I'm actually considering getting a PC this year to have more play options switch between the 2 now and then but since I love the ps4 controller I was worried about finding a controller I could be comfterble with so thanks for sharing.
I upgraded to PC from PS4 a few months ago, I used to use a PS4 controller on PC before I switched to a G13+Naga, you just need to download the Xbox controller software and a program called inputmapper then you are good to go. You will notice the difference in graphics and draw distance etc when you switch, DX11 gave the game a nice upgrade.
That's incorrect.
DirectX 11 is a graphics library that supports a certain feature set that hardware makers implemented in their GPUs. The GPU core in the PS4 is almost identical to what is in many PCs, though it has fewer compute units within the GPU than high end PCs do. However, it has all the DX11 hardware units required, and the OpenGL libraries that Sony uses provide the same functionality as the DX11 libraries.
DirectX is nothing more than libraries that developers can use to access certain GPU features. If you honestly believe that there is anything in DX11 that cannot be implemented in an alternate library such as Open GL, you need to re-educate yourself.
It's 'correct' to say PS4 doesn't support DirectX 11, because that is a proprietary library owned by Microsoft. However it's also incorrect, because all the functionality accessed through DirectX11 is present in the PS4's GPU and can be used by developers using OpenGL library calls that provide the same functionality as the Microsoft DX11 library.
So, you would be better off saying that PS4 supports DX11 functionality, but does not directly support the Microsoft DirectX 11(TM) library
The only thing holding back this game is bad coding and SE server management.
Of all the people I've seen posting in this thread, none of them have pegged PS4 as a problem. PS4 runs on par with many of the PC's that people are using to connect to the game. Not everyone has a dedicated gaming rig. The biggest difference between any PC and a PS4 is the ability to easily upgrade a PC because of their modular design.
I don't think anyone can really deny that keeping the game on the PS3 definitely holds the devs back, and yes it holds some players back too. Several members (past and present) of my static used to play on PS3. One of them had to quit the static because his console would completely crap itself at Heavensfall in T9, which severely hampered our progress. We never did figure out exactly why his console handled that particular mechanic so poorly, but thought it may have been because it was one of the earliest PS3's. Two of them said they felt like they were playing an entirely new game when they upgraded. Suddenly, zones load in a reasonable amount of time and you aren't playing at 20-30 FPS. I tried playing the game on a PS3 when I was visiting a friend and... no. Just no.
My static still isn't set for world firsts, but most of us don't much care simply because we enjoy taking things at our own pace. We're making great progress in A1S (we're hitting enrage regularly now; we've got the mechanics down and we just gotta push the deeps). Nobody feels like they're being held back by their hardware.
Last edited by Ashkendor; 08-13-2015 at 01:23 AM.
Short answer: No.
Long answer: Seriously, some of the textures have no mip-mapping to them, resulting in aliasing (i.e. "flickering"), e.g. That boss in Alex with the tanks. Look at the ground. The flickering only stops when you zoom in very close; at that point the texture resolution is half or less the sampling frequency so aliasing goes away. Mip-mapping isn't rocket science, it's just downsampling before-hand high res textures. The only cost is memory. I find it hard to believe that they are having memory problems in a tiny boss arena.
Actually the PS4 has it's own graphic API, lower level than the likes of DX and OpenGL.
OK, What's that element of their toolkit called? I was quoting the OpenGL one since it's generally the most recognized alternative to DirectX, and has been used by Sony with both PS3 and PS4.Short answer: No.
Long answer: Seriously, some of the textures have no mip-mapping to them, resulting in aliasing (i.e. "flickering"), e.g. That boss in Alex with the tanks. Look at the ground. The flickering only stops when you zoom in very close; at that point the texture resolution is half or less the sampling frequency so aliasing goes away. Mip-mapping isn't rocket science, it's just downsampling before-hand high res textures. The only cost is memory. I find it hard to believe that they are having memory problems in a tiny boss arena.
Actually the PS4 has it's own graphic API, lower level than the likes of DX and OpenGL.
The underlying point I was making was that the hardware in the PS4 is just as DX11 capable as the majority of AMD GPus build in the last 3-4 uears and although it doesn't use MS DirectX11 specifically, the functionality is there and supported by the APIs/libraries supplied by Sony.
But, I'd be interested to know what they call the lower level interface you're describing, is it a PS4 variant of Mantle?
This will also never happen because the problem isn't cross platform with the PC. Microsoft is fine with that given most PCs run Windows, also a Microsoft product. The problem is the Playstation. Microsoft refuses to be cross platform with anything other than PC. The only reason XI happened was because Microsoft was desperate for a foothold in the Japanese market at the time (it didn't work, by the way).
Did a little more digging. Turns out there are 2 APIs - your choice depending on how lazy you are. :POK, What's that element of their toolkit called? I was quoting the OpenGL one since it's generally the most recognized alternative to DirectX, and has been used by Sony with both PS3 and PS4.
The underlying point I was making was that the hardware in the PS4 is just as DX11 capable as the majority of AMD GPus build in the last 3-4 uears and although it doesn't use MS DirectX11 specifically, the functionality is there and supported by the APIs/libraries supplied by Sony.
But, I'd be interested to know what they call the lower level interface you're describing, is it a PS4 variant of Mantle?
GNM and GNMX according to Wikipedia (https://en.wikipedia.org/wiki/PlaySt...ystem_software).
More details from,
http://www.eurogamer.net/articles/di...-playstation-4
Low-level access and the "wrapper" graphics API
In terms of rendering, there was some interesting news. Norden pointed out one of the principal weaknesses of DirectX 11 and OpenGL - they need to service a vast array of different hardware. The advantage of PlayStation 4 is that it's a fixed hardware platform, meaning that the specifics of the tech can be addressed directly. (It's worth pointing out at this point that the next-gen Xbox has hardware-specific extensions on top of the standard DX11 API.)
"We can significantly enhance performance by bypassing a lot of the artificial DirectX limitations and bottlenecks that are imposed so DirectX can work across a wide range of hardware," he revealed.
The development environment is designed to be flexible enough to get code up and running quickly, but offering the option for the more adventurous developers to get more out of the platform. To that end, PlayStation 4 has two rendering APIs.
"One of them is the absolute low-level API, you're talking directly to the hardware. It's used to draw the static RAM buffers and feed them directly to the GPU," Norden shared. "It's much, much lower level than you're used to with DirectX or OpenGL but it's not quite at the driver level. It's very similar if you've programmed PS3 or PS Vita, very similar to those graphics libraries."
But on top of that Sony is also providing what it terms a "wrapper API" that more closely resembles the standard PC rendering APIs.
The cool thing about the wrapper API is that while its task is to simplify development, Sony actually provides the source code for it so if there's anything that developers don't get on with, they can adapt it themselves to better suit their project.
Thanks. It sounds like the lower level APIs are doing similar things to what projects like Mantle attempt to achieve, except since PS4 is a fixed platform, it's much more closely tailored to the hardware in PS4Did a little more digging. Turns out there are 2 APIs - your choice depending on how lazy you are. :P
GNM and GNMX according to Wikipedia (https://en.wikipedia.org/wiki/PlaySt...ystem_software).
More details from,
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