Developer insight into console power

Associate
Joined
3 Oct 2014
Posts
1,777
Efficient usage of compute shaders from the Ubisoft Montpellier lead developer.

I was quite surprised at how the PS3's CPU in compute tasks is more powerful than PS4's.

That GPU shader difference is quite something though.


Cloth Simulation CPU + GPU

gK9nLk1.png


Full document.

https://mega.co.nz/#!iZ8gQQJQ!nHWfvvgz9N8Rg5YsBSn0WxngFAqXJvy5saHnoHuRf1c
 
Last edited:
The PS3's CPU (cell) architecture plays very well into handling stuff like cloth simulation with very vector friendly processing.
 
I have no idea what all that means, all I know is I don't see a lot of 1080p @ 60fps in these latest consoles.

Oh wait I forgot, resolution dosent matter and 30fps is sufficient according to some devs. Yeah maybe with the last gen but I expected more this time around.
 
Oh wait I forgot, resolution dosent matter and 30fps is sufficient according to some devs. Yeah maybe with the last gen but I expected more this time around.

I have no issue with 30fps as long as it never drops below that.

It's not like I record my games regularly to then replay in slowmo.
 
It's such a shame that they went with such poor CPU's, Sony did add extra GPU compute functionality to the PS4's GPU to take load off the CPU but that's only likely to get exposed in PS4 exclusives.
 
I can't see how multiplat devs won't utilise GPGPUs to some extent - its just free power, perhaps the platform owners need to make their SDKs better for such tasks.

Hell that's why I think they went with such CPUs as the expectation is a lot of physics/AI should be thrown at a GPGPU while the CPU orchestrates things.

ps3ud0 :cool:
 
Back
Top Bottom