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[IGN] Call of Duty: Advanced Warfare System Requirements Surface - Page 7

post #61 of 62
Quote:
Originally Posted by NaroonGTX View Post

PS4's GPU is basically the Pitcairn setup with 2 of the 20 CU's disabled for yield reasons. So it's more powerful than a 7850 but a little less so than the full 7870. All of that combined with two Jaguar quad-core clusters for a total of eight cores/threads and other IP on a single APU die.

but do the '8' jaguar cores limit the gpu? It is effectively a mobile CPU right with a moderate clock speed designed for multithreaded performance? recently with the 900p 30fps fiasco it was said by an assasins creed dev that the GPU is (for a console) very powerful but the CPU is the limitation as physics are CPU bound as are the GPU calls (obviously)
post #62 of 62
Nope. That Ubisoft dev had no idea what he was talking about for one, and the Ubisoft PR guys gave like 50 different excuses for it, but in the end it was basically "we lowered the res on PS4 because of parity with X1, plz don't hate us." No other dev has complained about the PS4's API nor the CPU performance. In fact, Oles from 4A Games, when doing an interview about Metro 2033/Last Light on PS4, said that the CPU was fine and that he urges other devs to target the CPU of the consoles rather than anything else (meaning that, since they have so many CPU threads to play with, they aren't bottlenecked by CPU due to a crappy API like DirectX.)

http://www.eurogamer.net/articles/digitalfoundry-2014-metro-redux-what-its-really-like-to-make-a-multi-platform-game
Quote:
Digital Foundry: We are essentially looking at smartly integrated versions of existing PC components. For the first time we have parity in the architectures of all major platforms - how important is that for you?

Oles Shishkovstov: Well, similar GPU architecture is a good thing, really. The reason is that modern GPUs are really complex devices with not-so-obvious performance cliffs. You can't say anymore: 'Here we are ALU limited or ROP limited or texture addressing limited or texture filtering limited or occupancy limited.' There is no correct and simple answer at all. We could be somewhat limited by ALU and somewhat limited by texture addressing and somewhat limited by bandwidth - all at the same time... Mastering that takes some time.

As for the CPU - it doesn't really matter at all, as long as performance is enough. As for RAM hierarchy and its performance - it is different between platforms anyway.
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