remiks00's forum posts

#1 Posted by remiks00 (1910 posts) -
#2 Posted by remiks00 (1910 posts) -
#3 Posted by remiks00 (1910 posts) -

I'm experiencing slowness with Google Chrome, even on the forums. When I use IE 11, it runs smoothly.

#4 Posted by remiks00 (1910 posts) -

Always PC if you can.

Definitely. I just placed my preorder on Orgin.

#5 Posted by remiks00 (1910 posts) -

I was in the previous Evolve alpha, and I just got an email saying that I've been selected for this Big Alpha. Fun game, I enjoyed it.

#6 Posted by remiks00 (1910 posts) -

@GTR12 said:

@remiks00:

Consoles have highly optimized software (its not faster).

With a PC, some devs just give us the finger and say, since your PC is sooooo powerful, you guys can run this software even it is meant for consoles.

Look at Dolphin for example (the emulator), it just emulates a Wii but it needs a i5 2500k @ 4Ghz just to get it run a Wii game...

I don't even know how to begin with how little sense your statements makes.

Dolphin has to emulate the Wii cpu, gpu, and dsp(and more). It can either do this line by line by using an interpreter which is very slow which doesn't even translate the code to machine code before you run the program. The interpreter translates every single statement to machine code and there are no optimizations happening here. This is incredibly slow. If you had a loop that ran 10,000 times that only had to change one variable but there were a lot of actions before that didn't do anything, an interpreter would go through all of it. If it's in machine code the compiler has the ability to optimize and skip parts.

JIT compiles the code to x86 at run time and puts that into your cache in the case of dolphin. To choose what code gets to the cache and what doesn't is a very complicated process and this is going to always be slower than simply starting off with native code.

PC games use native apis and use native code that can just be as efficient as designing for one set piece of hardware. That's the point of an api... However what carmack is talking about in his post is that he isn't happy with the state of apis currently. He wants to do a big overhaul with unified system memory, and a whole bunch of other things. (Think amd mantle). He had a talk about it at quakecon I recall.

Also keep in mind carmack hasn't created a good game/engine since Quake 3.

Ah, that gives me a lot more understanding on what he was talking about.

#7 Posted by remiks00 (1910 posts) -

@remiks00 said:

https://twitter.com/ID_AA_Carmack/status/436012673243693056

"For the same given paper spec, a console will deliver twice the perf of a PC, and a PC will deliver twice the perf of a mobile part."

https://twitter.com/ID_AA_Carmack/status/50277106856370176

"Consoles run 2x or so better than equal PC hardware, but it isn’t just API in the way, focus a single spec also matters."

I'm tech savvy, but I admit I'm no expert on graphics or processing technology. But witnessing the recent trend of substantial higher spec requirements for the PC versions of console games has me thinking about what Carmack said a long time ago. For the most part, the high requirements seem more like poor optimization, but I was wondering if more of you guys could shedmore insight on this. Especially my buddy @04dcarraher, you're very knowledgeable.

Also, if what Carmack says is remotely true, why do the 2x more powerful gpus cost much more than the consoles if they deliver roughly the same graphical fedelity? Or maybe I'm mistaken lol.

Yeah, consoles are way better, that's why we have PCs with 1000$ CPUs alone and GPUs that reach and overpass the entire cost of a console.

Give me a break, devs are lazy to optimize their ports to the PC - that's all.

That's what I figured. I was just trying to understand what the hell Carmack was trying to say lol.

#8 Posted by remiks00 (1910 posts) -

https://twitter.com/ID_AA_Carmack/status/436012673243693056

"For the same given paper spec, a console will deliver twice the perf of a PC, and a PC will deliver twice the perf of a mobile part."

https://twitter.com/ID_AA_Carmack/status/50277106856370176

"Consoles run 2x or so better than equal PC hardware, but it isn’t just API in the way, focus a single spec also matters."

I'm tech savvy, but I admit I'm no expert on graphics or processing technology. But witnessing the recent trend of substantial higher spec requirements for the PC versions of console games has me thinking about what Carmack said a long time ago. For the most part, the high requirements seem more like poor optimization, but I was wondering if more of you guys could shedmore insight on this. Especially my buddy @04dcarraher, you're very knowledgeable.

Also, if what Carmack says is remotely true, why do the 2x more powerful gpus cost much more than the consoles if they deliver roughly the same graphical fedelity? Or maybe I'm mistaken lol.

#9 Posted by remiks00 (1910 posts) -

I paid around $1200 for everything, including a Monitor, chair, mouse, keyboard, and desk.

I got most of the parts from Microcenter. They had a lot sales going on at the time. I could've been cheaper, but the case was like $165 if I remember correctly.

#10 Edited by remiks00 (1910 posts) -

I'm a bit confused about the VRAM requirements of the latest PC multiplats these days. If these games are starting to require so much more VRAM to run at Ultra/High; then why aren't the GPU makers (Nvidia/AMD) making strong cards that have 5 or 6gb's of vram more affordable? For example, the 970 & 980 only contain 4GB of vram right now; and are priced pretty affordable.

For example, I'm sure you've heard by now that Shadow of Mordor requires 6gb of VRAM to run Ultra HD textures, and The Evil Within requires 4gb.

I'm not an expert on this, so If anyone could chime in to put things in perspective for me, that would be great. Thanks guys.