VRAM usage said:Non-Streaming Textures
1,321 MB
Render Targets
800 MB
Streaming Pool (1.6 GB of streaming data)
572 MB
Meshes
315 MB
CUE Heap (49x)
32 MB
ES
GS Buffer
16 MB
GS
VS Buffer
16 MB
Correct me if I'm mistaken here, but from those images up above it's looking like the KZ:SF demo is using 4.5GB total?
So.. Does this mean Guerilla had access to 8GB dev kits or what's going on? Nowhere near 8GB of course, but its well above 4GB.
Render Target is 800MB according to the slides.
Non-streameing texture is 1.3GB, streamed pool is 572MB...
They also use only 4.5GB of ram in the slideshow (1.5GB CPU, 128MB shared, 3GB Video)
Is it correct to say that if the render target is 800MB, just this portion will take at least 800MB per frame of bandwidth?
I'm guessing they probably just got the new 8GB devkits for a while so they went straight ahead and enlarged some pools to take advantage of that. It wouldn't make sense to only use 4.5GB if they knew they had 8GB for quite some time.
- Global Illumination prebaked and no mention of making it dynamic.
- They are working with Sony ATG on new AA method - TMAA:
"We're currently using FXAA for anti-aliasing, but we're working together with Sony ATG on a better solution more suitable for PS4. Watch out for TMAA"
- City landscape is so low poly that is actually doable on current gen consoles, as i said quite a few times in past
The polycount is 500k for whole visible geometry, with lighting [so shadows] its 670k, only 100k more than God of War: Ascention for example.
- only 1700 draw calls for GPU in city landscape scene
- Bokeh DoF has currently almost same quality as in Crysis 2 on consoles. In C2 it was half-res of 720p and in KZ:SF its 1/4 of 1080p
Btw., from the profiler output one can also deduce that the devkit's CPU was definitely running at 1.6 GHz. And KZ4 apparently uses just 6 threads.Much bigger source of info on KZ SF demo http://www.guerrilla-games.com/presentations/Valient_Killzone_Shadow_Fall_Demo_Postmortem.pdf
I'm guessing they probably just got the new 8GB devkits for a while so they went straight ahead and enlarged some pools to take advantage of that. It wouldn't make sense to only use 4.5GB if they knew they had 8GB for quite some time.
Btw., from the profiler output one can also deduce that the devkit's CPU was definitely running at 1.6 GHz. And KZ4 apparently uses just 6 threads.
Next gen rubble pile
Next gen rubble pile
Btw., from the profiler output one can also deduce that the devkit's CPU was definitely running at 1.6 GHz. And KZ4 apparently uses just 6 threads.