POV-Ray : Newsgroups : povray.off-topic : Alan Wake, AAARGH! : Re: Alan Wake, AAARGH! Server Time
4 Sep 2024 13:21:41 EDT (-0400)
  Re: Alan Wake, AAARGH!  
From: scott
Date: 11 Jun 2010 03:58:40
Message: <4c11ecb0$1@news.povray.org>
> It has jack to do with the "difficulty of optimizing for a PC". The 
> consoles **are** PCs,

Yeh, apart from the fact that the CPU and GPU share the same RAM (eliminates 
the biggest bottleneck in PC games)

Or that the CPU has additional instructions for games (parallel vector math 
stuff)

Or that the GPU has way higher bandwidth than even the latest nVidia cards.

Simply put, if you're optimised your game for xbox it probably will not run 
at decent frame rate on even a modern PC out-of-the-box.  You're going to 
need to make some huge changes to your design to get it working well on a 
PC.

For a start you need to get rid of all the CPU<->GPU interactions per frame, 
and try to make more use of the GPU shaders.  This is not trivial, some 
effects might not even be possible to transfer.  Next you probably need to 
scale back on some of the full-scene post-processing stuff, as PC GPUs 
simply don't have the bandwidth, maybe you can try to figure out other ways 
to acheive the same via more complex shaders.  Then you probably need to 
re-optimise your vector math code for PC CPUs (or maybe the compiler does 
this automatically, IDK).

Anyway, it's not very simple like you make out.


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