It doesn't look like it's all sunshines and rainbows since Indiana on series S shows the lowest texture/mipmap quality settings of all platforms AFAIC and they cheated a with their RT implementation/scene quality where light leaking becomes prevalent ...
That was Axel Gneiting (left for Tesla shortly thereafter) but I still think he has an argument to be made against the Series S' memory capacity since sampler feedback isn't helpful in reducing memory consumption for cases like ray tracing, geometric representations for compression/streaming...
The latter most option would probably open them up to more aggressive evolution in upscaling technology without having to provide any future compatibility guarantees. FSR4 could very well be a shortlived stepping stone to their more powerful successor in development ...
DirectSR is somewhat of...
If you say so ...
That ultimately doesn't change the fact that console vendors unanimously did away with the idea having games being able to run in kernel space for a while now ...
If operating systems by themselves can't provide a complete end-to-end security solution and you yourself allude...
Are you aware of the existence of programming language extensions and intrinsics for the express intent of bypassing the compiler for more optimal codegen ? If developers really wanted to speed up the execution times in their programs, they're not stuck with just writing only standard C++ as you...
It's ambitious to assume that developers will somehow create a special renderer optimized for just a single console when it's not even the "lead platform" for many multiplatform developers ...
With console toolchains, I would expect them to be apart of the "signing process" for compiled code/binaries. Either that or the console vendors will sign the code/binaries after certification ...
Sure but the PS4 'lost' these optimization benefits overtime when PC started deploying similar techniques as well but what exactly useful "untapped features" does Switch 2 have that would surface up as a noticeable advantage with multiplatform games ?
Frankly, why would console vendors allow custom/alternative compilers when it both costs them more developer support resources (maintaining support for frameworks outside of their official toolchain) AND opens up another attack vector (yes I'm going to use the security argument here) on their...
Personally, I wouldn't hold out for very long on the idea of Switch 2 gaining a significant API advantage over the PS4 in multiplatform titles outside of temporal upscaling ...
Technical reviewers like DF kept insisting that the PS4 was similar in perf to a 750Ti because they did comparisons with games at the time that mostly used last generation rendering techniques with outdated APIs such as DX11 ...
Sadly, they didn't revisit that comparison towards the end of the...
Console developers haven't had the freedom to pick whatever compiler they wanted for a while now and the contribution community/licensing model of Clang is attractive to the corporate world for the purposes of both selling their proprietary NDA'd or highly controlled (Apple) platforms as well as...
Does it really matter what I do when virtually no console games are shipping with Rust code or the fact that game development related studios only hire experienced C/C++ programmers ? Also it's well known in the industry alone that the only compilers available on consoles are either Clang or...
@tuna Console vendors can intentionally block certification if you're attempting to subvert their rules. They might not stop developers from experimenting with Rust on their platforms but any software submission will encounter technical reviews by them ...
Console platform vendors only offers official support for the Clang/LLVM compiler and not the rustc/LLVM compiler. They share the same backend and intermediate representation but since their supported source languages are different so are their frontends (C-like languages/Clang vs Rust/rustc)...