Since this topic seems to be gathering so much attention here is another take, not from Digital Foundry but from a game developer.
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Our real bottlenecks are on the CPU side. From a graphical fidelity perspective, people will be impressed with what they see on the PS4. That’s always one of those things people are skeptical about. I see every time we post an article like this I always get called out: ‘haha, it’s bullshit he’s saying it’s going to look as good.’ It really does.
Again, the graphical fidelity is every bit as high. The slowdowns we have are on the CPU side more than the GPU side. It’s because we’re tracking and updating so many different players moving on your screen and moving around at once. All that animation and all the audio that’s associated with all those characters running around, all of their projectiles being simulated in their client, all those things end up hitting the CPU, not the GPU.
So, generally when our frame-rates are low, it’s a CPU problem, not a GPU problem. And that’s where we’re optimising right now, to get our CPU running faster so the game is running at a more consistent frame-rate on the PS4.
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Right now we’re running for 1080p. We’re still trying to shoot for 60fps. We’re trying to get a solid frame-rate. So if we go to 30 it’ll be because we want to maintain a completely solid 30fps. But that’s the optimisation we’re working on right now. And we’re still grinding on it.
http://gearnuke.com/planetside-2-dev-ps4-real-bottlenecks-cpu-side-aiming-60-fps-ps4/
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And there's more:
Planetside 2 PS4 Will Show Less Concurrent Players Than PC
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Right now we have per map limits of about 1200 players. Per server there are four continents. So you can have about 3600 to 4800 players on a single server depending on what the continent locking situation looks like on that server, since we do lock continents to focus players onto different continents. [On PS4] our goal is to get as close as possible to doing that. But the number of players is something we’re probably going to have to look hard at as we work on our final optimisation passes. That’s something that might get lowered.
The good news is, the way we lower players wouldn’t necessarily mean there are fewer total players fighting on the map at once. But it might mean your client’s awareness of all the players around you might cut down. So if you’re in a huge fight and there are 300 players around, we already have a bunch of heuristics that slice that number of players down and show you the ones that are relevant to you on a moment to moment basis. On the PS4 those constraints might need to be a little tighter.
Hopefully, if we do our jobs right, that won’t even be perceptible to you. We already have this culling we do for players in the PC game. Unless you’re in the biggest of the big fights, you don’t really notice players popping in and out as the culling algorithm regulates how many characters are being sent to your client at once.
So hopefully on the PS4, although we’ll probably have a more constrained number of players on-screen at once, the gameplay won’t have much of an impact, so you won’t even notice.
http://www.worldsfactory.net/2014/11/21/planetside-2-ps4-will-show-less-concurrent-players-than-pc-no-word-on-release-date#ZietTmTx8Kog0KY1.99
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