Derfnofred
Gawd
- Joined
- Dec 11, 2009
- Messages
- 606
Yeah, I don't get the conflation between buggy/not-so-great coding (pervasive, especially in this rush-to-publish world) and GameWorks.
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Both TXAA and PCSS work fine in GTA 5 and yet those same settings destroy AC Syndicate's performance. I'm not sure it's safe to compare the two games but if people are drawing connections between a game's performance and its use of GameWorks, I'd say it's also fair if we compare the features between games directly.It really seems that the problem is with the developers implementing the features (cough Ubisoft) rather than GameWorks itself.
Glad to see that JC3 will utilize GW. Will surely add some nice eye candy and other effects that everyone can benefit from...bigger key is that Avalanche seems to actually give a shit about their games working properly right out of the box, so I have faith that both NVidia and AMD GPU users will be taken care of with conscientious coding and optimizing of and within the game engine.
If this was the case I doubt we would see so many posts from you or anyone else for that matter.Bitching on the internet that you made a poor purchase decision isn't going to change anything.
If there was a better way developers would use it.
Without gameworks PC games would be equal to console games. Setting us back 5 years.
We get it. It sucks that AMD has poor support for Gameworks, so it makes games suck on AMD hardware. So don't buy AMD hardware.
Hah, I like that analogy
I got nothing more to say on the topic, Ragu it is!
It's actually a piss poor analogy if you know anything about the code.
GameWorks isnt made up of "ragu-code", quite the oppsite.
Some of the code is pretty damn lean!
Some of the code is actually way better than the code coming out of several AAA studios.
Again, this is the problem on tech-forums right now.
Someone makes a "analogy"...that sound "cool"...but is actually nothing but ignorance magnified.
It then get's parroted across several techforums...and suddenly you have a FUD claim, that you need to debunk in order to have a relevant and intelligent debate.
The "ragu" claim is one of such analogies.
Looks appealing to the masses...looks sadly ignorant to a coder.
(I fully intended the pun here).
If you are a delveoper, how will you allocate your resources?
A) We will do everything our selfes...and end up having to cut features (this happens in ALL games, feaures gets axed)
B) We will use this free GameWorks code...and allocate resources to some of the things we would have to cut out otherwise.
Not only do you free up resoruces...you also save time, not having to invent the wheel all over again.
"Ragu"-code for me is code aka LEGO-hair.
Remember when shitty ports were caused by devs/publishers not prioritizing the PC platform?Care to replace your post of ignorance with code examples?
Or are you just trolling the forum with no content?
I say just wait to see if a Gameworks enhanced title will work well with AMD before getting. The closed nature of Gameworks to me should be a turn off for any serious developer in the long run. If you see the source code or use it then now you work for Nvidia if you change it, also you are now stopped from generating your own code which maybe similar. I just think it is the wrong way to go for the industry. It is up to the developers if this is acceptable or not.
I also believe AMD has access to the source code anyways, Nvidia I think would be foolish to believe their code is uberly hidden. TressFx 3 puts HairWorks to shame in quality for at least human hair, Hairworks looks kinda nice on animals if you have multiple Titan X's in your rig, not real useful to the majority of gamers.
As much as I'm in the "Who freaking cares?" side of the whole "Gameworks Conspiracy", Nvidia has made no attempt at hiding the fact that they hand out fistfuls of cash to developers to use their tech. I think "The industry has spoken on what it prefers" and it prefers buckets of money.
The closed nature of GW hasn't been a problem, if you bothered looking into it. Performance cost of GW for both sides' GPUs have been the same since the beginning.
Then you missed the facts at hand. It is a black box: Fact. The outcome of being difficult for both has no impact at all on that fact. Now AMD has done an admiral job of tweaking their drivers for it but being a black box made that driver improvement quick taxing and timely.
It's not a black box. Developers are able to get their hand on the source code, under NDA. How's that a black box?
It's presented as a black box by default, being able to get hands on the source code if you this and that does not change the fact.
Its like saying Just Cause 3 is free because it can be gotten by other means, putting aside that its not legal to do so, even if it was not illegal to do so, by default it is still a pay for game.
It's presented as a black box by default, being able to get hands on the source code if you this and that does not change the fact.
Its like saying Just Cause 3 is free because it can be gotten by other means, putting aside that its not legal to do so, even if it was not illegal to do so, by default it is still a pay for game.
Nane me ONE game where developers shipped the sourcecode to NVIDIA/AMD and not just binaries...if you cannot, your black box argument is dead on the spot, sorry to say.
WTF Who said anything about developers shipping the game sourcecode to NVIDIA/AMD, the game is not the middle ware.
And other user on the ignore list for twisting and diverting.
Ashes of the singularity,
Brad Wardell specifically said both amd and nvidia had the source code.
"Our code has been reviewed by Nvidia, Microsoft, AMD and Intel. It has passed the very thorough D3D12 validation system provided by Microsoft specifically designed to validate against incorrect usages. All IHVs have had access to our source code for over year,"
i doubt they are the atypical example.
However, as Final8ty pointed out, they are completely unrelated.
I say just wait to see if a Gameworks enhanced title will work well with AMD before getting it.
Just bought Dying Light for $13 after playing the free demo on Steam to see how it ran. Since it ran fine in the sections of the game that the demo allowed me into, I figured that $13 was a good enough deal. I have a huge backlog of games anyways, so waiting for GameWorks games to be patched isn't a problem.
Now Star Wars Battlefront was running beautifully during the open beta. It was a day one purchase.
It's presented as a black box by default, being able to get hands on the source code if you this and that does not change the fact.
Its like saying Just Cause 3 is free because it can be gotten by other means, putting aside that its not legal to do so, even if it was not illegal to do so, by default it is still a pay for game.
Erm, set and forget is exactly the purpose of a middleware. Middlewares are supposed to be plug and play solutions, and by and large the companies who provide them do their best to allow the developers who use their middleware to not have to meddle with code while still getting what they want at a reasonable cost. Developers who need to deep dive into the code can still get it, it's not like it's impossible or illegal, so your analogy doesn't work.
Let's say you like to play games. So you go out and get a console. Done and done, plug and play, you get all your favorite games, and play them. You don't need to know or care about how the console works further than hooking it up, and put in the CD, maybe hook up internet so it can download patches. That's GameWorks. Simple and low cost.
If you need more customisation/power/flexibility than what the console can offer you, then you go out and buy your own PC. That's getting source code. You control everything, at the cost of higher complexity and more time consumed.
What I don't understand is that you're saying that it's bad for developers to not be able to see the source code. Can someone elaborate on why it's bad? Because in software development that's rather common.
Erm, set and forget is exactly the purpose of a middleware. Middlewares are supposed to be plug and play solutions, and by and large the companies who provide them do their best to allow the developers who use their middleware to not have to meddle with code while still getting what they want at a reasonable cost. Developers who need to deep dive into the code can still get it, it's not like it's impossible or illegal, so your analogy doesn't work.
Let's say you like to play games. So you go out and get a console. Done and done, plug and play, you get all your favorite games, and play them. You don't need to know or care about how the console works further than hooking it up, and put in the CD, maybe hook up internet so it can download patches. That's GameWorks. Simple and low cost.
If you need more customisation/power/flexibility than what the console can offer you, then you go out and buy your own PC. That's getting source code. You control everything, at the cost of higher complexity and more time consumed.
What I don't understand is that you're saying that it's bad for developers to not be able to see the source code. Can someone elaborate on why it's bad? Because in software development that's rather common.
game dev's specially larger game dev's don't share their code with nV or AMD, they may give them code snippets, psuedo code or a binary which amd and nV can profile to get their information to make optimizations via drivers or tell the dev what would be best for the dev to do or proceed.
Huh? As someone who used to participate in game software development we didn't give them "pseudo code" whatever the hell that is. Depending on when, or where the problem existed that would likely determine how much they saw, but more often than not we provided as much as we could at the time. During QA problems often manifested themselves in random areas especially if the engine was developed in house. That dictated more often that not what was presented.
The security attached to games under development is pretty extensive and where it doesn't help NDAs and legal provide the rest.
My first instinct is to go with sarcasam, but I that won't get anywhere.
Doesn't it seem odd to you that you have such a large discrepancy vs the reviews from 2+ years ago? Especially at those settings? I had a 7970 when the game came out, and I played with tressfx on, and I can't say I recall a performance drop like that.
I don't have my 7970 anymore, but I'm going to disable one gpu and install the game/run the benchmark tonight when I get home.
Edit: A word
I would provide pseudo code if I was making a new type of bump mapping or effect along with programming steps to get more information on if the programming outline of steps are good for how the cache structure for a certain GPU. They don't need the code to tell you those things. And nV nore AMD talk about these things for their GPU.
not sure you are saying you don't know what pseudo code is, if not its the just the math broken down into steps.
Instructional code of what you are loading or even how is rarely enough. Then again it largely depends on the engine. I've never been asked for just that and not the object, maps, or scene. All sorts of issues can rarely be determined through instructional code alone.