EightBitNate
Member
Just curious but is there anything stopping Sony from upclocking the PS4'S CPU like MS has?
Not sure how they came to this conclusion when every segment minus two showed the X1 version dropping more frames even including high-speed chases.
Just curious but is there anything stopping Sony from upclocking the PS4'S CPU like MS has?
Just curious but is there anything stopping Sony from upclocking the PS4'S CPU like MS has?
Seriously with the sub 30fps stuff on current gen. Its really ridiculous. Shows you how underpowered both systems are, and particularly how crappy the CPUs are. And this is an upscaled remake to boot.
There is no way they make it past 5 years for this gen. The hardware can't support it.
Neither can hold 30fps at 1080p? Sony is expecting the PS4 to last ten years? Sounds like a fun gen.
Well the PS5 will probably be out before those 10 years are over.
Yes, chances of bricking consoles if they weren't pre-made to handle that upclock like the PSP was. People touched on this earlier in the thread.
I see this CPU fud is working.
They launched with that specs. MS upclocked their CPU in the race to launch before specs were set in stone
Neither can hold 30fps at 1080p? Sony is expecting the PS4 to last ten years? Sounds like a fun gen.
This Digital Foundry stuff is great, but they need to stop pointing to the hardware exclusively when they're explaining things in these articles. Why should the PS4 version have the upperhand? Why should the overclocked CPU in the X1, make a difference?
The reality is that it's as much down to the code in the games, as it is to the power of the consoles. And these are ports of last gen games, I imagine it was optimised, but they weren't coded from the ground up for these machines. There will be a load of derelict code that while it doesn't break the program, still remains redundant on these machines.
Neither can hold 30fps at 1080p? Sony is expecting the PS4 to last ten years? Sounds like a fun gen.
More like 10x. Current gen console os es reserve a ridiculous amount of ramDevelopers have barely scratched the surface of these consoles. Having 16x more ram than last gen should tell you the best looking games wont show up till the end of the gen.
I'd really love to know who started this myth. You can't "lock" a frame rate. You can cap it so it doesn't go over 30, but it can always be less than that. Especially in a game that isn't heavily scripted.
This Digital Foundry stuff is great, but they need to stop pointing to the hardware exclusively when they're explaining things in these articles. Why should the PS4 version have the upperhand? Why should the overclocked CPU in the X1, make a difference?
The reality is that it's as much down to the code in the games, as it is to the power of the consoles. And these are ports of last gen games, I imagine it was optimised, but they weren't coded from the ground up for these machines. There will be a load of derelict code that while it doesn't break the program, still remains redundant on these machines.
I would like to see some real-time monitoring of the cores in these consoles to see what the utilization is. I'm wondering how efficient these game engines are at multi threading.
More like 10x. Current gen console os es reserve a ridiculous amount of ram
Being CPU bound is going to be more common in games like this. The more AI, collision, and path finding going on at once the worse it gets. The GPU is probably not maxed out.
Looking in more detail at the video I do not think the advantage on Xbox One is CPU related. If you look at the video @ 3:43 the scene is almost the same on both consoles and so is the FPS. If this scene was CPU limited you would expect the Xbox One to be ahead slightly and if it was GPU limited you would expect the PS4 to be ahead. The fact that neither one is ahead suggests this is a case where a bit more optimisation is needed or there is a bottleneck somewhere else that is the same on both consoles.
Weren't they both ported from the same code(Xbox 360)? I don't think the code is a problem.
The only likely solution is if they open up more cores to devs but that would require increased multithreading on devs' part.Oh I got you. I wonder if reducing the OS's footprint might help.
This game exists on the PS3/360... not CPU monsters themselves, especially the PS3 (single PPU).
The bottlenecks probably resides elsewhere and come down to optimization, not something simple like CPU load. It's not like simple pathfinding for drivers and pedestrians need a lot of CPU.
Seriously with the sub 30fps stuff on current gen. Its really ridiculous. Shows you how underpowered both systems are, and particularly how crappy the CPUs are. And this is an upscaled remake to boot.
There is no way they make it past 5 years for this gen. The hardware can't support it.
Andherewego.gif
It's really hilarious that everyone is going with this "CPU bound" thing now.
I'd really love to know who started this myth. You can't "lock" a frame rate. You can cap it so it doesn't go over 30, but it can always be less than that. Especially in a game that isn't heavily scripted.
Does anyone know what 30 player GTA Online does to the frame-rate yet?
Can't be pretty.
The performance video is designed to showcase the worst case scenarios, though. Having put hours into the game I can safely say that slowdown is barely an issue. The game holds a very steady frame-rate the vast majority of the time (on PS4 at least). It's doing some pretty impressive effects as well, though, which I wouldn't want to see cut as they add a tremendous amount to the visuals.Weird, and honestly disappointing to see a game from last gen (albeit maybe the biggest game from last gen) still not hit a rock solid 30 fps. Really wish they would cut back on the effects to keep the frame-rate stable. At least give us the option to do so.
Don't forget the original version of ZOE2. An absolute travesty. The fact that HexaDrive came along and reworked the whole thing into something infinitely superior should show how important optimization really is.God of War remastered didn't run at a locked frame rate either. It had some deviation from 60.
Luckily, Sony changed their mind and shipped PS4 with 8 GB RAM. I couldn't imagine how terrible it would be if PS4 went with 4 GBThis was likely a safety measure to avoid the same mistake PS3 had (not enough memory for media features).
But that's not really how we usually define "locked" framerate around here. "Locked framerate" usually means that the developer optimize, test and ensure the framerate is above 30 fps (f.ex.) at all times, and then vsync/cap it.
Not bad, even with upgrade graphics, the stress test wasn't bad. Maybe PS4 winning here with those better lighting/filters and more foliages but still ahead with the stress test.
The performance video is designed to showcase the worst case scenarios, though. Having put hours into the game I can safely say that slowdown is barely an issue. The game holds a very steady frame-rate the vast majority of the time (on PS4 at least). It's doing some pretty impressive effects as well, though, which I wouldn't want to see cut as they add a tremendous amount to the visuals.
I haven't seen 30 players in a lobby yet due to network issues.