Sneak your way through the game in style.
Castlevania: Lords of Shadow 2 walkthrough
A game guide with bite.
holy bedjezus... that looks like a boring game... where's the tension?
The big question is - if ambient occlusion affects light as it hits a surface based on the surface itself and adds a softening effect similar to ambient light, does this combined with the limited RGB of the XB1, mean that when AO is added to the X1 version, we'll see similar softening as is appearing in the PS4 version?
I'm no historian, but could someone enlighten me on this "recent evidence"?
Ultimately this generation of consoles are very similar and it will be fascinating to see which approach works well most consistently. The brute force approach Sony have taken or the efficient approach Microsoft have chosen.
"Most people start with the GNMX API which wraps around GNM and manages the more esoteric GPU details in a way that's a lot more familiar if you're used to platforms like D3D11.
Sony already went out and said it uses custom OpenGL
Sony's reliance on OPENGL actually may limit optimization on some levels because they do not own the OpenGL codebase which by its nature cannot cater to any specific hardware. This may be why they have less actual AAA games at launch for exclusives - just a guess.
It's interesting that MSoft always talk about cache coherent memory bandwidth and never mention the fact that PS4 can bypass the L1 & L2 caches completely.
My take on it is that when you buy a graphics card, do you go by the specs or do you actually run some benchmarks?
I'm a fairly technically minded person but I can't figure out whether or not this is true.
parts of the frame can be fill-rate bound, other can be ALU bound, others can be fetch bound, others can be memory bound, others can be wave occupancy bound, others can be draw-setup bound, others can be state change bound, etc. To complicate matters further, the GPU bottlenecks can change within the course of a single draw call!
Just like our friends we're based on the Sea Islands family.
I seems to me the similarity to libGNM is more on a conceptual level rather than being directly similar from a development pov.
Mantle appears to have much in common with the GNM API used in PlayStation 4
The area where the X1 excel may be the key to leveling the field because you do not have to be at the same resolution as the PS4 if scaling and variable scaling can make the on screen picture look no real different from the user playing the game.
For example the memory bandwidth. They've just revealed that it's not 204GB/s but actually more like 140GB/s. So why did MS previously claim 204GB/s were they adding the 68GB/s of the DDR to achieve that figure because that's just plain wrong.
The compute units thing, there's 14 in there and only 12 are being used
Best to leave the tech analysis to the experts.
Because PRT fits really well in the ESRAM, and as ESRAM has more bandwidth available than the PS4's GPU it'll perform better.
Also, if you are developing a game for PS3/4 you will most likely use an off-the shelf engine which is rendering API-agnostic.