Why should anyone create a multiprocess game for a console? Doesn't make much sense.The website(s) and folks who are not developers who read them. Specifically the part where it said:
- features like “Multi-process games in Game Core” will not arrive until after launch. There is a work-around for this in the current release, so fret not that this means games can’t be multi-threaded."
neither have I. I just read through the post from Tommy below. That post explains a lot of the behaviour coming from MS here; the chart is the most telling from what I see here.
So we can see that they've had this GDK available for development and testing. But CERT and publishing did not happen until recently. That's rather telling how far back it is, perhaps the GDK was too ambitious here and having to support so many platforms from a tools perspective has made it challenging for both MS and the development studios.
Scarlett is the name for both. So it's a fair assumption, both XSX and S came after June.Se are we to assume Lockhart certification came after June's GDK?
Seems to be the case. Man, I had no idea that MS was that far behind with their development tools. Yikes...
Thanks again @AzBat
Scarlett = Anaconda + Lockhart?Scarlett is the name for both. So it's a fair assumption, both XSX and S came after June.
Why should anyone create a multiprocess game for a console? Doesn't make much sense.
The only game I recall that was multiprocess was Sacred 2. And that was on pc because you always play at a 'server' (local for single player) and it wasn't a 64 bit game. So they could allocate more than 2gb with this method.
But I really can't imagine why somebody would do this in current games.
Or persistent world games where a background process stays live and to receive updates from the server. You may have Quick Resumed away to play Forza, then you get a pop-up say some event has happened in your persistent world game and you quick-resume back to it where you can get back in quickly because it's already connected.Just spitballing here, but it could be related to virtualization or processes between the game and OS/Apps level features. Possibly how livestreaming, photomode, game-sharing, call, and other OS/Apps related functions/features could be integrated into the game, which would require multi-process management tools.
Has there been any information about how much memory is reserved for the OS for each of the consoles?
Yes, for the Series X and S.
No, for the Playstation 5.
https://forum.beyond3d.com/threads/...-x-and-xbox-series-x-s-2019-12-2020-03.61513/
So Series X is reserving less than the One X did. So it's likely a 4K UI was never considered...
On the other hand, they reserve 32MB of the GPU-optimal memory space, presumably for the Guide/notifications buffer that gets composited over the game, and a 4k, 32bpp buffer takes up just shy of 32MB...So Series X is reserving less than the One X did. So it's likely a 4K UI was never considered...