Look, I didn't pursue that career, they did though. Its their homework, but they are skimping on it...Maybe you should spend the time to do articles and videos. You have no excuse, seriously.
Look, I didn't pursue that career, they did though. Its their homework, but they are skimping on it...Maybe you should spend the time to do articles and videos. You have no excuse, seriously.
The can be blamed for what they say. If they had a disclaimer in their videos that said: "this is just superficial speculation, we actually have barely a clue about what we're talking about" it would be less of an issue.Can we blame them for that ? I mean even a developer could not do much better than DF without a deeper acess about how the engine works.
They are limited to more superficial informations by definition.
That sounds a lot more significant than it is. It's hardware released in 2016 based very closely on 2013 hardware, and not hardware three years more modern than PS4. One only needs compare existing Pro titles versus Vanilla to see the differences aren't going to be that significant, and all about IQ and framerate.On a Pro mind you, thats late 2016 hardware.
Precisely. The differences are just in framerates and resolutions and a little bit of quality. Models are the same, density is the same, etc. Level's aren't reworked by artists to add more stuff.Isnt Pro's gpu atleast twice as fast? More memory too. Some games show a difference in filtering and texture resolution aswell.
Look at existing face-offs to see what a Pro gets you over a Vanilla. If you can live without higher framerates and IQ, you can save a lot of money.Would only be good though if theres no difference other then resolution in upcoming games like tlou2, ghosts, death stranding etc, i wouldnt need a pro then, used vanilla ps4's are easy and cheaper to obtain.
Look, I didn't pursue that career, they did though. Its their homework, but they are skimping on it...
You are right on that one. I like the fact they exist. I dont think they do more harm than good. But there sure is room for them to do a better job.Is there anybody else that is doing it better?
What do you mean how many compute? Compute queues? Compute shaders?Maybe I should ask my question in another thread, so it can be moved. I don't know if my question is correct, but how many compute is used in current games?
I'm ok with their scope, but they just say stuff that is simply wrong way to often, I think.If people are expecting this: http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/
I think there is space for both, but certainly DF cannot get to this level with any realistic model for profitability. It's likely not profitable either for them.
They do a decent job at explaining to customers the platform differences with the same title. Outside of that they try to do their best in explaining differences between newer and older titles.
I'm ok with their scope, but they just say stuff that is simply wrong way to often, I think.
Precisely. The differences are just in framerates and resolutions and a little bit of quality. Models are the same, density is the same, etc. Level's aren't reworked by artists to add more stuff.
Look at existing face-offs to see what a Pro gets you over a Vanilla. If you can live without higher framerates and IQ, you can save a lot of money.
I mean sure, if DF had hardware level access and debug tools for all the consoles I don't think that level of postmortem would be out of the question. I use tools for my PC games where if there is DoF or camera motion blur I can't toggle off in options I just find the shader address and shut it off.If people are expecting this: http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/