If this thread tells me anything, it's that November cannot get here soon enough.
Yeah, November 2014, when Naughty Dog fully uses this advantage for Uncharted 4.
And if all else fails, just write it in x86-64 ASM. Because reasons.
But how much lower can it go at this point. I'd always assumed that OpenGL and DirectX were mature and speedy enough, unless you're counting having to deal with all the other bullshit that goes on in the background on a modern OS?
I also assumed that the PS3 was using some stripped down form of OpenGL 1.0? So I guess the stripped down form and libgcm as i think it is, really makes that big of a difference?
I have a semester of OpenGL work and went back to toying with it again tonight, so my knowledge is extremely limited in that regard.
Pretty excited about new Killzone and Drive Club personally. Looking at Evolution's E3 showing of Motorstorm leading up to release, the difference between that the final game was night and day graphically, I have full confidence Drive Club is going to be amazing.
The primary advantage is coding to a fixed hardware target. You know exactly where the issues and bottlenecks are, and you can work around them on a closed platform. In an open platform like PC, you are stuck throwing excess power at most issues because the code has to work on a broad range of hardware.
And finally I know what you meant. ^_^
GCN is a very well balanced and powerful architecture. There is no need to worry.
As I mentioned earlier: As far as my knowledge goes all these things are pretty standard for HSA processors. Volatile Tags for cachelines are standard for every GCN processor. Onion and Garlic Bus were already introduced with the Trinity APUs a few years ago and Cache Bypasses aren't magic either.
Another modification that isn't actually a real modification are the 8 ACEs (compute pipelines) and the 64 compute queues of the PS4. It's more like a "decision" than a "modification" since Sony just uses the final stage of the GCN 1.0/1.1 (CI) ISA. It's like going to AMD and saying "I'd like to have the luxury configuration, please". But to be fair, the combination of all this features in a processor with this much processing power is still very unique. And to make all these little features run they most likely need modifications for API and firmware and this is where their knowledge with heterogeneous processors may come in handy. Microsoft's Direct X for example is way too abstract and so it doesn't let you go down to a level where you can manage the priorities of the command processor or where you can drop compute-only tasks to the ACEs. Cerny mentions that he can control that a Vertex and a Compute Shader can work together. This speaks for the flexibility of the rendering pipeline but it also requires an optimized low level API. PC APIs like DirectX can't do this stuff. For a PC this is already driver-level. Devs can't control it.
To put it in a nutshell, all these modfications are things that AMD already uses or will be using in future consumer processors. But it is the combination of hardware and software that makes this design very unique. Especially with this amount of processing power and bandwidth. You can't compare it with a PC processor which has some of this modifications too, but won't be able to use it because dev's can't control it. However there is one thing that is very special about the PS4. This little detail is a modification that Sony made on its own. I'm talking about the two graphics command processors (one queue for gaming and one high priority queue for the OS). This is new. AMD doesn't have this in its consumer processors.
To be honest I expect Microsoft to have a much thicker abstraction layer than Sony. If the rumors are true then Devs will face a less efficient API on XBox One.
3 month is a long time in game development, although I feel sorry for the devs going through the crunch; must be pretty miserable.Lauch games are about 3 months from Beta, I won't expect miracles, if they don't look fantastic/run super smooth already.
I'd guess it will remain a topic of debate until the first few multiplatform comparisons are out. At which point the discussion will refocus on the comparatively small differences between XB1 and PS4 versions. Call it a hunch.So how many years does GAF think it will take for PC's to catch up to PS4 and its performance?
You can't optimize on PC because you can't code to the metal.You said that developers won't devote resources to use the extra power of the PS4, but then mention that the PC version will be better? How do you think the PC has the better multiplats, if the developers don't take the time to optimize it? Why would they take advantage of the specs that PCs can have, but not the PS4?
So how many years does GAF think it will take for PC's to catch up to PS4 and its performance?
I know. I already posted that link on page 1.
I was talking about the modiftications that Mark Cerny adressed explicitly in his interview with Gamasutra. You're completely right anyway, but I just wanted to pointed out that the things Cerny mentioned are not some alientech that fell from heaven. The combination of these features (some of it are HSA, some of it are GCN) in conjunction with a low level API however, will make it a unique and extremely powerful system. And as far as I know he never talked directly about cache coherency and unified adress space which are the features that are distinct from AMDs earlier APU designs.
Mark Cerny built a great system. It looks flawless to me. I mean just take a look at the reactions of the developers: They completely went bananas when Cerny said on stage that PS4 will have 8GB of GDDR5 because they knew exactly that he was talking about a pool with uniform memory access. That's just unreal! Did you see anyone flip out because of XBox One's hardware? But the HSA is an extremely complicated thing. It is almost impossible for Cerny to explain the benefits of this architecture to the masses and even more so since PS4 can't compete with a GeForce Titan on paper. Just take a look at the reactions of the PC master race: "This is just a mid-range GPU!!!!111" No, it's not! PS4 is marvelous tech. I hope people will see that sooner or later.
So how many years does GAF think it will take for PC's to catch up to PS4 and its performance?
You can't optimize on PC because you can't code to the metal.
You can't optimize on PC because you can't code to the metal.
I love this stuff.1) Things like particle effects will be easier in PS4.
http://research.microsoft.com/en-us/people/sscarle/complete_talk.pptx‎
[snip]
Uhm yeah....
This thread doesn't appear to be for you.
Uhm yeah....
This thread doesn't appear to be for you.
From pure raw power PC already is leaps and beyond consoles at this point.
Thing is games need to be first created to use that power. Without it PC will have only IQ advantage which is lame for hardware that is x times powerful.
This.
Seems to be the hardest thing to explain to some PC elitists. You can run the game at 4k, enhance the lighting a good bit, and throw in 8k textures if you want, but that isn't going to make the A.I. better, introduce real time cloth animation, or magically remodel geometry that was originally a normal map or simply textured in. These games have to be designed from the ground up to run on lower end hardware.
In a years time when early PS4/Xbone games get dumped over on PC, and run at higher resolutions with more bells and whistles, the PC gamers like myself, can thank consoles for being the target systems.