And the game isn't release. I think CD Projekt choose 900p and it will not be a problem.
This hasn't stopped DF in the past... but yes, the game developer has time to iron out any performance issues before release.
And the game isn't release. I think CD Projekt choose 900p and it will not be a problem.
http://m.neogaf.com/showpost.php?p=158626975
Is The Xbox One fillrate bound on transparency? The Xbox One look like GPU bound in Dark soul 2 and Borderland.
DF did do a frame rate analysis of the E3 footage of The Witcher 3 for the Xbox One.I think this is going to be the same issue with The Witcher 3 on XB1. Every XB1 Witcher video that I have seen seems to have framerate hitching or stuttering issues. I'm surprised DF hasn't done a video analyst yet...
DF did do a frame rate analysis of the E3 footage of The Witcher 3 for the Xbox One.
That's has been quite a while though so hopefully they have optimised it.
GNMX overhead?
Heh. DF did a video analysis for the patched PS4 Revelations 2.
Mostly much better! Still some issues later on in the vid though... hm... :s The denser forest section seems to be the main problem. Everywhere else seems fine. Kind of bizarre to see the framerate drop at the very end when the explosion happens. If the situation were reversed, you'd think it was just down to fillrate on XO, but that can't be the case here, surely (for PS4).
Maybe they've got something funny going on with the CPU side of particles? Titanfall had some issues with particle rendering too, CPU-related.
GNMX overhead?
That would affect the general gameplay scope and the quality of assets, sure.Maybe. I think this has more to do with XB360/PS3 being in the mix...
I am really thinking that the culprit could be bad (really bad) CPU code like maybe Capcom have big problems with the code generation using the PS4 tools (Clang using LLVM) which are completely different than the XB1 tools, using the good old GCC also used in the previous generation of consoles, PS3 included.
Well, it's essentially a budget release.And that's their flagship engine, the MT framework...No good for future Capcom titles on PS4...
Watching this: Sometimes ~30fps on PS4 versus ~50fps on XB1 in not much happening areas (so probably CPU bound during streamed loading), that's big and very unusual compared to 99% others multiplatform games where we can see now that the CPU bound moments perform rather similarly on both consoles (as it should anyway).
I am really thinking that the culprit could be bad (really bad) CPU code like maybe Capcom have big problems with the code generation using the PS4 tools (Clang using LLVM) which are completely different than the XB1 tools, using the good old GCC also used in the previous generation of consoles, PS3 included.
And that's their flagship engine, the MT framework...No good for future Capcom titles on PS4...
Heh. DF did a video analysis for the patched PS4 Revelations 2.
...
GNMX overhead?
Lol. Well, "Shitty port"A GNMX overhead causing almost a 100% slower performance on quite sustained moments on the PS4 version in CPU bound scenes compared to the XB1 version which uses directX?
Yikes. :/
CPU optimization is such a rarely talked about subject compared to graphics code that I would really welcome a topic about it and get an idea of what generally can cause the frame time to go over budget etc.
LazydevsLol. Well, "Shitty port"
shitty budget would be more acurate.
I thought the latest Naughty Dog presentation was very enlightening ...