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  1. #1
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    Extra 8% GPU unlock hasnt happened yet

    Thought this was an interesting tid bit from the Titanfall interview at Eurogamer.

    It's known that Microsoft is attempting to free up precious graphics resources. Last year, the Xbox One architects told us that the GPU "time-slice" - the amount of processing time reserved by the operating system for elements like Kinect - would be made available to game developers. Respawn confirms that this hasn't happened yet.

    "They were talking about having it available for launch and I think there were some issues for how it was going to work," Baker tells us. "It's not available for launch but we're definitely going to take advantage of that if they give that as an option. And the plan that is they will make that an option, so when it's visible we'll enable it for our game and we should be able to crank up resolution proportionally."
    http://www.eurogamer.net/articles/di...tech-interview
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  2. #2
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    Lol oh boy so the extra source keeps chugging. With that in mind hopefully that'll allow them to fix the screen tearing, framerate issues and that resolution bump

    Sent from my SM-N900T using Tapatalk

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  4. #3
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    Quote Originally Posted by YoungMullah88 View Post
    Lol oh boy so the extra source keeps chugging. With that in mind hopefully that'll allow them to fix the screen tearing, framerate issues and that resolution bump

    Sent from my SM-N900T using Tapatalk
    Less about secret sauce more about **** that should have been given to devs in the first place.
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  5. #4
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    I find this to be more intriguing:
    "A lot of the work was making the engine multi-threaded. The original Source engine had a main thread that built up a command buffer for the render thread and there was a frame of delay. We kind of changed that so the render thread buffered commands as soon as they were issued - in the best case, it gets rid of a frame of latency there. And then almost every system has been made multi-threaded at this point. The networking is multi-threaded, the particle simulation is multi-threaded. The animation is multi-threaded - I could go on forever. The culling, the gathering of objects we're going to render is multi-threaded. It's across as many cores as you have."
    Followed by:
    "Originally we weren't planning on an Xbox One version of the game....."
    I can't wait until publishers let go of the PS3 and 360 and we start to see all games using 6 cpu cores, GPU for compute calculations, and making use of the ~5GB RAM.

    I find it interesting what approach they'd have taken with Multithreading. Sony's first party all do that 'worker system'. wonder how the devs at Respawn tackled the multithreading problem?
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  6. #5
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    Quote Originally Posted by Fijiandoce View Post
    I find this to be more intriguing:


    Followed by:


    I can't wait until publishers let go of the PS3 and 360 and we start to see all games using 6 cpu cores, GPU for compute calculations, and making use of the ~5GB RAM.

    I find it interesting what approach they'd have taken with Multithreading. Sony's first party all do that 'worker system'. wonder how the devs at Respawn tackled the multithreading problem?
    I do wonder why other devs don't use a worker like system for PC games. Could it be that you need to know what resources are actually available to have a viable system where one core is just a dedicated manager and the rest handle the work? Would see it being difficult for a dual core system to be viable for this method as the over head of having a managing thread to run the rest is kind of moot.

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