Because 12 vs 18 CUs, I assume.
Maybe , but i think the game is more bandwith bound rather than ALU bound.
Because 12 vs 18 CUs, I assume.
Maybe , but i think the game is more bandwith bound rather than ALU bound.
Because 12 vs 18 CUs, I assume.
It'd fill the ESRAM with no room for anything else! ESRAM needs to be used as working space as well. 900p would use 22 MB, leaving 10 MB for other data if it's stored complete in ESRAM.I'm wondering why the game runs at 900p on xbox one?
Any idea what kind of frame rate we're looking at there? The consoles are landing in at around 25, so it would be interesting to know what kind of fps is causing these kinds of results. Does seem to scale pretty well with no of cores, which is cool.
PC version could be using higher quality effects too, e.g. particles.
Edit: GTX 980, so probably 100fps or something ungodly like that!
I'd like to now if there's an input latency hit on the dynamic resolution. If they are scaling the res with no penalties, you have to wonder why not do that on every platform? But given resolution and framerate are locked in MP, I'm guessing there's an extra bit of lag in the single player to support dynamic res, which they didn't want to include in the MP experience (which would be ironic given net latencies!).
The only concession on Microsoft's platform, besides its variable resolution, is the use of adaptive v-sync. In practice, this causes frames to tear during spikes in concurrent alpha effects, or scenes involving multiple allies on-screen. While very rare, this helps the platform avoid any delay in getting the next frame on screen, in cases where the hardware's resources are unexpectedly pressed. By comparison, the PS4's approach is to engage v-sync permanently, waiting until the next frame is rendered in its entirety, causing a touch more stutter.
Really odd choices for PS4. Why wouldn't they put adaptive v-sync and dynamic resolution in it?.
I'm guessing there's an extra bit of lag in the single player to support dynamic res, which they didn't want to include in the MP experience (which would be ironic given net latencies!).
It's like they had different priorities for each platform, 60fps on Xbox One and 1080p on PlayStation 4. Weird.
I'd like to now if there's an input latency hit on the dynamic resolution. If they are scaling the res with no penalties, you have to wonder why not do that on every platform? But given resolution and framerate are locked in MP, I'm guessing there's an extra bit of lag in the single player to support dynamic res, which they didn't want to include in the MP experience (which would be ironic given net latencies!).
Not really, considering how decoupled local control latency is from network latency in most MP FPS games.(which would be ironic given net latencies!).
Advanced Warfare on Xbone feels like it has dynamic resolution so that it can go up to 1080P when there is nothing on screen rather than dropping from 1080P when there is a lot on screen so as to save framerate.
The more interesting question is whether they're going to add dynamic resolution to the PS4 version. User impressions didn't seem to mention frame rate issues so maybe it won't be necessary.
Depends who you ask. Native 1080p with arguably small drops in sp and stable framerate in mp, vs variable res.in SP, sub 1080p mp with some tearing. Pick your poison.XBOX WON(e)
XBOwNEd
(sorry, been waiting to use those, it was now or never)