But I thought no optimization was needed and that the PC could run everything at 1 million FPS. I don't understand...
TLDR - Poorly optimized mess. Good job Sony and Sumo
TLDR - Poorly optimized mess. Good job Sony and Sumo
The original console versions run petfectly fine...Poorly optimized, full priced, etc... I thought Sony devs were better than that, what's been with all the shit ports recently?! We aren't spending our money on shitty ports, in case they haven't gotten the message yet??
Welcome to the PC "master" race.The original console versions run petfectly fine...
The original console versions run petfectly fine...
Sackboy: A Big Adventure is coming to PC on October 27
Details on PC features and pre-purchase content.blog.playstation.com
Lots of info/screenshots.. sounds like a great port.
From my contact that worked at ND he told me that they have all their development on the PC using Microsoft Visual Studio as their development IDE. They have a pipeline where they build/compile the code and run it through their PS dev kit. If other companies follow this paradigm, the porting might be trivial depending on how they developed their graphics engine (which was based on a single SKU) or not. If it's not, there is some good amount of code on the backend to get it running well on the PC. The good news is that once the pipeline is in place for the PC, cross development with good optimization should be relatively easy going forward.Wait, wasn't it easy to optimize because consoles and PCs are x86? Should have been a breeze. I don't even get why people complain that devs don't know how to work on PC, since their tools are all on PC and they develop on PCs.
Sounds like how Ubisoft has their dev pipeline setup to essentially generate both a Vulkan build and a DirextX build.From my contact that worked at ND he told me that they have all their development on the PC using Microsoft Visual Studio as their development IDE. They have a pipeline where they build/compile the code and run it through their PS dev kit. If other companies follow this paradigm, the porting might be trivial depending on how they developed their graphics engine (which was based on a single SKU) or not. If it's not, there is some good amount of code on the backend to get it running well on the PC. The good news is that once the pipeline is in place for the PC, cross development with good optimization should be relatively easy going forward.
Yup. End of the day, there is GPU operations that have to be done in 3D grids of data.Sounds like how Ubisoft has their dev pipeline setup to essentially generate both a Vulkan build and a DirextX build.
In the end Graphics APIs are all doing the same shit, have very similar interfaces that require the same or similar enough data, to do X,Y or Z. Similar to how if you are setup to be DLSS compliant you are setup to be compliant with AMD's solution as well, as they both expect the same data.
In transition to PC, they dropped the ball severely, especially after you constantly hear how Sony has the best devs in the world, bar none. This seems to be far from the truth in the quality of almost all of their recent ports.The original console versions run petfectly fine...
From my contact that worked at ND he told me that they have all their development on the PC using Microsoft Visual Studio as their development IDE. They have a pipeline where they build/compile the code and run it through their PS dev kit. If other companies follow this paradigm, the porting might be trivial depending on how they developed their graphics engine (which was based on a single SKU) or not. If it's not, there is some good amount of code on the backend to get it running well on the PC. The good news is that once the pipeline is in place for the PC, cross development with good optimization should be relatively easy going forward.
This game wasn't developed internaly within Sony. And it is running on UE4Poorly optimized, full priced, etc... I thought Sony devs were better than that, what's been with all the shit ports recently?! We aren't spending our money on shitty ports, in case they haven't gotten the message yet??
we can't give devs a pass just because their graphics engine is multiplat. They can botch up the code in UE as well with additions to it (i.e. Gotham Nights is an example)This game wasn't developed internaly within Sony. And it is running on UE4
This is the workflow with almost every engine that exists, in-house or of the shelf, what did you expect it to be that they run IDE or the engine editor tools on the Dev kit?From my contact that worked at ND he told me that they have all their development on the PC using Microsoft Visual Studio as their development IDE. They have a pipeline where they build/compile the code and run it through their PS dev kit. If other companies follow this paradigm.
I love how often people conflate cross-compilation toolchain with the IDE choice (by the way, the PS4 SDK has worked on Visual Studio since dev kits were first shipped out). A developer should know better.This is the workflow with almost every engine that exists, in-house or of the shelf, what did you expect it to be that they run IDE or the engine editor tools on the Dev kit?
Not at all. I am simply stating what happens from a developer's perspective. It doesn't mean it's common knowledge with the average person here on these boards. Did you have to make that comment?This is the workflow with almost every engine that exists, in-house or of the shelf, what did you expect it to be that they run IDE or the engine editor tools on the Dev kit?