If something starred in a studio like Crytek it takes Hardware restrictions on each of its engine types, releasing its full potential. Not surprisingly, games like Crysis 3 marked the era and today have nothing to aspire to modern games like Modern Warfare.
So they are a preconceived notion of their fate, and as the company's developer, Ali spoke to him in a conversation about the Xbox Series X's most controversial PS5.
It's easy to develop games with great power
According to Ali, the developers who have worked with and talked to them say that the PS5 is the console they have been working with easily and where they have been able to extract the most performance from the software.
He says that the coding is very simple and has great performance capabilities, which makes it easy and makes all the improvements, and in his opinion, the PS5 here is a better console than the Xbox Series X.
But where exactly is Ali based on this quest? Ali says the Xbox Series X usually works less 12 TFLOPS Microsoft said in its introduction, mainly because the console contains bottles that limit GPUs.
These botnecks encourage developers to achieve the most complete conditions with the use of resources to enable the console to access, at least, 12 TFLOPS, something Ali says is extremely difficult to achieve.
His descriptions are extremely accurate, as he notes that the GPU has many different components, but they need to all work together in order for CUs to be able to process all 12 billion tasks per second. If all the Xbox Series X bottles were removed then this could happen, but he says it's actually possible.
Separating VRAM and PS5 waves is essential for performance
As we know, Microsoft has split the RAM into two clear parts, one slow and the other slow. Ali also says this is a mistake they never learned on the Xbox One.
And he says he makes sure that growing up with these restrictions is always a challenge for those of his union. The reasons he uses to refute this are easy to understand: the developer will always try to insert a high amount of code into memory immediately because of the number of features and resources that are prioritized in the console.
So, in his view, this will prevent the GPU from operating at its maximum capacity, because there will always be a resource struggle between the app, game engine and other things that require all available bandwidth.
As for the difference in CUs between one console and another, Ali says the difference between these units is not so great, but rather the highest frequency achieved by the PS5. High GPU speed improves performance on rasterizers, on the CUs itself and has direct benefits of memory, making the entire GPU efficient in its work on high clocks.
The benefit of the PS5 in this category is in that set, where it achieves better performance than the XSX as well 10.28 TFLOPS the meaning of SONY. Microsoft's console for having slower components and less frequency eventually gets lower TFLOPS and is likely to reach 12 if the conditions are right.
These cases go beyond hardware and install the software state. Ali says that Microsoft uses the Windows 10 operating system, while SONY uses a very simple OS designed exclusively for its PS5, giving it the benefits of achieving excellent performance.
These conversations are so controversial that the conversations have disappeared from the map and are no longer on the Internet, which is very strange.