Yay! DF says X1 version of AC: Unity is L33t! Flynn throws a party! You're invited.

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Hmmm! but if they upped the resolution to 1080P then the already very low & unstable FPS would be worse. I am curious though, could they not have off-set some of the CPU tasks to the GPU on PS4 ?

It's possible.

It's also possible that they could have moved the bulk of the crowd AI and tracking to the cloud for X1 (which wouldn't have cost them anything), and then the performance would have been substantially better on X1, even if they were able to move some of the CPU processes to the gpu On PS4.
 
It's possible.

It's also possible that they could have moved the bulk of the crowd AI and tracking to the cloud for X1 (which wouldn't have cost them anything), and then the performance would have been substantially better on X1, even if they were able to move some of the CPU processes to the gpu On PS4.

I have no clue how easy it is to use the cloud for such things. The fact that very few 3rd party games seem to use it leads me to believe it is not so simple.
 
I have no clue how easy it is to use the cloud for such things. The fact that very few 3rd party games seem to use it leads me to believe it is not so simple.

Oh, it's not simple. Not at all. It takes a great deal of work, and specialized subject matter expertise.

And that precisely why more people aren't using it... But as more people do, the expertise will increase, tools will improve, and the ease of use will significantly go up over the next few years.
 
Again the programing is different for both.

Off the shelf X86 hardware and Direct X so similar that within a year it will be almost 1:1. And when Titanfall came out and every game ever came out, we compare them to PC hardware performance. But now it's completely different?

I'll take your word for it.
 
But the gamers have spoken. No always online.....means no cloud for CPU usage for single player. Dem b****ez.

Implement it so they work both on and offline, once people realize the cloud could actually make their games look and perform better, you watch that opinion change.

Oh, it's not simple. Not at all. It takes a great deal of work, and specialized subject matter expertise.

And that precisely why more people aren't using it... But as more people do, the expertise will increase, tools will improve, and the ease of use will significantly go up over the next few years.

Oh, for sure. Same as anything really. It is just the way you said seemed so casual, like it was a simple process. What sort of impact would it have on resources though. I mean if you have this somewhat complicated and new thing in one and then not in the other, that is going to impact resources, right? Like man power, time - which = money.
 
Implement it so they work both on and offline

If the Xbox hardware CPU is limited for the single player, they have to code the game for the CPU that is on the Xbox for offline gamers. If you program the game to use the cloud "when available", are you saying that the game would add more characters, and have less pop in for when you are in the cloud? Two different experiences of the same game, online and off?
 
Implement it so they work both on and offline, once people realize the cloud could actually make their games look and perform better, you watch that opinion change.



Oh, for sure. Same as anything really. It is just the way you said seemed so casual, like it was a simple process. What sort of impact would it have on resources though. I mean if you have this somewhat complicated and new thing in one and then not in the other, that is going to impact resources, right? Like man power, time - which = money.

If you inferred I was speaking casually about such an engineering feat, you'd be wrong.

Look at the context.

The point was precisely that it's not easy, and neither would it be easy to move CPU tasks to the GPU, especially heavy parallelization's like Unity relies on.

To spell it out, the PS4 gamer's inquiry into why Ubi didn't engineer the game to exploit PS4's GPU advantage is just as misled as the Xbox fan who inquires as to why the cloud wasn't used in this case, especially being that CPU bottlenecks have been proven to be alleviated by offloading such intensive tasks (Forza's Drivatar, Titanfall's AI, the city destruction video, etc.). It's not easy, and it's costly (for exactly the reasons you cited).
 
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yo flynn just spill the beans on the X1 dx stuff lets go!

It kicks ass, and a lot of it is already up and running in X1 today, hence the CPU advantage above and beyond the clock speed increase over PS4, which is being seen in Unity with X1 outperforming the PS4 version in CPU intense areas by 20% or more.
 
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Yeah, Kasparov hasn't slept from fear since he seen ps4...
 
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