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> 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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