Crytek dev interview pulled after claims PS5 is much better to develop for than X1X

hanselthecaretaker

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So this has been making the rounds lately. [https://www.gamesradar.com/crytek-engineer-retracts-claim-that-ps5-is-easier-to-program-for-than-xbox-series-x/]

Apparently besides having what is possibly the easiest hardware to ever code for and reach peak performance from, the PS5 has untouchable load times.



"If I understood correctly, is Teraflops the standard for optimizing different parts of the GPU or not? Or what do these floating points mean? How would you describe it for a user who doesn't understand this information??

?The problem is with the person who made these public statements that need to be explained now. This technical information does not matter to the average user and is not a measurement criterion.

Graphics cards, for example, have 20 different sections, one of which is Compute Units, which performs the processing. If the rest of the components are next to them in the best possible way, there are no restrictions, the battery does not boot, and as long as the processor has the necessary information, the servers in this mode can operate 12 times of floating-point operation per second. So in an ideal world where we remove all the limiting parameters, that's possible, but it's not.

A good example of this is the X-Series Xbox series hardware. Microsoft has split the RAMs in two. The same mistake that the Xbox One made. One part of RAM has high bandwidth and one part of RAM has low bandwidth. And obviously, encoding this console will have a story. Because the total number of things we have to put in fast RAM is so much that it will be annoying again, and if we want 4K to support it, that's another story. So there will be parts that prevent the graphics card from reaching that speed. "


"Microsoft has insisted that the Xbox Series X frequency is constant under any circumstances, but Sony does not have such an approach and provides the console with a certain amount of energy to use it as a variable and depending on the situation. What are the differences between the two and which will be better for the developer??

?What Sony has done is much more logical because it decides whether the graphics card's frequency is higher or the CPU's frequency at certain times, depending on the processing load. For example, on a loading page, only the CPU is needed and the GPU is not used. Or in a close-up scene of the character's face, GPU gets involved and CPU plays a very small role. On the other hand, it's good that the X-Series has good cooling and guarantees to keep the frequency constant and it doesn't have throttling, but the practical freedom that Sony has given is really a big deal. "

"As a programmer and developer, which do you consider the best console for working and coding? PlayStation 5 or Xbox X series?

?Definitely PlayStation 5.

As a programmer, I would say that the PlayStation 5 is much better, and I don't think you can find a programmer who can outperform the PlayStation 5 from the Xbox X-Series. For the Xbox, they have to put DirectX and Windows on the console, which is many years old, but for each new console that Sony builds, it also rebuilds the software and APIs in any way it wants. It is in their interest and in our interest. Because there is only one way to do everything, and theirs is the best way possible.?

Ready when you are for an official reveal, Sony.
 

The Rogue Wolf

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Teraflops: The "blast processing" of the 2010s.

Overall, isn't this a funny reversal of all the complaints coders had about the PS3? I guess Sony learned something from that.