It was about the software.the mac thing was a hardware restriction
Agreed none the lessso this one is on apple.
It was about the software.the mac thing was a hardware restriction
Agreed none the lessso this one is on apple.
i was meaning the legacy version on consoles can run along with the updated pc version as they both use the same backend/severs.This is flawed logic, it is far more likely that frontier simply needs to cut costs and has decided that it’s not worth trying to solve the technical difficulties associated with 8 year old consoles, and the newer consoles have much lower player numbers. So from their point of view fdev would be freeing up resources to concentrate on pc.
i just looked it upIt was about the software.
Agreed none the less
ok, npany doom was accidentally and due to my subpar linguistic proficiency(i should put that in my signature)
I have never understood that either - maybe they kept with the old version for console compatibility and now they won't have that problem? (although I think PS4 supports up to 12.0 perhaps)apprently they couldn´t be bothered to update their six years old OpenGL version
Fixed that for you.My guess would be that they believed they can make it work, but it turned out they couldn't cheaply.
Yeah, actually more or less meant that. Anything can be done, but time, money, all that...Fixed that for you.
it hasn't been said, so: consoles are made on purpose to use the cheapest possible components that still get a WOW experience for the player.From my understanding the next generation consoles (PS5s) are basically computers, I don't understand what makes them so hard to work with? I want a better explanation please.
Odyssey procedural generation is not the issue for the poor optimization we have. It's a result of multiple issues, some known, some not, which originally included occlusion culling (or it's lack of), unoptimized fire/spark/smoke effect, amongst other things.it hasn't been said, so: consoles are made on purpose to use the cheapest possible components that still get a WOW experience for the player.
this basically means high-powered graphics and skimping on the rest, so not enough CPU power for Odyssey's procedural generation.
nothing against consoles, they're great for the niche they aim for
This is the only bit I disagree with. I monitor my hardware usage, and more specifically I also monitor per-core CPU usage. Odyssey definitely does use every core I have. In fact it usually flat out maxes them out in certain situations. So it isn't that it doesn't utilize your threads; it just doesn't utilize them correctly.and probably does not support CPU multithread very well.
Are you absolutely sure about that? I have a top of the line Threadripper 3990x with 64 cores and 128 threads CPU and Elite is using between 2-6% of the CPU.This is the only bit I disagree with. I monitor my hardware usage, and more specifically I also monitor per-core CPU usage. Odyssey definitely does use every core I have. In fact it usually flat out maxes them out in certain situations. So it isn't that it doesn't utilize your threads; it just doesn't utilize them correctly.
I’m only guessing, but I suspect that the performance issues in Elite are partly down to the unique problems of creating playable spaces of Elite’s scale. The “map size” in Elite is huge compared to JWE2 and dwarfs even the largest open-world games that people are comparing it to. It’s a well known issue in the development of space-games which causes calculation errors to arise in maps beyond a certain size. There are various clever hacks that developers have used to circumvent it, but one way is to use an engine that supports double precision rather than floats, which comes at a significant performance cost. None of the common engines like Unreal support double-precision out of the box, and I remember seeing a video in which David speaks about the necessity of double-precision in the development of space games. I don’t know, but if Elite’s version of Cobra uses doubles (to repeat, pure conjecture), it might account for the problems despite the fact that the graphics in Elite look rather rudimentary by contemporary standards. Whatever the root cause, it’s probably not directly comparable to the average game, technically speaking.I kinda disagree...
JWE2, which was launched on PC as a DX12 game with rather high system requirements and with Nvidia DLSS (now DLAA too), is also available on all consoles new and old
(Should i point out that JWE2 minimum system requirements are higher that the ones for EDO?)
Which means the Cobra Engine can deliver.
This is the only bit I disagree with. I monitor my hardware usage, and more specifically I also monitor per-core CPU usage. Odyssey definitely does use every core I have. In fact it usually flat out maxes them out in certain situations. So it isn't that it doesn't utilize your threads; it just doesn't utilize them correctly.
Do you need to be a game dev to compare performance?are any of you game dev's? i'm not, but it seems like most of this thread is guy's with no qualifications are acting knowledgeable
that's not really what the thread is about, or what the replies to it are about. not sure why you asked me thatDo you need to be a game dev to compare performance?
Not a game dev by profession, but have some experience with game code including porting it from one platform to another. Also, because I wanna flex my virtual muscles, I have written a plasma effect and a rotozoomer that actually run on a 386 at 70 fps (VGA 320x200 refresh rate, double buffering, change the buffer shown during vertical blank to avoid display artefacts). Day job consists of boring software people use in offices.are any of you game dev's? i'm not, but it seems like most of this thread is guy's with no qualifications are acting knowledgeable