hesido
Regular
According to this:
http://kotaku.com/the-five-possible-states-of-xbox-one-games-are-strangel-509597078
...Xbox One will have different game states. Programmers will have to be aware of which state your game is. That's absolutely vital for the game to react accordingly, most games will probably opt to pause the game when user switches to the dashboard etc.
However, one thing caught my mind, that may be problematic to handle for games that cannot pause itself:
In "Running mode" you have access to 6 cores, 90% of GPU.
In "Constrained mode" you have access to 4 cores, and there's no user interaction, with variable amount of access to GPU resources (45% if game is visible, 10% if not)
Most GPU tasks are scalable so I don't think it would be very hard to handle. But what puzzles me is losing cores. If the game is switched to 4 cores, what happens to the threads on the lost 2 cores? I'm guessing each of those 2 cores will be reduced from different 4 core set that share the L2 cache, so the threads aren't moved between different 4 core sets to avoid trashing the L2 caches.
In any case, the programmer is only ever guaranteed 4 cores, those extra two cores will only be made use of when there's user interaction with the game. Doesn't this complicate things, and prevent "to the metal" approach that makes console programming more efficient than otherwise? Also, doesn't this cause programmers to depend on 4 cores more often than not, as 6 won't be guaranteed?
Different game states will also be on PS4, but will there be vastly reduced cores and reduced GPU access?
I probably don't know what I'm saying as the only programming language I'm familiar with is Javascript. But I'd be glad to hear from knowledgeable forum members.
http://kotaku.com/the-five-possible-states-of-xbox-one-games-are-strangel-509597078
...Xbox One will have different game states. Programmers will have to be aware of which state your game is. That's absolutely vital for the game to react accordingly, most games will probably opt to pause the game when user switches to the dashboard etc.
However, one thing caught my mind, that may be problematic to handle for games that cannot pause itself:
In "Running mode" you have access to 6 cores, 90% of GPU.
In "Constrained mode" you have access to 4 cores, and there's no user interaction, with variable amount of access to GPU resources (45% if game is visible, 10% if not)
Most GPU tasks are scalable so I don't think it would be very hard to handle. But what puzzles me is losing cores. If the game is switched to 4 cores, what happens to the threads on the lost 2 cores? I'm guessing each of those 2 cores will be reduced from different 4 core set that share the L2 cache, so the threads aren't moved between different 4 core sets to avoid trashing the L2 caches.
In any case, the programmer is only ever guaranteed 4 cores, those extra two cores will only be made use of when there's user interaction with the game. Doesn't this complicate things, and prevent "to the metal" approach that makes console programming more efficient than otherwise? Also, doesn't this cause programmers to depend on 4 cores more often than not, as 6 won't be guaranteed?
Different game states will also be on PS4, but will there be vastly reduced cores and reduced GPU access?
I probably don't know what I'm saying as the only programming language I'm familiar with is Javascript. But I'd be glad to hear from knowledgeable forum members.