Frame rates have been shit this generation, I think it's fair to praise 4A for what they've done.
The Sony/ND ultra-fanboys are going apeshit over the comparison to LoU frame rates though. Can't help wondering if RLB was being a little mischievous there.
Oles Shishkovstov said:Counting pixel output probably isn't the best way to measure the difference between them though. There are plenty of other (and more important factors) that affect image quality besides resolution.
The comparison to the Tlou remastered is a very stupid one. Such a good interview otherwise.
Leadbetter just seems not to be able to help himself sometimes.
You are completely missing the point. its not a fair comparison to make. It took considerable effot just to get Tlou remastered to run on the ps4.
I think Globalisateur explains it. Porting from PS3 to PS4 is probably a lot harder than it is PC->PS4/XB1. I agree that it is a pretty dumb comparison.It might help if you explained why its not a fair comparison to make. By your last statement, are you implying it did not take considerable effort to get Metro Redux to run on the PS4?
And apparently he still didn't understand what ND did in 5 months with TLOUR: they bascially retro-engineered the most hardware intensive PS3 game (the most complex console out there) to be "emulated" on a very different machine when 4A games basically just ported a PC game / engine on 2 simple PC configurations (they didn't use any GPGPU advanced stuff apparently).
And he again persists as if his cherry picked framerate stress performance video of TLOUR was somehow representative of the whole game.
I am all for framerate stress performance videos, but only if all games on all hardware get the same fair tests. But for whatever reasons the only framerate stress videos (where only the worse parts are shown) we got since the beginning of this gen are mainly PS4 games with notably: Infamous SS, Watchdogs PS4 and recently TLOUR.
I think Globalisateur explains it. Porting from PS3 to PS4 is probably a lot harder than it is PC->PS4/XB1.
Oles Shishkovstov said:Well we just ported the games over and ran a lot of tests!
One little example I can give: Metro Last Light on both previous consoles has some heavily vectorised and hand-optimised texture-generation tasks. One of them takes 0.8ms on single PS3 SPU and around 1.2ms on a single Xbox 360 hyper-thread. Once we profiled it first time - already vectorised via AVX+VEX - on PS4, it took more than 2ms! This looks bad for a 16ms frame. But the thing is, that task's sole purpose was to offload a few cycles from (older) GPUs, which is counter-productive on current-next-gen consoles. That code path was just switched off.
Oles Shishkovstov said:There is no secret. We just adapted to the target hardware.
GCN doesn't love interpolators? OK, ditch the per-vertex tangent space, switch to per-pixel one. That CPU task becomes too fast on an out-of-order CPU? Merge those tasks. Too slow task? Parallelise it. Maybe the GPU doesn't like high sqrt count in the loop? But it is good in integer math - so we'll use old integer tricks. And so on, and so on.
People should read the article.
But people keep saying that it's just the PC version where they added the "compile_for_console_lol" option.
Just ... read the article.
Frame rates have been shit this generation, I think it's fair to praise 4A for what they've done.
That's quite the pedestal Naughty Dog has been elevated onto.
Yes and if you believe they didnt use any of the knowledge or experience from making an engine for the pc. You are a fool. I suppose the redux version on pc just threw away all the previous code from there pc engine and just used the "console port".
I agree. Metro being on multiple platforms was probably a considerable asset vs completely re-working one of the best looking last-gen games that was tailored for PS3, onto the PS4.
I think that singling out ND was unnecessary, and is not a fair comparison. Saying something like, "achieving a locked 60fps on console has seemingly been a challenge for some developers", would have been more appropriate IMO. Tomb Raider DE would be the closest comparison.
I think frame rates have been a huge improvement over last gen where many games struggled for a stable 30 and dipped into the 20s. Solid 30s, some 60s (or close too) and a bunch of 30+ unlocked which I'm cool with.
Great interview.
Also curious is how the new low-level access fits in the with VMs and overall original design. Was there always going to be a low level option and DX was just a stop-gap, or have MS abandon something like forwards compatibility in order to release more for the XB1 games?It'll be interesting if we ever get to hear what games might be taking advantage of the new API.
The talk about the Xbox One DX11 api is interesting. Doesn't sound like it's nearly as performant as everyone speculated it should be. DX12, or this new low-overhead API might actually bring some real improvement on the CPU side. This must be why the Xbox One performs poorer on CPU tests. It'll be interesting if we ever get to hear what games might be taking advantage of the new API. Metro is brand new and doesn't use it.
The DF analysis made clear that the dips were *not* representative of the whole game.
You are making this up. Please stop.
Just over 15 minutes of gameplay from The Last of Us Remastered running in 60fps mode, giving a good indication of how well the game holds its lock.
That's not enough as an argument, particularly in a DF article, where mainly numbers, facts count. My point, that mainly PS4 framerate stress tests are published, still stands.You're playing the Sony-as-victim card