The comparison is somewhat skewed as the PS3 model is rendered in the PS4 engine, with all the lighting and materials advantages it offers A comparison of a PS4 40,000 polygon model Helghast on the left up against his 10,000 polygon PS3 counterpart on the right. Rather than going down to the low level and addressing the CPU directly, the developer points to high-level optimisations as the key to best performance. In terms of actual optimisation, "thread contention" - the process of one CPU thread being held up waiting for the results of another - proved to be something of an issue for Guerrilla. The inference we can draw right now is that while OS reservation hasn't been locked down, developers have access to at least six of the eight cores of the PS4's CPU. However, the profiling tool shows that in the here and now there are indeed five workers threads, plus the "orchestrator" and each of them is locked to a single core. As of right now, we have no real idea of how much CPU time the PS4's new operating system sucks up and how much is left to game developers, and we understand that the system reservation is up in the air. Interestingly, Guerrilla's presentation explicitly refers to "every" core being used, but the screenshots of the profiling tools - developed by the team itself owing to the work-in-progress nature of Sony's own analysis software - only seems to be explicitly identifying five worker threads. On PS4, those stats rise to 90 per cent, 80 per cent and 80 per cent respectively. In going "wide" across many cores, Guerrilla has upped the ante: 80 percent of rendering code was "jobified" on PS3, 10 per cent of game logic and 20 per cent of AI code. This is the so-called "jobs-based" technique that was used in a great many current-gen titles in order to make the most of the 360's six threads and the PS3's six available SPUs. Guerrilla has evolved the model it developed for PlayStation 3 - it has one thread set up as an "orchestrator" (this would have been the PPU on the PS3), scheduling tasks which are then parallelised over every core. ![]() ![]() ![]() Guerrilla also outlines its philosophy for utilising the eight-core CPU in the PlayStation 4, again corroborating the views of other developers in how best to extract the best performance from the AMD set-up. The PS4 hardware video encoder reflects actual in-game performance, and we couldn't find any duplicate frames in the upload. Guerrilla targeted a 'solid' 30FPS for the Shadow Fall demo and based on this uploaded footage from the PlayStation Meeting it has delivered. Previous Killzone titles have dipped well below 30FPS during intense scenes. Streaming Pool (1.6GB of streaming data): 572MB.Memory stats in particular are eye-opening. Over the course of its immensely detailed post mortem presentation, Guerrilla revealed a mass of information on CPU, GPU and memory usage for its Killzone: Shadow Fall demo. The Killzone: Shadow Fall PS4 demo - facts and figures There is mention that there's no MSAA "yet" but Guerrilla specifically mentions it is working with Sony's Advanced Technology Group (ATG) on a new form of anti-aliasing, tantalisingly dubbed "TMAA".įactoring in that this is just a demo of a first-gen launch title, 3GB is an astonishing amount of memory being used to generate a 1080p image - as developers warned us recently, lack of video RAM could well prove to be a key issue for PC gaming as we transition into the next console era. Guerrilla also reveals that it is using Nvidia's post-process FXAA as its chosen anti-aliasing solution, so that 3GB isn't artificially bloated by an AA technique like multi-sampling. What follows is a complete breakdown of almost every technical facet of the demo, but what stood out to us was the lavish use of the GDDR5 memory in the PlayStation 4 - 3GB of RAM is reserved for the core components of the visuals, including the mesh geometry, the textures and the render targets (the composite elements that are combined together to form the whole). The studio also reveals that this is just one of two internal projects it is working on, the other described as an "unannounced new IP". The talk begins with a few basic facts - namely that Killzone: Shadow Fall is indeed a PlayStation 4 launch title, and that target - for the announcement demo, at least - is a "solid" 30 frames per second at native 1080p resolution. A range of stats is included, including the fact that the demo used around 4.6GB of memory, with 3GB of that reserved exclusively for graphics. ![]() Guerrilla Games has released its own post-mortem for the Killzone: Shadow Fall demo revealed at the PlayStation Meeting, giving a range of insights into the power of the PlayStation 4 and its fundamental approach to the new hardware.
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