WeasteDevil
New Member
Hmm... I may have to reassess my PC spec, those graphics are way past what my PC could pump out at a steady framerate... Although I have got a LOT of other shite on it too.
Let's go to what the developer of Metro Redux has said..... so it's not just me or the highly biased Lambs feeding you false information.
Digital Foundry: In our last interview you were excited by the possibilities of the next-gen consoles. Now you've shipped your first game(s) on both Xbox One and PlayStation 4. Are you still excited by the potential of these consoles?
Oles Shishkovstov: I think what we achieved with the new consoles was a really good job given the time we had with development kits in the studio - just four months hands-on experience with Xbox One and six months with the PlayStation 4 (I guess the problems we had getting kits to the Kiev office are well-known now).
But the fact is we haven't begun to fully utilise all the computing power we have. For example we have not utilised parallel compute contexts due to the lack of time and the 'alpha' state of support on those consoles at that time. That means that there is a lot of untapped performance that should translate into better visuals and gameplay as we get more familiar with the hardware.
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Oles Shishkovstov: Well obviously they aren't packing the bleeding edge hardware you can buy for PC (albeit for insane amounts of money) today. But they are relatively well-balanced pieces of hardware that are well above what most people have right now, performance-wise. And let's not forget that programming close to the metal will usually mean that we can get 2x performance gain over the equivalent PC spec. Practically achieving that performance takes some time, though!
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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.
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Let's put it that way - we have seen scenarios where a single CPU core was fully loaded just by issuing draw-calls on Xbox One (and that's surely on the 'mono' driver with several fast-path calls utilised). Then, the same scenario on PS4, it was actually difficult to find those draw-calls in the profile graphs, because they are using almost no time and are barely visible as a result.
In general - I don't really get why they choose DX11 as a starting point for the console. It's a console! Why care about some legacy stuff at all? On PS4, most GPU commands are just a few DWORDs written into the command buffer, let's say just a few CPU clock cycles. On Xbox One it easily could be one million times slower because of all the bookkeeping the API does.
But Microsoft is not sleeping, really. Each XDK that has been released both before and after the Xbox One launch has brought faster and faster draw-calls to the table. They added tons of features just to work around limitations of the DX11 API model. They even made a DX12/GNM style do-it-yourself API available - although we didn't ship with it on Redux due to time constraints.
http://www.eurogamer.net/articles/d...its-really-like-to-make-a-multi-platform-game