But given the game is also from Ubisoft, probably shares engine with AC:V?
Weird, as in YT channel itself the guy making comparisom said RT is exactly the same with XSX having better draw distance/AF and PS5 higher average resolution, dont know why he cropped that part.Watch Dogs seems to be rendering at higher res with better AA and reflections on PS5 as well. But given the game is also from Ubisoft, probably shares engine with AC:V?
Watch Dogs seems to be rendering at higher res with better AA and reflections on PS5 as well. But given the game is also from Ubisoft, probably shares engine with AC:V?
It’s GDK. I checked.The Touryst is probably also developed on the XDK. All the games that are Gen9Aware seem to be able to run from an external HDD.
It’s GDK. I checked.
I didn’t realize you could run it from external. Must test
Oh, I wasn't saying it is XDK. I was just guessing based on the profile of the game ie it's not a heavy or taxing game and given what Ori achieved through XDK alone I assumed that The Touryst could be an XDK game. It's actually cool that it is a GDK game. I'd guess Shin'en wants to get a headstart on familiarizing themselves with the new console and its dev environment. Gives me hope they plan to release more game on the Xbox platform in the future.It’s GDK. I checked.
I didn’t realize you could run it from external. Must test
No worries. A lot of indies using the GDK. I think it’s faster for them to deploy to multiple platforms so the effort is worth it for them. PC to XBO and everything in betweenOh, I wasn't saying it is XDK. I was just guessing based on the profile of the game ie it's not a heavy or taxing game and given what Ori achieved through XDK alone I assumed that The Touryst could be an XDK game. It's actually cool that it is a GDK game. I'd guess Shin'en wants to get a headstart on familiarizing themselves with the new console and its dev environment. Gives me hope the plan to release more game on the Xbox platform in the future.
I would think developers have to be aware of that in the same way they have to know about esram.
On Xbox one there are no pools just a contiguous allocation so a single asset, most likely a buffer can span both esram and ddr3. Developers need to know where thoes addresses are allocated and allocate accordingly.
Given the relative similarly of series memory Vs esram I assume they have done the same.
Well yes, and I assume for the GDK you know all about memory ranges for all consoles. But for the last gen XDK - that does not expose next gen hardware features - would the game know which optimal areas of memory everything was operating from?
Being next gen aware doesn't necessarily ensure knowledge of which areas of next gen specific memory you're operating from, given that next gen is completely different to X1/S.
Let’s just take a minute to appreciate that a 550MB game “needs” to be on SSD. The whole thing when running might fit in the slow RAM.BTW, its ridiculous how quick the tiny little game of 548.9 Megs transfers. So I didn't mind toying with it.
Let’s just take a minute to appreciate that a 550MB game “needs” to be on SSD. The whole thing when running might fit in the slow RAM.
Fun game, by the way. Trying to land (sea?) a 540 in the surf competition was infuriating. Worth a try on GamePass.
Yeah. I was hoping they'd have some lower level of conditional bits, like the title can specify if it requires NVME or not.
It's fun game indeed. I wish I could manage the drums well enough (always mess up at same part with 3-notes close) and also the 3 arcade game high scores. Somehow it didn't take me too many times on the 540 surf.
Has there been any speculations on the possibility of PS5 featuring 64MB of infinity cache?
Anyone got a estimate of how much space each zen2 core takes and how much space 8mb l3 cache takes?