AlexM Posted August 25, 2014 Report Posted August 25, 2014 They should certainly help if they eliminate having to transfer graphics data from system memory to GPU memory. If we can just give the GPU a pointer and say something like "start here" then that eliminates that bottleneck. Memory speed will continue to be a bottleneck (which is one of the reasons why a lot of developers were happy about the faster ram in the PS4). The big advantage to doing that is doing stuff on the CPU should be a lot less of a penalty and you have a lot more freedom on the CPU. Quote
blackdog Posted August 25, 2014 Report Posted August 25, 2014 Naughty Dog would be an extreme case of this because of the PS3's architecture. I'm pretty confident if it was a mutliplat game it wouldn't look as good.Does Uncharted look that good? In video that doesn't look much more than Tomb Raider. (I don't have a PS3 or the games to compare side by side). Quote
DrywallDreams Posted August 26, 2014 Report Posted August 26, 2014 Naughty Dog would be an extreme case of this because of the PS3's architecture. I'm pretty confident if it was a mutliplat game it wouldn't look as good. Does Uncharted look that good? In video that doesn't look much more than Tomb Raider. (I don't have a PS3 or the games to compare side by side). skip a bit through here (especially the first part), the game looks incredible. Quote
ZZZ Posted August 26, 2014 Report Posted August 26, 2014 (edited) Opsie. I ended up discussing about GPU + CPU integration when the main point was about GPU's programmability. http://www.anandtech.com/show/8363/khronos-announces-next-generation-opengl-initiative The key idea there seems to be: as GPUs are becoming more and more fully programmable, why there isn't a standard instruction set for GPUs? There is x86 for CPUs, will there be an equivalent for GPUs? Intel did though about that when they started their GPU with x86 cores initiative, which failed to result in a consumer video card but succeded in becoming a co-processor to compete with Nvidia Tesla. Nvidia has its CUDA, but no game is fully utilising it because it's Nvidia only. Uncharted 3 looks good. Except that due to PS3 bottlenecks they had to bake lots of things and lower the resolution of many shaders and textures. With PS4 and that Uncharted 4 teaser they seem to be freed from having to lower the detail in this char to go higher in the other char and some other trade offs. Graphics vs fluidity? I'd say fluidity if the game is naturally fast, such as F1. But for horror, terror, adventure, image sharpness first. Edited August 26, 2014 by 0kelvin Quote
blackdog Posted August 26, 2014 Report Posted August 26, 2014 DAFUQ?? They pulled the "Adventure of young Indiana Jones" already in the third chapter? Damn...looks great yes, but this section doesn't look ver representative of the best quality they can pull? I mean I would have chosen some scenario with large vista... but still, considering that Tomb Raider* is multi-platform, doesn't look much less to me.Aside: the kid animations are quite terrible as well, they look so fake and keyframed.*compare those titles just because they are similar, I mean: "corridor" type maps with large vistas in the background. Quote
AlexM Posted August 27, 2014 Report Posted August 27, 2014 Opsie. I ended up discussing about GPU + CPU integration when the main point was about GPU's programmability. http://www.anandtech.com/show/8363/khronos-announces-next-generation-opengl-initiative The key idea there seems to be: as GPUs are becoming more and more fully programmable, why there isn't a standard instruction set for GPUs? There is x86 for CPUs, will there be an equivalent for GPUs? Intel did though about that when they started their GPU with x86 cores initiative, which failed to result in a consumer video card but succeded in becoming a co-processor to compete with Nvidia Tesla. Nvidia has its CUDA, but no game is fully utilising it because it's Nvidia only. Uncharted 3 looks good. Except that due to PS3 bottlenecks they had to bake lots of things and lower the resolution of many shaders and textures. With PS4 and that Uncharted 4 teaser they seem to be freed from having to lower the detail in this char to go higher in the other char and some other trade offs. Graphics vs fluidity? I'd say fluidity if the game is naturally fast, such as F1. But for horror, terror, adventure, image sharpness first. They are certainly becoming more programmable but nowhere near the freedom of the CPU. A couple reasons for this, one is while it's fast to get stuff onto the GPU memory it's prohibitively slow to go the other way. The other is because GPU's are massively parallel doing things like if statements are huge performance drops. Really high performance shaders avoid branching so a warp (a group of processors) can all execute together. Quote
Pericolos0 Posted August 27, 2014 Report Posted August 27, 2014 Wow, uncharted 3 has aged fast.. imo, GTA V looks way better than that and manages to be multi platform Quote
AlexM Posted August 29, 2014 Report Posted August 29, 2014 Is that an art style thing though? I really need to play GTA5 but I'm holding out for a next gen release. Quote
DrywallDreams Posted August 30, 2014 Report Posted August 30, 2014 Is that an art style thing though? I really need to play GTA5 but I'm holding out for a next gen release. I would say art style, I played both games on a PC monitor, and can easily say Uncharted 3 looks way better. GTAV looks nice, but when you look closer, it's a bit of a mess. Ambient occlusion doesn't look so nice up close, and the cascaded shadow map falloff is ridiculous. Also GTAV tends to be a "one size fits all" in terms of shaders/effects, while Uncharted has a bunch of one-off type stuff. Can't wait to see how GTAV looks like when it isn't stuck to the requirements of a PS3 though. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.