Multiplat The Crew will be superior on PS4

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deactivated-5ba16896d1cc2

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#1 deactivated-5ba16896d1cc2
Member since 2013 • 2504 Posts

http://www.ign.com/blogs/koojopanda/2013/07/19/xbox-one-already-holding-back-the-ps4-in-ubisofts-the-crew

 

"The PS4's GPU is very programmable. There's a lot of power in there that we're just not using yet. So what we want to do are some PS4-specific things for our rendering but within reason - it's a cross-platform game so we can't do too much that's PS4-specific."


Without coming right out and saying it, Jenner is quite obviously pointing out the unfortunate fact that because this title is also for the Xbox One, they must be reasonable with the disparity they create between the two versions of the game. This is a terribly sad truth, and telling of the damage Microsoft has done to both themselves and this upcoming generation by choosing to include a Kinect in every Xbox One purchase. This had effectively minimized the budget for the console hardware itself, and forced Microsoft to create a console that is significantly less powerful than its primary competitor.


But it's not all bad news! Ubisoft Reflections isn't entirely stifling the PS4 to cater to the lowest common denominator. In fact, Jenner goes on to say:

"There are two things we want to look into: asynchronous compute where we can actually run compute jobs in parallel... We [also] have low-level access to the fragment-processing hardware which allows us to do some quite interesting things with anti-aliasing and a few other effects."

Not only will the PS4 version then have better anti-aliasing, but it will also have more, and/or better effects! This is absolutely fantastic news to hear, especially after the initial letdown of Microsoft's underpowered machine possibly degrading such an exciting next generation title. While that is still the case, PS4 owners will be able to take pride in the fact that they are playing the best console version of The Crew, and at a lower price than the Xbox.



so the multiplat war begins....

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ninjapirate2000

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#2 ninjapirate2000
Member since 2008 • 3347 Posts

PC

/thread

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Blabadon

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#3 Blabadon
Member since 2008 • 33030 Posts

I LIKEBIGFONTS

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#4 deactivated-5ba16896d1cc2
Member since 2013 • 2504 Posts

PC /thread

ninjapirate2000
yes im aware PC platform is the strongest platform
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#5 freedomfreak
Member since 2004 • 52451 Posts
Yaaaaaay
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Ribnarak

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#6 Ribnarak
Member since 2008 • 2299 Posts

it has begun. 
 

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timbers_WSU

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#7 timbers_WSU
Member since 2012 • 6076 Posts

A user blog for ownage?  :lol:

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super600

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#9 super600  Moderator
Member since 2007 • 33103 Posts

Stop spamming that.

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Cali3350

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#10 Cali3350
Member since 2003 • 16134 Posts

Lol at "The GPU is very programmable", its the same architecture on both Xbox One and PS4.  Comments like that show the author is clueless.  

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#11 Blabadon
Member since 2008 • 33030 Posts

[QUOTE="Blabadon"]

I LIKEBIGFONTS

meconate

ME TOO. IT THROWSMYPOINT ACROSS BETTER

create.php?text=CAN%20YOU%20HEAR&name=RU

create.php?text=ME%20NOW&name=RUBEN___.t

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Ribnarak

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#12 Ribnarak
Member since 2008 • 2299 Posts

[QUOTE="meconate"]

[QUOTE="Blabadon"]

I LIKEBIGFONTS

Blabadon

ME TOO. IT THROWSMYPOINT ACROSS BETTER

create.php?text=CAN%20YOU%20HEAR&name=RU

create.php?text=ME%20NOW&name=RUBEN___.t

no i cant. 

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#14 deactivated-5ba16896d1cc2
Member since 2013 • 2504 Posts

Lol at "The GPU is very programmable", its the same architecture on both Xbox One and PS4.  Comments like that show the author is clueless.  

Cali3350

your a bozo, please dont speak if you dont know what you are talking about. its actually not the same architecture, its similar, not same...

 

"The original AMD GCN architecture allowed for one source of graphics commands, and two sources of compute commands. For PS4, weve worked with AMD to increase the limit to 64 sources of compute commands the idea is if you have some asynchronous compute you want to perform, you put commands in one of these 64 queues, and then there are multiple levels of arbitration in the hardware to determine what runs, how it runs, and when it runs, alongside the graphics thats in the system." We have worked hard to ensure that the console has a rich feature set, which will allow it to grow over the years and support the overall evolution of gaming. And our work there on that rich feature was to focus on making sure that for those teams that were interested in investing time, the GPU could be used for far more conventional graphics.

 

Principally, we enhanced the GPU to make the use of asynchronous fine grained compute practical on the platform. So the asynchronous refers to the GPU doing many tasks which is not directly related to graphics. Physics simulation, collision detection, ray casting for audio, decompression and the like. And these operations are fine grained meaning that there will be many small world simulation tasks running on the GPU simultaneously alongside rendering of the game scenes. So the concept is that as game developers learn to use these techniques later on in the console life cycle, we will see richer and even more interactive worlds. ps4 gpu much more modified then the XB1 GPU... even the developer said it themselves so now who i believe a random system wars poster who doesnt know what he is talking about or Mark Cerny and developers?

 

hmmm...

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Blabadon

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#15 Blabadon
Member since 2008 • 33030 Posts
your a bozoxboxiphoneps3
please dont speak if you dont know what you are talking about.>xboxiphoneps3
lol
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Cali3350

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#16 Cali3350
Member since 2003 • 16134 Posts

[QUOTE="Cali3350"]

Lol at "The GPU is very programmable", its the same architecture on both Xbox One and PS4.  Comments like that show the author is clueless.  

xboxiphoneps3

your a bozo, please dont speak if you dont know what you are talking about. its actually not the same architecture, its similar, not same...

 

"The original AMD GCN architecture allowed for one source of graphics commands, and two sources of compute commands. For PS4, weve worked with AMD to increase the limit to 64 sources of compute commands the idea is if you have some asynchronous compute you want to perform, you put commands in one of these 64 queues, and then there are multiple levels of arbitration in the hardware to determine what runs, how it runs, and when it runs, alongside the graphics thats in the system." We have worked hard to ensure that the console has a rich feature set, which will allow it to grow over the years and support the overall evolution of gaming. And our work there on that rich feature was to focus on making sure that for those teams that were interested in investing time, the GPU could be used for far more conventional graphics.

 

Principally, we enhanced the GPU to make the use of asynchronous fine grained compute practical on the platform. So the asynchronous refers to the GPU doing many tasks which is not directly related to graphics. Physics simulation, collision detection, ray casting for audio, decompression and the like. And these operations are fine grained meaning that there will be many small world simulation tasks running on the GPU simultaneously alongside rendering of the game scenes. So the concept is that as game developers learn to use these techniques later on in the console life cycle, we will see richer and even more interactive worlds. ps4 gpu much more modified then the XB1 GPU... even the developer said it themselves so now who i believe a random system wars poster who doesnt know what he is talking about or Mark Cerny and developers?

 

hmmm...

 

The increased the ACE threads on the CU's, that in absolutely NO WAY EFFECTS PROGRAMABILITY OF SOMETHING.

It lets you run more threads, if you need them.  It in no way effects what a single thread can do or what you can do with it.

So no, im not a 'bozo'.  Im someone who actually knows whats going on in System Wars.  I realize that is rare.  

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FoxbatAlpha

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#17 FoxbatAlpha
Member since 2009 • 10669 Posts
Jennifer?............. Doesn't know jack. /article
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deactivated-5ba16896d1cc2

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#18 deactivated-5ba16896d1cc2
Member since 2013 • 2504 Posts

[QUOTE="xboxiphoneps3"]

[QUOTE="Cali3350"]

Lol at "The GPU is very programmable", its the same architecture on both Xbox One and PS4.  Comments like that show the author is clueless.  

Cali3350

your a bozo, please dont speak if you dont know what you are talking about. its actually not the same architecture, its similar, not same...

 

"The original AMD GCN architecture allowed for one source of graphics commands, and two sources of compute commands. For PS4, weve worked with AMD to increase the limit to 64 sources of compute commands the idea is if you have some asynchronous compute you want to perform, you put commands in one of these 64 queues, and then there are multiple levels of arbitration in the hardware to determine what runs, how it runs, and when it runs, alongside the graphics thats in the system." We have worked hard to ensure that the console has a rich feature set, which will allow it to grow over the years and support the overall evolution of gaming. And our work there on that rich feature was to focus on making sure that for those teams that were interested in investing time, the GPU could be used for far more conventional graphics.

 

Principally, we enhanced the GPU to make the use of asynchronous fine grained compute practical on the platform. So the asynchronous refers to the GPU doing many tasks which is not directly related to graphics. Physics simulation, collision detection, ray casting for audio, decompression and the like. And these operations are fine grained meaning that there will be many small world simulation tasks running on the GPU simultaneously alongside rendering of the game scenes. So the concept is that as game developers learn to use these techniques later on in the console life cycle, we will see richer and even more interactive worlds. ps4 gpu much more modified then the XB1 GPU... even the developer said it themselves so now who i believe a random system wars poster who doesnt know what he is talking about or Mark Cerny and developers?

 

hmmm...

 

The increased the ACE threads on the CU's, that in absolutely NO WAY EFFECTS PROGRAMABILITY OF SOMETHING.

It lets you run more threads, if you need them.  It in no way effects what a single thread can do or what you can do with it.

So no, im not a 'bozo'.  Im someone who actually knows whats going on in System Wars.  I realize that is rare.  

ps4's modifications will allow more compute stuff to run concurrent with graphics
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#19 PhazonBlazer
Member since 2007 • 12013 Posts

[QUOTE="Blabadon"]

[QUOTE="meconate"]

ME TOO. IT THROWSMYPOINT ACROSS BETTER

meconate

create.php?text=CAN%20YOU%20HEAR&name=RU

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You'll have to speak up!

LOUD NOISES!

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Cali3350

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#20 Cali3350
Member since 2003 • 16134 Posts

[QUOTE="Cali3350"]

[QUOTE="xboxiphoneps3"] your a bozo, please dont speak if you dont know what you are talking about. its actually not the same architecture, its similar, not same...

 

"The original AMD GCN architecture allowed for one source of graphics commands, and two sources of compute commands. For PS4, weve worked with AMD to increase the limit to 64 sources of compute commands the idea is if you have some asynchronous compute you want to perform, you put commands in one of these 64 queues, and then there are multiple levels of arbitration in the hardware to determine what runs, how it runs, and when it runs, alongside the graphics thats in the system." We have worked hard to ensure that the console has a rich feature set, which will allow it to grow over the years and support the overall evolution of gaming. And our work there on that rich feature was to focus on making sure that for those teams that were interested in investing time, the GPU could be used for far more conventional graphics.

 

Principally, we enhanced the GPU to make the use of asynchronous fine grained compute practical on the platform. So the asynchronous refers to the GPU doing many tasks which is not directly related to graphics. Physics simulation, collision detection, ray casting for audio, decompression and the like. And these operations are fine grained meaning that there will be many small world simulation tasks running on the GPU simultaneously alongside rendering of the game scenes. So the concept is that as game developers learn to use these techniques later on in the console life cycle, we will see richer and even more interactive worlds. ps4 gpu much more modified then the XB1 GPU... even the developer said it themselves so now who i believe a random system wars poster who doesnt know what he is talking about or Mark Cerny and developers?

 

hmmm...

xboxiphoneps3

 

The increased the ACE threads on the CU's, that in absolutely NO WAY EFFECTS PROGRAMABILITY OF SOMETHING.

It lets you run more threads, if you need them.  It in no way effects what a single thread can do or what you can do with it.

So no, im not a 'bozo'.  Im someone who actually knows whats going on in System Wars.  I realize that is rare.  

ps4's modifications will allow more compute stuff to run concurrent with graphics

 

Yes, absolutely.

 

Ofcourse, you have to give up one for the other.  Using a CU to emulate the X1's SHAPE audio hardware for instance directly takes that CU away from graphics rendering.  Its not some magical dual solution they have created.  If you want to run physics on the GPU, you have to cut down your graphical effects, etc.  

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#21 NathanDrakeSwag
Member since 2013 • 17392 Posts

Xbone is already outdated 3 months before it launches :lol:

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deactivated-5ba16896d1cc2

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#23 deactivated-5ba16896d1cc2
Member since 2013 • 2504 Posts

[QUOTE="xboxiphoneps3"][QUOTE="Cali3350"]

 

The increased the ACE threads on the CU's, that in absolutely NO WAY EFFECTS PROGRAMABILITY OF SOMETHING.

It lets you run more threads, if you need them.  It in no way effects what a single thread can do or what you can do with it.

So no, im not a 'bozo'.  Im someone who actually knows whats going on in System Wars.  I realize that is rare.  

Cali3350

ps4's modifications will allow more compute stuff to run concurrent with graphics

 

Yes, absolutely.

 

Ofcourse, you have to give up one for the other.  Using a CU to emulate the X1's SHAPE audio hardware for instance directly takes that CU away from graphics rendering.  Its not some magical dual solution they have created.  If you want to run physics on the GPU, you have to cut down your graphical effects, etc.  

ps4 has a dedicated audio chip aswell, but this will allow for better/superior physics and other effects down the road, may not make much of a difference now but yeah
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darkangel115

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#24 darkangel115
Member since 2013 • 4562 Posts
Oh really?

At the Ubisoft E3 event, the PC version of The Crew was running at 30 frames per second, but the first working compilation of the PS4 codebase wasn't quite so hot, operating at around 10fps.

yup 10FPS is always better /sarcasm http://www.eurogamer.net/articles/digitalfoundry-how-the-crew-was-ported-to-playstation-4
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deactivated-5ba16896d1cc2

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#25 deactivated-5ba16896d1cc2
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[QUOTE="darkangel115"]Oh really?

At the Ubisoft E3 event, the PC version of The Crew was running at 30 frames per second, but the first working compilation of the PS4 codebase wasn't quite so hot, operating at around 10fps.

yup 10FPS is always better /sarcasm http://www.eurogamer.net/articles/digitalfoundry-how-the-crew-was-ported-to-playstation-4

wait so all they did was directly port the game to the PS4 with no recompilation at all, all straight PC code and D3D and it ran at 10 fps already? thats amazing!
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Shewgenja

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#26 Shewgenja
Member since 2009 • 21456 Posts

Lol at "The GPU is very programmable", its the same architecture on both Xbox One and PS4.  Comments like that show the author is clueless.  

Cali3350

There are a whole lot more CUs in the PS4 than the XBone, so, thanks for playing and showing how clueless you are.

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deactivated-5ba16896d1cc2

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#27 deactivated-5ba16896d1cc2
Member since 2013 • 2504 Posts

[QUOTE="Cali3350"]

Lol at "The GPU is very programmable", its the same architecture on both Xbox One and PS4.  Comments like that show the author is clueless.  

Shewgenja

There are a whole lot more CUs in the PS4 than the XBone, so, thanks for playing and showing how clueless you are.

not even the only difference, ps4 gpu is modified heavily
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#28 PhazonBlazer
Member since 2007 • 12013 Posts

[QUOTE="PhazonBlazer"]

LOUD NOISES!

meconate

Kaka Carrot Cake. I am real super sand.

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Mrmedia01

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#29 Mrmedia01
Member since 2007 • 1917 Posts

Power For Consoles In Order As Of Right Now


1. PC (High End)

2. PS4

3. Xbox One

4. WiiU (Only beats PS3 and Xbox 360 by a tad more ram and CPU power)

5. PS3 & Xbox 360 - About a TIE (Both have strengths and Weaknesses)

6. OUYA

7. Wii


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#30 ArisShadows
Member since 2004 • 22784 Posts
****! Is it christmas already?
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lostrib

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#31 lostrib
Member since 2009 • 49999 Posts

isn't this on PC?

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#32 deactivated-5ba16896d1cc2
Member since 2013 • 2504 Posts

isn't this on PC?

lostrib
yep
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Cali3350

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#34 Cali3350
Member since 2003 • 16134 Posts

[QUOTE="Cali3350"]

Lol at "The GPU is very programmable", its the same architecture on both Xbox One and PS4.  Comments like that show the author is clueless.  

Shewgenja

There are a whole lot more CUs in the PS4 than the XBone, so, thanks for playing and showing how clueless you are.

In what world does more of something make it more programmable? I get the argument you can program MORE for it, but thats not what programmable means in software. You can do the same exact stuff on both. One is not more programmable than the other.
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#35 deactivated-5ba16896d1cc2
Member since 2013 • 2504 Posts
[QUOTE="Shewgenja"]

[QUOTE="Cali3350"]

Lol at "The GPU is very programmable", its the same architecture on both Xbox One and PS4.  Comments like that show the author is clueless.  

Cali3350

There are a whole lot more CUs in the PS4 than the XBone, so, thanks for playing and showing how clueless you are.

In what world does more of something make it more programmable? I get the argument you can program MORE for it, but thats not what programmable means in software. You can do the same exact stuff on both. One is not more programmable than the other.

more to it then we both know
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#36 ShadowriverUB
Member since 2009 • 5515 Posts
[QUOTE="Shewgenja"]

[QUOTE="Cali3350"]

Lol at "The GPU is very programmable", its the same architecture on both Xbox One and PS4.  Comments like that show the author is clueless.  

Cali3350

There are a whole lot more CUs in the PS4 than the XBone, so, thanks for playing and showing how clueless you are.

In what world does more of something make it more programmable? I get the argument you can program MORE for it, but thats not what programmable means in software. You can do the same exact stuff on both. One is not more programmable than the other.

If you programing something, you controling somehting so i guess it means it has more control or features :>
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lostrib

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#37 lostrib
Member since 2009 • 49999 Posts

[QUOTE="lostrib"]

isn't this on PC?

xboxiphoneps3

yep

then i imagine the superior multiplat version will be on PC

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deactivated-5ba16896d1cc2

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#38 deactivated-5ba16896d1cc2
Member since 2013 • 2504 Posts

[QUOTE="xboxiphoneps3"][QUOTE="lostrib"]

isn't this on PC?

lostrib

yep

then i imagine the superior multiplat version will be on PC

Ment when compared to XB1
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#39 rell84
Member since 2013 • 255 Posts
Lems but they both have the same architecture but xbox don't have that gddr5 LOL
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#40 uninspiredcup
Member since 2013 • 59314 Posts

Pc has Trackmania 2 and project cars. The shits given are currently very little.

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#41 kalipekona
Member since 2003 • 2492 Posts

PC

/thread

ninjapirate2000

Yep. Lol

 

Be happy it will get any advantages on PS4 over XB1.

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#42 darkangel115
Member since 2013 • 4562 Posts
Lol ok lets really read. 1st off the article is written by a regular everyday joe on the internet. one that is clearly a PS fanboy http://people.ign.com/koojopanda he even has an article saying why the PS4 is more powerfull but has false information http://www.ign.com/blogs/koojopanda/2013/07/26/the-real-power-difference-between-ps4-xb1-in-layman-terms/ now the real article you posted about he takes one quote

"The PS4's GPU is very programmable. There's a lot of power in there that we're just not using yet. So what we want to do are some PS4-specific things for our rendering but within reason - it's a cross-platform game so we can't do too much that's PS4-specific."

and interprets it that the PS4 is more powerful. When i read it, it sounds like they are saying that the PS4 architecture takes special programming (just like the PS3) so they can't tap it in MP games. aka PS4 will get crappy ports now he takes quotes form the original article here http://www.eurogamer.net/articles/digitalfoundry-how-the-crew-was-ported-to-playstation-4 the same one i quoted on how the PS4 version was running 10FPS, not once does the article talk about the X1, all it is is an article talking about the processes of porting from the PC to the PS4 it also states that they had people who worked only on the PS4 port. 2-3 people for 6 months., sounds liek the X1 port was much easier. it didn't need a designated team. it also states

Sony has made a big deal about the accessibility of the PS4 hardware, and a key element of that would be the quality of the toolchain - the series of programs used to create compiled code. For the PS4 developers, the use of the established Visual Studio environment proves to be a key benefit, and the extent to which Sony has acknowledged and supported cross-platform game-makers is self-evident. There are even options within Sony's compiler specifically added in order to increase compatibility with the Microsoft counterpart used in compiling DirectX 11 games.

so they are trying to become as compatible as the X1 is already but still falling short also

Jenner wouldn't go into details on the levels of bandwidth available for each bus owing to confidentiality agreements, but based on our information the GPU has full access to the 176GB/s bandwidth of the PS4's GDDR5 via Garlic, while the Onion gets by with a significantly lower amount, somewhere in the 20GB/s region (this ExtremeTech analysis of the PS4 APU is a good read). Whatever the precise figure is for the more constrained CPU area, Jenner would only confirm that it's "enough". Optimising the PS4 version of The Crew once the team did manage to get the code compiling required some serious work in deciding what data would be the best fit for each area of memory.

as you see sony gimped its own ram down to 20GB/s to the CPU. DDR3 by itself pushes 3.5 times more bandwidth so this is a made up post by a fanboy, quoting another fanboy, who cherry picked quotes and twisted their meaning. so fail to the OP
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#43 deactivated-5ba16896d1cc2
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Lol ok lets really read. 1st off the article is written by a regular everyday joe on the internet. one that is clearly a PS fanboy http://people.ign.com/koojopanda he even has an article saying why the PS4 is more powerfull but has false information http://www.ign.com/blogs/koojopanda/2013/07/26/the-real-power-difference-between-ps4-xb1-in-layman-terms/ now the real article you posted about he takes one quote

"The PS4's GPU is very programmable. There's a lot of power in there that we're just not using yet. So what we want to do are some PS4-specific things for our rendering but within reason - it's a cross-platform game so we can't do too much that's PS4-specific."darkangel115

and interprets it that the PS4 is more powerful. When i read it, it sounds like they are saying that the PS4 architecture takes special programming (just like the PS3) so they can't tap it in MP games. aka PS4 will get crappy ports now he takes quotes form the original article here http://www.eurogamer.net/articles/digitalfoundry-how-the-crew-was-ported-to-playstation-4 the same one i quoted on how the PS4 version was running 10FPS, not once does the article talk about the X1, all it is is an article talking about the processes of porting from the PC to the PS4 it also states that they had people who worked only on the PS4 port. 2-3 people for 6 months., sounds liek the X1 port was much easier. it didn't need a designated team. it also states

Sony has made a big deal about the accessibility of the PS4 hardware, and a key element of that would be the quality of the toolchain - the series of programs used to create compiled code. For the PS4 developers, the use of the established Visual Studio environment proves to be a key benefit, and the extent to which Sony has acknowledged and supported cross-platform game-makers is self-evident. There are even options within Sony's compiler specifically added in order to increase compatibility with the Microsoft counterpart used in compiling DirectX 11 games.

so they are trying to become as compatible as the X1 is already but still falling short also

Jenner wouldn't go into details on the levels of bandwidth available for each bus owing to confidentiality agreements, but based on our information the GPU has full access to the 176GB/s bandwidth of the PS4's GDDR5 via Garlic, while the Onion gets by with a significantly lower amount, somewhere in the 20GB/s region (this ExtremeTech analysis of the PS4 APU is a good read). Whatever the precise figure is for the more constrained CPU area, Jenner would only confirm that it's "enough". Optimising the PS4 version of The Crew once the team did manage to get the code compiling required some serious work in deciding what data would be the best fit for each area of memory.

as you see sony gimped its own ram down to 20GB/s to the CPU. DDR3 by itself pushes 3.5 times more bandwidth so this is a made up post by a fanboy, quoting another fanboy, who cherry picked quotes and twisted their meaning. so fail to the OP

From Jennifer, a developer from Ubisoft Reflections

 

The reason why devs dont talk about xb1 or show any multi plat games on xb1 besides bf4 which was running on a nvidia gtx is because the Xbox one is behind

 

What else does "we want to do ps4 specific things we want to do with rendering but within reason it is a cross platform game and we cant do to much"

 

That means something is clearly holding the ps4 back and its defitnetly not the PC LOL... What a waste of a post, probably took you 15-20 mins to assemble your nonsense

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#44 blackace
Member since 2002 • 23576 Posts
[QUOTE="ninjapirate2000"]

PC /thread

xboxiphoneps3
yes im aware PC platform is the strongest platform

The PS4 version is being ported from the PC version. i wasn't overly impressed by The Crew anyways. With Forza 5 and Drive Club coming out, I'll have enough racing to play for the next 12 months.
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#45 deactivated-5ba16896d1cc2
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[QUOTE="xboxiphoneps3"][QUOTE="ninjapirate2000"]

PC /thread

blackace
yes im aware PC platform is the strongest platform

The PS4 version is being ported from the PC version. i wasn't overly impressed by The Crew anyways. With Forza 5 and Drive Club coming out, I'll have enough racing to play for the next 12 months.

Yep same
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#46 blackace
Member since 2002 • 23576 Posts

Xbone is already outdated 3 months before it launches :lol:

NathanDrakeSwag
Compared to the PC, both the PS4 and XBox One has been outdated since the beginning of the year. :)
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#47 blackace
Member since 2002 • 23576 Posts
[QUOTE="darkangel115"]Oh really?

At the Ubisoft E3 event, the PC version of The Crew was running at 30 frames per second, but the first working compilation of the PS4 codebase wasn't quite so hot, operating at around 10fps.

yup 10FPS is always better /sarcasm http://www.eurogamer.net/articles/digitalfoundry-how-the-crew-was-ported-to-playstation-4

LMAO!!! Doh!!!! This is why I'll be getting Forza 5 and Drive Club instead. You might as well just wait for the reviews for The Crew.
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#48 blackace
Member since 2002 • 23576 Posts

Power For Consoles In Order As Of Right Now


1. PC (High End)

2. PS4

3. Xbox One

4. WiiU (Only beats PS3 and Xbox 360 by a tad more ram and CPU power)

5. PS3 & Xbox 360 - About a TIE (Both have strengths and Weaknesses)

6. OUYA

7. Wii


Mrmedia01
The Ouya is last. I would love to see it run SMG 2 or XenoBlade though.
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#49 lundy86_4
Member since 2003 • 61534 Posts

I LIKEBIGFONTS

Blabadon

AND I CANNOT LIE

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#50 deactivated-5ba16896d1cc2
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[QUOTE="blackace"][QUOTE="darkangel115"]Oh really?

At the Ubisoft E3 event, the PC version of The Crew was running at 30 frames per second, but the first working compilation of the PS4 codebase wasn't quite so hot, operating at around 10fps.

yup 10FPS is always better /sarcasm http://www.eurogamer.net/articles/digitalfoundry-how-the-crew-was-ported-to-playstation-4

LMAO!!! Doh!!!! This is why I'll be getting Forza 5 and Drive Club instead. You might as well just wait for the reviews for The Crew.

Smh thats when they first ported over with fresh PC code and D3D api's and unoptimizations... I find it amazing the fact they got the game to run at 10 fps instantly with absolitely no recompliation or optimizations .... Obviously game wont be at 10 fps at launch