there has to be draw calls though right? using compute to cull makes sense to me, but the GPU has to know what to cull first no?Is pop-in limited by CPU speed though? I imagine it is, but they could be using compute instead.
there has to be draw calls though right? using compute to cull makes sense to me, but the GPU has to know what to cull first no?Is pop-in limited by CPU speed though? I imagine it is, but they could be using compute instead.
Planets are procedurally built on the fly in a game that is virtually almost completely single-player, how would you know they're "New" versus them being "Neo New"?Less pop-in would be welcomed in NMS. Entirely new worlds, however, I would resent.
Planets are procedurally built on the fly in a game that is virtually almost completely single-player, how would you know they're "New" versus them being "Neo New"?
I guess this is wandering into more appropriate territory for the NMS thread, but I would say NMS as it stands is a game that gives us much less to work with in terms of finding or describing the differences.
Maybe, if someone bought a Neo and PS4, then loaded the save to both consoles and ran them side-by-side we could eliminate so much of the "randomness" the game injects into every facet of its world.
Given that game saves are required to work between the console versions, it probably means that there's always a planet at a given coordinate, which may differ in some ways.
To be thorough it might be a worthwhile test to have two PS4s and two Neos just to figure out how much varies between two builds of the same coordinate set.
People can post coordinates of planets they've discovered and other players can then go to those coordinates and see the same planet. That's a key feature of the game that the developer wants and was one of their stated intentions for their game.
If the Neo version of the game had planets that the PS4 version of the game doesn't, then that system breaks down. IE - a Neo player posts the coordinates of this amazingly cool planet they found, then a PS4 player goes to those coordinates and nothing is there. That would break one of the core tenets of the game.
People can post coordinates of planets they've discovered and other players can then go to those coordinates and see the same planet. That's a key feature of the game that the developer wants and was one of their stated intentions for their game.
If the Neo version of the game had planets that the PS4 version of the game doesn't, then that system breaks down. IE - a Neo player posts the coordinates of this amazingly cool planet they found, then a PS4 player goes to those coordinates and nothing is there. That would break one of the core tenets of the game.
Regards,
SB
If the Neo version of the game had planets that the PS4 version of the game doesn't, then that system breaks down. IE - a Neo player posts the coordinates of this amazingly cool planet they found, then a PS4 player goes to those coordinates and nothing is there.
The limiting factor is the 64 bit seed. To have more than 18 quintillion possible planets, NMS would have to cap the seed and have a higher seed threshold be for new planet types. So perhaps only us values from 0-9 quintillion and then have the highest bit reserved for 'special expansion planets'. If that wasn't planned in from the beginning, it can't be added retroactively.By that same notion then the PC version should have infinitely more planets than a Sony PS4 version...
Devs changed the universe seed at launch and told that the planets would change underneath players.Save file compatibility is the more direct requirement, since the current planets the players are on would disappear out from under them the instant they loaded up on the other console.
cant somebody on PC easily test that? by lowering clock speed and disabling cores?We still don't know the limiting factor for NMS's draw rate - CPU or GPU. Longer draw distance and smoother framerate, and even wider FOV, are certainly acceptable in a Neo version as these don't affect gameplay, but may be impossible.
Lots of games are already using 7 cores. Uncharted 4 certainly is among them. Naugty Dogs task scheduler is very good. It will automatically extend tasks to higher amount of CPU cores. They'd likely only had to change a single define and recompile when the SDK started to support the 7th core. Same is true on many high end console engines.Did we discuss before about 7th core of CPU?
PS4 unlocks 7th core last November. Therefore PS4 games before 2016 (maybe including games in 1st half of 2016, like Uncharted 4) only uses 6 Jaguar cores at 1.6 Ghz.
Current Neo development kit has CPU at 2.1 GHz, when 7 cores are available it is 53% faster than most PS4 games.
If Sony tapes out at TSMC's 16nm FF, the CPU may further boost to 2.5 Ghz, which is 82% of improvement.
No, we reasonably know Uncharted 4 uses 7 cores. It has being implicitly confirmed by a dev....
PS4 unlocks 7th core last November. Therefore PS4 games before 2016 (maybe including games in 1st half of 2016, like Uncharted 4) only uses 6 Jaguar cores at 1.6 Ghz.
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I think there has been too much focus on the GPU TFlop count, the console would benefit more by increasing CPU clock as much as thermally possible.
I think there has been too much focus on the GPU TFlop count, the console would benefit more by increasing CPU clock as much as thermally possible.
Do we have a good understanding of which games are GPU limited and which are CPU limited? And even if we did isn't it possible that the bandwidth limits of NEO prevent framerates from scaling in a ways that might otherwise seem logical based on increasing GPU or CPU clock?