What do dx12 and Vulkan do differently that would require shader pre compilation?Shader pre-compilation is going to be quite common with DX12 and Vulcan sadly. But they will probably work around it by allowing it to be done during the download at some point.
Looks like the preload is available now, I'm downloadingStill waiting for pre-load. Hopefully in the next hours before it is finally available on 7th.
Those gameplay videos really look good.
Its Nvidia proprietary tech which requires active work on the part of Nvidia. How is that even possible?Good that Gamersyde criticizes no DLSS support. Should be supported by standard on every new release now.
Because with a 2080, there shouldn't be any current-gen game that can't be run at max settings at max resolution at well above 60fps. The game doesn't have raytracing, which is the only thing that brings a card like that down on current-gen games.
Hell, I'd expect my GTX 1080 to be able to max this game out at 1440p. And now it's looking like I'd be well under 60fps, at 1080p, at medium settings? Major oof.
That doesn't really answer my question. Horizon ZD was built for PS4, so it's potentially drawing more per scene than RDR2 (console settings).The implication that rdr 2 looks better / has more shit going on
Its also that horizon was heavily configured for the PS4 in mind right down to the bit level in many cases for maximum optimization, what was done by the engineers on horizon was truly remarkable.This is such a weird take considering GG had a ton of people working on Death Stranding.
We knew about a PC version for Death Stranding since the day it was announced (in a interview that was later deleted), seems to me that DS was made with a PC in mind since day 1 unlike Horizon which was made with a less developed version of the engine exclusively for PS4.
Its also that horizon was heavily configured for the PS4 in mind right down to the bit level in many cases for maximum optimization, what was done by the engineers on horizon was truly remarkable.
Not really surprised to hear about the pc issues with hardware.
ensure that your GPU actually has access to the full PCIe bandwidth
I assume he's talking about the PCIe slots on your motherboard. Usually not all are PCIe 3.0/4.0 x16. Gotta check your manual
What's the name of the developer of the port?Guerrilla Games didn't handle this port, it was by some developer ive never heard of. Id assume the performance is some combo of the much touted low level GPGPU work present in this game and the ability of the developer doing the port.
Guerrilla Games didn't handle this port, it was by some developer ive never heard of. Id assume the performance is some combo of the much touted low level GPGPU work present in this game and the ability of the developer doing the port.
Could it be that DS made specialised adjustments to Decima during development, hence the port quality, while these changes just weren't possible for Horizon because it's an older version of the engine?except the PS4 is not using any specific special hardware unlike PS3/Xbox 360
this is just straight up a bad port, especially coming straight after DS
You misunderstand me, then. I'm not part of the "max settings on every game in existence" crowd. I'm in the "I can play every PS4 game at max settings on my PC, why isn't this one working?" crowd. You know, like every other person in this thread.This is a bad attitude to have and limits the potential of PC games. 'Max settings' doesn't mean anything - it's not a standard measurement. Also, what's 'max resolution'?
Limiting games to only implement 'max settings' which are designed to run at high fps on the cards at the time of the game release limits the future scalability of the game, which would deliberately neuter a benefit of PC gaming.
This isn't a comment on this port, but the general attitude of 'I have x GPU therefore I must be able to run at max settings' is not good and doesn't make sense.
Could it be that DS made specialised adjustments to Decima during development, hence the port quality, while these changes just weren't possible for Horizon because it's an older version of the engine?
PS4 uses the same CPU architecture as PC yes but there sure are ways to leverage low-level access and well known target HW for optimization anyway.
PS4 uses the same CPU architecture as PC yes but there sure are ways to leverage low-level access and well known target HW for optimization anyway.except the PS4 is not using any specific special hardware unlike PS3/Xbox 360
Here's ours - was running a 3900X, 2080ti and 32GB RAM, managed to hold pretty much a solid 60fps at 1440p on ultra
I had read it here.This was said earlier in the thread. Someone earlier said it was https://en.wikipedia.org/wiki/Virtuos who did work on the game on PS4. But I'm not sure where this information is coming from.
PS5 may get some features from the PC version but don't expect anything more.
It's a fact. Vulkan and DX12 still need to abstract away things like inner cache workings on GPUs since things actually work in different way on different GPUs and especially between manufacturers. Also it wouldn't really scale in terms of developer hours to implement different render backends (at least branches) for different GPU microarchitectures.this excuse is nonsense, DX12 and Vulkan have been around for years now
Here's ours - was running a 3900X, 2080ti and 32GB RAM, managed to hold pretty much a solid 60fps at 1440p on ultra
It's a fact. Vulkan and DX12 still need to abstract away things like inner cache workings on GPUs since things actually work in different way on different GPUs and especially between manufacturers. Also it wouldn't really scale in terms of developer hours to implement different render backends for different GPU microarchitectures.
Not saying low-level GPU work is the crucial bit in this port's case though, I have no idea.
PS4 Gnm API is far lower than dx12 or vulkan. There is a lot you can do on consoles that is just not possible on PC without large performance penalties. DX11 is painfully slow by comparison.no one will ever be able to answer that outside of GG themselves and they won't
regardless of the reasoning, the game came out 3 years ago it's INCREDIBLY embarrassing that cards better than the PS4 can't brute force themselves past PS4 settings and framerates
their FAQ speaks to the game being half-baked if they can't even get AF working on top of a ridiculous 10-15 minute shader compilation time
GG is clearly full of talented developers, this whole situation seems to be more related to a lack of time spent on this port. There is no reason it should've ever been released like this. All it does is make the devs and Sony look bad.
this excuse is nonsense, DX12 and Vulkan have been around for years now
even without DX12 and Vulkan, there is very little overhead with NVIDIA's DX11 driver
Because, well, there are lots of ways to "fuck up a port" and we don't know yet which one it is here?so why even bring this up as if it's somehow relevant?
they fucked up the port, this isn't some "code to the metal" bullshit
You never heard about Virtuos? :)Guerrilla Games didn't handle this port, it was by some developer ive never heard of. Id assume the performance is some combo of the much touted low level GPGPU work present in this game and the ability of the developer doing the port.
Virtuos has helped to program many of the industry's biggest games, including Uncharted 4: A Thief's End, NBA 2K18, Middle-earth: The Shadow of War, and Forza Motorsport 7
Special hardware has nothing to do with it, watch some of the conference panels on how they achieved the graphics sometime, its really interesting how they coded the game.except the PS4 is not using any specific special hardware unlike PS3/Xbox 360
this is just straight up a bad port, especially coming straight after DS
False.From everything i can find, their contributions amount to nothing more than some outsourced art assets.
PS4 Gnm API is far lower than dx12 or vulkan. There is a lot you can do on consoles that is just not possible on PC without large performance penalties. DX11 is painfully slow by comparison.
Then you didn't look very hard.From everything i can find, their contributions amount to nothing more than some outsourced art assets. They are just cheap labor.
Im not sure how that refutes my post about their contributions to HZD.False.
Game Development
Virtuos provides outsourcing support for co-development, full stack development, porting and gameplay and level design for AAA games.www.virtuosgames.com
Virtuos: Switch ports, co-development, and next-gen
Virtuos was founded in 2004, with the goal of shipping games on every major platform on the market, whether that was Pl…www.gamesindustry.biz
Err. The lowness is kind of irrelevant, if you're making a ton of calls on a PS4, you consolidate those calls on DX11, DX12, or Vulcan. You'll get better performance out of the PC. You just don't use the precise same render pipeline as you would use on a console.
Because, well, there are lots of ways to "fuck up a port" and we don't know yet which one it is here?
Special hardware has nothing to do with it, watch some of the conference panels on how they achieved the graphics sometime, its really interesting how they coded the game.
Not denying it might be a bad port either, this game was made very differently then DS and that obviously shows with how DS performs considerably different then Horizon on PC.