Thanks for that very informative post; did not realise that.One more thing that's being overlooked the shared RAM pool on consoles is efficient and easier to write for.
On a console, when you load an asset into RAM, it makes one jump (SSD -> RAM), and is immediately available to the GPU and CPU.
On a PC, with separate memory pools, the item has to be loaded into main RAM, then into GPU RAM. This is another pipe with bandwidth that must be managed, and as a result a game engine has to know what needs to go to the GPU when.
DirectStorage may eventually help with this, but in the meantime, this mean increased overall RAM usage and inefficient, poorly optimized games trying to overuse VRAM.
One more thing that's being overlooked the shared RAM pool on consoles is efficient and easier to write for.
On a console, when you load an asset into RAM, it makes one jump (SSD -> RAM), and is immediately available to the GPU and CPU.
On a PC, with separate memory pools, the item has to be loaded into main RAM, then into GPU RAM. This is another pipe with bandwidth that must be managed, and as a result a game engine has to know what needs to go to the GPU when.
DirectStorage may eventually help with this, but in the meantime, this mean increased overall RAM usage and inefficient, poorly optimized games trying to overuse VRAM.
While it's a contributing factor, Direct3D 12 has been around for 8 years (Epic updated UE4 to support it almost immediately) and Vulkan is just one year newer.Combine consoles having shared memory polls with DX12/Vulkan shifting VRAM management from the API to the developer (And speaking as a SW Engineer: We royally SUCK at memory optimization), and is it any shock VRAM requirements are going through the roof?
We gave developers exactly what they wanted. I for one am not shocked at the mess that's resulted.
Remember when people were happy the PS5/XBX were so much like PCs ports would be trivial and optimization would be a thing of the past?They can't just push rushed console ports to PC and expect PC gamers to bruteforce their rushed code because some PC gamers have the specs to do so.
It's not the case, because console games are tweaked and optimized to perfection because of the weaker hardware. Porting the games to PC will always be difficult, especially if they have to run well on all brands too.Remember when people were happy the PS5/XBX were so much like PCs ports would be trivial and optimization would be a thing of the past?
Good times.
Rounds on target.A lot of high tech "3D graphics", yet the games are devoid of any innovations. It's just re-skinning of old games or sequels that sold well.
And the "new" games with 'amazing' graphics feel somehow........empty. Gameplay is unfortunately, disappointing.