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- 29 Jan 2007
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The next gen consoles will be arriving soon and although our graphics cards and CPUs are more powerful than the APU like solutions in consoles, I have read about the "draw calls" limitation on PC's.
Apparently, PCs are CPU limited on draw calls compared to consoles due to the nature of the API's it has to run - by a massive amount. For example, a PC may manage a max of typically 2-5k draw calls, when a current console can hit 10-20k. The shear power of our PC's mean this isn't an issue with current consoles as they are limited by their GPU, CPU and RAM meaning the draw call diffference doesn't come into play.
The next consoles however are going to 8 threaded and have a massive increase in texture memory. That means they can hit a huge number of draw calls in comparison to a PC, and is another reason why they don't need anywhere near as powerful CPU in order to render the same scene as a PC.
So are we going to be CPU and texture limited for console ports? Or have we got some big improvements for draw call limitations just around the corner (or indeed optimization in directx multithreaded driver support)? Or am I missing something (I'm no expert, which is why I'm asking here).
Apparently, PCs are CPU limited on draw calls compared to consoles due to the nature of the API's it has to run - by a massive amount. For example, a PC may manage a max of typically 2-5k draw calls, when a current console can hit 10-20k. The shear power of our PC's mean this isn't an issue with current consoles as they are limited by their GPU, CPU and RAM meaning the draw call diffference doesn't come into play.
The next consoles however are going to 8 threaded and have a massive increase in texture memory. That means they can hit a huge number of draw calls in comparison to a PC, and is another reason why they don't need anywhere near as powerful CPU in order to render the same scene as a PC.
So are we going to be CPU and texture limited for console ports? Or have we got some big improvements for draw call limitations just around the corner (or indeed optimization in directx multithreaded driver support)? Or am I missing something (I'm no expert, which is why I'm asking here).
