True, Rage uses 8 threads when available to a moderate degree, the engine can utilize even logical threads. It can also utilize CUDA to do the trnascode on the GPU, reducing the CPU load.I wonder if they're suggesting 8 threads because of texture transcode? Rage would use 8 threads too. You didn't need much CPU to make that game run 60 fps though.
Out of all games on the market, you are blaming iD Tech 5 game for asking for much game data for their megatextures?
I am personally very happy that multiplat devs are no longer restricted with 6.8GB disc size that X360 had. Many PS3 games were in 15-20GB range [ambitioous 1st party games were in 35-45GB range], and now everyone will be able to easily craft as large game as they like. Several 7.1 uncompressed streams, videos with high bitrate, large textures, impressive soundtracks....
Installs are quickened with PlayGo system [bot via disc or PSN download], PS4 HDDs can be upgraded, I have no bandwidth limits... Good times.
Official FAQ that is linked in that posts still says:
So far, only physical copies and steam copies are guaranteed a code. Digital preorders on consoles are not.
BONUS:
+
Access to the Doom Beta
Compared to the last console transition this one was a breeze. There are always tricky technical problems when developing games, but we have some amazingly skilled brains on those problems and I'm happy to report that Wolf will run with minimal visual disparity at 60fps/1080p on all platforms.
4 PC cores should be massively, massively more powerful in just about every case compared to 6 weak-ass jaguar cores in current consoles, and even 4 threads (2-core hyperthreaded intel mobile chips) should not be lacking much overall methinks as long as the clock speed is decent.Could this be an indication of things to come for PC's? The console CPUs are fairly weak but with 6 cores to play with will we see a possible detrimental limit on the PC with a majority only 4 thread capable?
...Uh-oh!Or is this another case of "lazy devs" not optimizing for the PC.
AMA from Reddit with creative director - Link
Compared to the last console transition this one was a breeze. There are always tricky technical problems when developing games, but we have some amazingly skilled brains on those problems and I'm happy to report that Wolf will run with minimal visual disparity at 60fps/1080p on all platforms.
Carmack said that they created 1TB megatexture on their development server array, and then they downgraded that do ~15GB for retail use on PS3 [entire game was ~20GB].
But, even when we ignore iD Tech 5, other multiplatform games in this new generation used very large amount of data:
Call of Duty: Ghosts: 49GB
NBA 2K14: 41.8GB
Battlefield 4: 33.9GB
Titanfall: ~17GB on Xbone, 49.99 GB on PC [34GB of SOUND DATA!]
Carmack said that they created 1TB megatexture on their development server array, and then they downgraded that do ~15GB for retail use on PS3 [entire game was ~20GB].
But, even when we ignore iD Tech 5, other multiplatform games in this new generation used very large amount of data:
Call of Duty: Ghosts: 49GB
NBA 2K14: 41.8GB
Battlefield 4: 33.9GB
Titanfall: ~17GB on Xbone, 49.99 GB on PC [34GB of SOUND DATA!]
A bit beyond the subject (I didn't know where to put this post) but...
Maybe they are deliberately stuffing the Bluray (by using uncompressed audio data for instance in Titanfall) in order to discourage pirating by the prospect of downloading ~50GB of data?