103 karma · joined April 14, 2014
Now I don't know about The Witcher per-se but there have been a good number of multi-platform releases where performance and fluidity were compromised on XBox One.
And it doesn't just seem to be Sony, the numbers say it's Sony (especially in Europe). General consensus is that Microsoft severely botched the launch of the One and has been left to play catch-up since.
We better make sure we are still relevant by the time the Chinese have some internal chaos.
For a project a while back I once wrote something similar in OpenCL. Back then, I wasn't calm enough to realize there is probably research in this area I could use, so I wrote it all in isolation :(. It was much slower but had the aim of being able to reduce an arbitrary (but preferrably closed) highly detailed polygonal mesh to a limited set of convex polyhedra[1]. This would happen automatically (no user interaction or setup required) and reliably. The resulting convex polyhedra sets were being used to perform occlusion culling before rendering. Fond memories :)
That second shot shows nicely why that particular solution doesn't work; cyclists take to the sidewalk as the road is too crowded and dangerous.
But you highlight the issue nicely; bikes are not self-powered, it depends on the human. Even with e-bikes this is true, most of them will only support the rider and have been made not to power the bike all by itself. So how to regulate that? Perhaps a good old speed limit is all that is really needed.
That's how it is and will be as long as Microsoft shares their Direct3D implementation between their platforms (Xbox and PC).
There will always be exceptions but they are exceedingly rare and will continue to be so for the foreseeable future. Vulkan has a future but I expect it to be more of a mobile focused one.
Oh gee let's not get pneumonia because I've got not more sick days left after that flu from last week. Ridiculous concept.
And you will need some of those results on the CPU.
Physics for particles is not uncommon to be done on the GPU though. There is no feed-back to the CPU required so latency becomes a non-issue.
Large games will use all cores, our game uses 32 cores if you have them, we solved a bug because 1 guy had such a machine and reported an issue. 1 guy, from the public, and we fixed it the next update!
But no, developers don't care, we don't even like games! In fact, we hate games! Please don't enjoy our games!
[1] https://en.wikipedia.org/wiki/Convention_on_Cluster_Munition...
Additionally, with ever increasing resolutions and complex rendering pipelines that need an increasing number of syncs between the individual GPUs; SLI and CrossFire bridges are becoming more and more of a bottleneck.
Would not recommend.