Not surprising, it has been out for more than a year.
The PS4 doesn't use OpenGL, it uses two custom APIs known as GNM and GNMX.
They made that game, I'm sure they're well aware of the differences.
@BattleTorn
I'm sure developers will improve how they stream assets reducing the frequency of load screens but the issue will never truly go away.
Sadly this is going to be an issue for the remainder of the generation as the PS4 and Xbox One have so much more RAM to fill up compared to the previous gen machines, yet they use the same speed hard drives that were in the PS3 and 360.
I upgraded my PS4 hard drive to a 1TB 7200RPM drive the week I got it. It was around $65 on Amazon and loading times in Killzone: Shadowfall dropped from about 60 seconds to 44 seconds which is a pretty decent drop when you consider all of the...
They look exactly the same, not sure if the length has shortened at all though.
I think Sony added it to Infamous and Killzone so the performance would be more consistent. Eurogamer complained about the inconsistent framerates in these titles and Sony developers answered.
@Death
Folding@home was an example of distributed computing. The software was run locally on PS3s or PCs and then the data that had been processed locally was sent back to Stanford.
The XMB was laggy on the PS3 due to the amount of memory / CPU resources dedicated to it while in-game. The PS4's in-game OS is way more resource intensive but a lot smoother because Sony dedicated something like 3GB of RAM and 2 CPU cores to it. The XMB running on the PS4 would be lightning fast.
This is one of the only true advantages to 120Hz and 240Hz, you do not need 3:2 pulldown because the refresh rate is a multiple of 24.
Why exactly am I supposed to care about people playing casual games like Call of Duty competitively?
I got this the day it came out and wasn't thrilled by it. It's not bad but not worth $10. I was also frustrated by the performance issues on PS4, makes no sense given the simplicity of the game visually.
I agree Capcom would be the better purchase, Crytek's IPs and middleware are really nothing special.
How many of those games are actually on the market?
So game developers now have to(or have the option to) develop their games targeting both the Xbox One hardware and PC hardware supporting GPU compute functionality?
There's already so much variation in compute performance between different AMD GPUs that support OpenCL and DirectCompute that it would defeat the entire purpose of making a console game.
Any feature that would benefit from this sort of offloading would be more likely to be cut by developers b...
I haven't had any issue with the rubber on my DS4 thumbsticks yet but I've only owned the PS4 for about 2 months. I really hope it isn't as widespread as I've heard, but if it is Sony really should release a new version of the controller with improved battery life and more durable sticks.
Otherwise though I love the controller, the design looks and feels great.
I've noticed that the DS4 has been out of stock on Amazon for awhile now, and ...
The PS4's GPU is based on Volcanic Islands though so looking at it's shader count is not an entirely accurate way to compare it to the 7850/7870. Sure they have the same number of ROPs, and similar CU configurations, but the PS4 GPU has 8 ACEs, each of which is capable of 8 compute queues.
For comparison the desktop Radeon 7970 only has 2 ACEs each capable of handling 2 compute queues. This isn't to say that the PS4 GPU is better than a 7970, but that the comparis...
GTA V probably won't be out until the Fall.
This isn't made by Sony.
DirectX 12 will not be more efficient than the GNM API as it DX12 is a high-level API. It might be more efficient than GNMX which is the PS4's high-level API but we can't know right now.