Some unofficial phone apps appear to be using GameFAQs as a back-end, but they do not behave like a real web browser does.Using GameFAQs regularly with these browsers can cause temporary and even permanent IP blocks due to these additional requests. If you are using Maxthon or Brave as a browser, or have installed the Ghostery add-on, you should know that these programs send extra traffic to our servers for every page on the site that you browse.The most common causes of this issue are: Again, we recommend full-screen playback and 1080p resolution.Your IP address has been temporarily blocked due to a large number of HTTP requests. Metro Last Light Redux compared on PlayStation 4 and Xbox One. 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. They added tons of features just to work around limitations of the DX11 API model. Each XDK that has been released both before and after the Xbox One launch has brought faster and faster draw-calls to the table. On Xbox One it easily could be one million times slower because of all the bookkeeping the API does.īut Microsoft is not sleeping, really. 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. In general - I don't really get why they choose DX11 as a starting point for the console. 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. 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). We may push 40 per cent more pixels per frame on PS4, but it's not 40 per cent better as a result. There are plenty of other (and more important factors) that affect image quality besides resolution. That is why Microsoft's decision to boost the clocks just before the launch was a sensible thing to do with the design set in stone.Ĭounting pixel output probably isn't the best way to measure the difference between them though. Unfortunately I've even seen the other way round, when the CPU does perform as expected but only under idle GPU, even if it (the CPU) is supposed to get prioritised memory access. I've seen a lot of cases while profiling Xbox One when the GPU could perform fast enough but only when the CPU is basically idle. You forgot to mention the ROP count, it's important too - and let's not forget that both CPU and GPU share bandwidth to DRAM. Well, you kind of answered your own question - PS4 is just a bit more powerful. As things stand, we have no issue whatsoever in recommending the game - it's rather special. For more in-depth coverage of the console versions, our last-gen vs Redux and performance analysis pieces are worth checking out if you missed them. In the meantime however, we have included some of the complete console assets we've been working on. However, some last-minute patching to the PC version means that'll have to wait. Did you know that Microsoft now allows developers to bypass DX11 and talk to the hardware directly in the similar manner to Sony's GNM API? And just how much of a big deal is the return of the Kinect GPU time-slice to developers?īy the way, we were hoping to bring you our Metro Redux Face-Off today. There's a wealth of information to sink your teeth into - the performance differential between Xbox One and PlayStation 4 of course, a frank and honest assessment of the Microsoft console's ESRAM, the implications of both CPU and GPU sharing the same memory space (and bandwidth), and observations on PC hardware and DirectX 12. Oles illuminates points that were previously the subject of rumour and hearsay, painting a picture of the challenges that face Xbox One game-makers in particular, offering us a glimpse of how Microsoft is working behind the scenes to improve the development XDK. In this case, 4A is the first developer willing to talk in-depth and on the record about the process of developing for the new consoles, discussing the problems and opportunities represented by the hardware and software that powers PlayStation 4 and Xbox One. Readers of our previous Metro 2033 and Metro Last Light tech Q&As will know that 4A Games' chief technical officer Oles Shishkovstov isn't backward about coming forward on the matters that are important to him, and in the transition across to the new wave of console hardware, clearly there are plenty of important topics to discuss.Īnd it's this frankness and direct, to the point honesty that always makes Oles' interviews so refreshing. As tech interviews go, this one's a corker.
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