Not only poor optimisation but also rushed for release on PC.
Watching and listening to the Digital Foundry report regarding PC version of Quantum Break I feel brings home this trend of what is happening with regards to priority development and optimisation on console that is then followed up on PC and both rendering engines and other optimisations end up being reduced.
My favourite example of how consoles are influencing PCs (and some times IMO directly GPUs) was how Witcher III graphics render engine that initially looked great at its 1st demo presentation had to be redone to be efficient with consoles.
That engine was used on both consoles and PC, and lead to many being upset about graphics being degraded/parity even if they were not aware that they had to change the engine for valid reason.
Back to Quantum Break.
Now we are seeing some face palm moments with the PC project development-release of Quantum Break on PC.
It is using the same identical rendering engine, that not only has its optimisation based around console but critically still is at 720p and upscaled (temporal reconstruction) affecting texture-objects-aliasing-etc.
Watching the video is painful, and kind of reminds me of the days when developers could not use Tessellation correctly causing massive impact for AMD hardware.
A good example in the video is where they show a lot of the issues come from the lighting/particles, which if this was also optimised for NVIDIA could be done in ways to seriously improve performance in DX12.
On the plus side it is good on AMDs in comparison and that is something to cheer them up
Enjoy the video, or wince
Got to give AMD credit in wrapping up the console market as a soft benefit (beyond hard cash) is now coming to fruition IMO.
This does not mean NVIDIA is in trouble, it does mean a lot more work needs to be done by developers and possibly with NVIDIA, although some of this may also be less of an impact on Pascal but we will have to wait and see.
Cheers
Watching and listening to the Digital Foundry report regarding PC version of Quantum Break I feel brings home this trend of what is happening with regards to priority development and optimisation on console that is then followed up on PC and both rendering engines and other optimisations end up being reduced.
My favourite example of how consoles are influencing PCs (and some times IMO directly GPUs) was how Witcher III graphics render engine that initially looked great at its 1st demo presentation had to be redone to be efficient with consoles.
That engine was used on both consoles and PC, and lead to many being upset about graphics being degraded/parity even if they were not aware that they had to change the engine for valid reason.
Back to Quantum Break.
Now we are seeing some face palm moments with the PC project development-release of Quantum Break on PC.
It is using the same identical rendering engine, that not only has its optimisation based around console but critically still is at 720p and upscaled (temporal reconstruction) affecting texture-objects-aliasing-etc.
Watching the video is painful, and kind of reminds me of the days when developers could not use Tessellation correctly causing massive impact for AMD hardware.
A good example in the video is where they show a lot of the issues come from the lighting/particles, which if this was also optimised for NVIDIA could be done in ways to seriously improve performance in DX12.
On the plus side it is good on AMDs in comparison and that is something to cheer them up
Enjoy the video, or wince
Got to give AMD credit in wrapping up the console market as a soft benefit (beyond hard cash) is now coming to fruition IMO.
This does not mean NVIDIA is in trouble, it does mean a lot more work needs to be done by developers and possibly with NVIDIA, although some of this may also be less of an impact on Pascal but we will have to wait and see.
Cheers
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