BallaTheFeared
Diamond Member
- Nov 15, 2010
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That wasn't what I took from the full interview.
Compute was going to be used to cull unseen portions of the screen before they were rendered (as far as I could tell.) Because you were able to only render what was necessary, the perceived performance would (could) be much higher.
The article mentioned this would likely only be optimized for in exclusive titles and only a year or two into the consoles lifetime, but would keep its perceived level of performance high for a longer period of time.
Because of HSA and the optimizations made to GCN for this application, the PS4 architect was certain this type of application performance optimization would not be available on other platforms for some time.
This seems to dovetail into their desire for longer life cycles (the ability to extract a higher level of perceived performance from current gen hardware vs other competing platforms.)
It seems clever and interesting to me. For folks claiming the PS4 is boring, I think it certainly has some interesting aspects. Like the Cell, there is some exciting possibilities. Unlike the Cell, the PS4 will be a solid piece of hardware straight away regardless.
So a more powerful form of z-culling?
It will be nice to see some actual comparisons once the hardware is ready, the UE4 demo was pretty clear in the fact that the PS4 won't compete with a 680 in raw power, as is known since in raw power the PS4 is the lesser machine.
