"If the consoles are not involved there is no Witcher 3 as it is," answers Marcin Iwinski, definitively. "We can lay it out that simply. We just cannot afford it, because consoles allow us to go higher in terms of the possible or achievable sales; have a higher budget for the game, and invest it all into developing this huge, gigantic world.
"Developing only for the PC: yes, probably we could get more [in terms of graphics] as there would be nothing else - they would be so focused, like if we would develop only on Xbox One or PlayStation 4. But then we cannot afford such a game."
There were two possible rendering systems but one won out because it looked nicer across the whole world, in daytime and at night. The other would have required lots of dynamic lighting "and with such a huge world simply didn't work".
smoke and roaring fire from the trailer? "It's a global system and it will kill PC because transparencies - without DirectX 12 it does't work good in every game." So he killed it for the greater good, and he focused on making sure the 5000 doors in Novigrad worked instead.
I think this statement demonstrate Arwin's view (one I don't agree nor disagree with). Why was StarCraft II poorly optimised when it wasn't a console game?
"It's very important to stress: we are continuously working on the PC version, and we will be adding a lot of stuff, and there is more to come. We've proven it in the past that we support our games and we will be looking at the feedback and trying to make it better."
Yeah, that'll be curious. Glad I'm waiting for all you brave payingThey also say there will be another big patch next week with 600 changes / fixes and soon after a small PC patch to allow more options to be tweaked within .ini files
"Yes!" realises Adam Badowski. "The game's performance: people say the game is well optimised. This is the first time for this company!" It's the first smile I've seen from him all interview.
"It's very important to stress: we are continuously working on the PC version, and we will be adding a lot of stuff, and there is more to come. We've proven it in the past that we support our games and we will be looking at the feedback and trying to make it better."
Marcin Iwinski adds: "You play it and you are not fine: really, that's touching and we'll do our best to make it up. But if you didn't play it and you're trolling: think twice please.
and things
CDPR said:The billowing smoke and roaring fire from the trailer? "It's a global system and it will kill PC because transparencies - without DirectX 12 it does't work good in every game." So he killed it for the greater good, and he focused on making sure the 5000 doors in Novigrad worked instead.
Wait wait wait... so one of the stuff they mentioned is about not having DX12 is holding them back. Is PC not having DX12 also holding back console?
Not if they they are willing and able to write different code for different quality of effects for different platfroms. I personally would not want to do this.Wait wait wait... so one of the stuff they mentioned is about not having DX12 is holding them back. Is PC not having DX12 also holding back console?
I don't know if the lack of DX12 only affects that transparency effect thing, but consoles (especially PS4? don't know how much X1 restricted by not having DX12) can get more to the metal. At least on draw call alone, PS4 should have massive advantage over PC. PS4 also should be able to leverage async compute without waiting for DX12 to arrive. But probably outside of PS4 exclusive games, most devs don't leverage it. Which is basically PC limiting what PS4 can do.Consoles already have lower LOD.
Which is basically PC limiting what PS4 can do.
The move from DX11->DX12 is not just only overhead. DX11 does not properly support multithreaded command buffers like how DX12/Mantle/GNM does. From what I understand even with Async commands built into DX11.Xbox the commands will still be submitted serially, so you're going to end up losing some of that gain if you intend to take full advantage of async compute. Even if you are not CPU bound, I believe a multithreaded command buffer would likely still increase performance over a single threaded one if the CPU is slow (which in both console's cases is @ 1.6GHz)I don't know if the lack of DX12 only affects that transparency effect thing, but consoles (especially PS4? don't know how much X1 restricted by not having DX12) can get more to the metal. At least on draw call alone, PS4 should have massive advantage over PC. PS4 also should be able to leverage async compute without waiting for DX12 to arrive. But probably outside of PS4 exclusive games, most devs don't leverage it. Which is basically PC limiting what PS4 can do.
Anyway, I'm thankful for the modest spec of PS4 and X1, because I don't have to purchase expensive GPU to update my rig (Kaveri) to be able to play next (current) gen games.
The move from DX11->DX12 is not just only overhead. DX11 does not properly support multithreaded command buffers like how DX12/Mantle/GNM does. From what I understand even with Async commands built into DX11.Xbox the commands will still be submitted serially, so you're going to end up losing some of that gain if you intend to take full advantage of async compute. Even if you are not CPU bound, I believe a multithreaded command buffer would likely still increase performance over a single threaded one if the CPU is slow (which in both console's cases is @ 1.6GHz)
I haven't seen the game myself, but from what I've read, there are a lot of things on screen at any given moment. It would not surprise me if the game is probably pushing the limits of draw calls for single threaded renderer at least on PC, with PS4 and Xbox they managed to survive due to lower overhead of the API.hm... so I wonder if it was in the context of tiled particle culling & using that with async & multithreaded submission to make it feasible? The smoke/particle systems being "global" might mean that it would have little to no scalability and no fallback or at least there's no time for them to implement both the fancy stuff and regular transparencies i.e. shit performance for everyone or zero particles ("off").
-> Kind of like Arkham Asylum PhysX particles being present and everyone without PhysX simply gets no smoke in those same areas.
I haven't seen the game myself, but from what I've read, there are a lot of things on screen at any given moment. It would not surprise me if the game is probably pushing the limits of draw calls for single threaded renderer at least on PC, with PS4 and Xbox they managed to survive due to lower overhead of the API.
I think because the game is open world, to keep draw calls under control I imagine there is a lot of stuff going on to keep things culled or what not (as you walk or fight in certain directions), constantly off-loading and on-loading items. This is where DX12 would really help out (PC and XO) with having async copy.
Regardless of other possible bottlenecks, I think if we just focus on the topic draw calls, I imagine the headroom is very little and introducing tons of particle, shadows and lighting effects on top of what they are in an open world environment where more and more items can just pop in likely blows their draw call budget. But with a multithreaded renderer it should alleviate the draw call limit entirely.
It doesn't automatically mean the consoles could run those effects though.
Of unknown spec/actual framerate, no?The trailer was running in real time just fine on a PC afterall.
It was an early tech demo (essentially), so maybe they built what they thought they could get away with for the 2 consoles (before they fully realized how underpowered they were) + high end PCs?Is it really that it couldn't run in a wider open world game (pretty short sighted of them to implement it in the first place if so given that the limitations of DX11 and the fact that this is a large open world would have been very well understood by that point - unlike the consoles performance)
As I was discussing above, yes. Whatever they built might not have been properly scalable (volumetric vs 2D?) for the lower systems, so it would have meant building two separate methods entirely and going over the entire world for every smoke/particle emitter twice during development, and the original implementation only for the high end PC segment, and no longer high end PC + 2 consoles.or is it simply that the work to implement it into the full open world was too great to be worth it on the only platform that could handle it and so they (in their own words) "focused on making sure the 5000 doors in Novigrad worked instead". The second seems far more likely to me, but clearly is something they could never say for fear of upsetting both console and PC fans.