It was a hard choice between HZD and Bloodborne (I haven't played Nioh yet). I went with HZD because it was still fresh in my mind.
skektek's forum posts
The Cell presented 2 difficulties: most of the cores lacked branch prediction and most of its performance relied on parrelization at a time when parrelization was not a solved problem.
DSP are bad for branch prediction,which is funny because Ronvalencia quotes a sony hater from Beyond3D claiming you have to move branching to SPE which is a joke..lol
The Cell doesn't have any DSPs (although DSP functions can be emulated).
The SPE cores aren't "bad" at branch prediction. They don't have any branch prediction at all. Branch prediction has to be emulated (predicted) in the compiler which isn't nearly as efficient as hardware branch prediction.
@charizard1605: The Switch is a full generation behind the PS4 and the Xbone. The Switch is at least a generation and half behind the PS4 Pro and the Scorpio.
They're not lazy, that's for sure. There's a reason mutli-platform games performed worse on PS3.
Many perform better on PS3 what is the excuse there?
*Correction: More games ran better on 360 than on PS3. Developers have stated that it was harder to develop for PS3 due to teh cell, so there's your reason.
We could also assume 75% of the developers was just lazy but it's probably more complicated.
The Cell presented 2 difficulties: most of the cores lacked branch prediction and most of its performance relied on parrelization at a time when parrelization was not a solved problem.
@The_Stand_In: I don't know, I thought I remember reading an article which was saying The Cell had enough untapped power to compete with the latest i7 processors, and that it's true form has yet to be optimized.
No it didnt had enough power to compete with the latest i7. The only think cell could do much better than a traditional x86 CPU was SIMD processing. Anything else a traditional 4 core x86 CPU was much much better. And even those instruction that Cell was great at could be done much faster on GPU's when AMD and Nvidia introduced unified shader architecture
The Cell was superior to all its x86 peers in floating point performance as well as parallelization.
Cell BE: 9 cores with 10 execution threads 100 GFLOPS (8 cores are 9 execution threads in the PS3 Cell).
Xeon X5355: 4 cores with 4 execution threads 50 GFLOPS.
@skektek: The grainy/blurry textures in my Horizon pictures don't appear in The Witcher 3. I only posted one shot but I can get more. Plenty of areas are littered with low-res textures in Horizon. The screencap I showed also has these low-res textures.
You haven't looked carefully enough. I guarantee you that there are janky textures in TW3.
There is in every game. I played TW3 and the game is a visual splendor. Horizon simply pushed the visuals further in many ways, scope being the main one with excellent level streaming.
That is absolutely true. This discussion has degraded to worst vs worst comparisons.
@skektek: Can you post an example?
@skektek: The grainy/blurry textures in my Horizon pictures don't appear in The Witcher 3. I only posted one shot but I can get more. Plenty of areas are littered with low-res textures in Horizon. The screencap I showed also has these low-res textures.
You haven't looked carefully enough. I guarantee you that there are janky textures in TW3.
Horizon may look better than The Witcher 3 on PS4, but no way it matches up with the PC version, especially with mods.
We are already comparing a $400 system to $1200 system do you think adding in mods would be an honest comparison?
@skektek: Then why are we comparing it to The Witcher 3 on PC at max settings? The Witcher 3 on PC has 2K textures everywhere. Terrain and textures at Ultra includes almost everything. Horizon has good textures at times but also very bad textures at times.
Question, do you have The Witcher 3 and can you run it at Ultra if you do?
We aren't. It was an example of an objectively verifiable difference. Your example doesn't show a significant difference between HZD and TW3.
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