Ubisoft Claims CPU Specs a Limiting Factor In Assassin's Creed Unity On Consoles
MojoKid (1002251) writes A new interview with Assassin's Creed Unity senior producer Vincent Pontbriand has some gamers seeing red and others crying "told you so," after the developer revealed that the game's 900p framerate and 30 fps target on consoles is a result of weak CPU performance rather than GPU compute. "Technically we're CPU-bound," Pontbriand said. "The GPUs are really powerful, obviously the graphics look pretty good, but it's the CPU that has to process the AI, the number of NPCs we have on screen, all these systems running in parallel. We were quickly bottlenecked by that and it was a bit frustrating, because we thought that this was going to be a tenfold improvement over everything AI-wise..." This has been read by many as a rather damning referendum on the capabilities of AMD's APU that's under the hood of Sony's and Microsoft's new consoles. To some extent, that's justified; the Jaguar CPU inside both the Sony PS4 and Xbox One is a modest chip with a relatively low clock speed. Both consoles may offer eight CPU threads on paper, but games can't access all that headroom. One thread is reserved for the OS and a few more cores will be used for processing the 3D pipeline. Between the two, Ubisoft may have only had 4-5 cores for AI and other calculations — scarcely more than last gen, and the Xbox 360 and PS3 CPUs were clocked much faster than the 1.6 / 1.73GHz frequencies of their replacements.
"We could be running at 100fps if it was just graphics, but because of AI, we're still limited to 30 frames per second."
Uh, have you guys tried running the AI calculations less frequently than graphics redraws? You don't have to keep them in sync, you know.
can we please stop pretending clockspeed has anything to do with performance?
as has been said a million times
CLOCKSPEED IS ONLY FOR MEASURING APPLES WITH APPLES.
different CPU generations are INCOMPARABLE using clock speed.
so for instance a sandy bridge at 2.0 ghz is slower than a haswell at 2.0ghz, even with the same ghz number.
Benchmarking is the only way.
Ubisoft may have only had 4-5 cores for AI and other calculations — scarcely more than last gen, and the Xbox 360 and PS3 CPUs were clocked much faster than the 1.6 / 1.73GHz frequencies of their replacements.
Clock speed is not a good comparison. These processors should process data much faster than those in the Xbox 360 and PS3 despite the clock speed differences.
CPU that has to process the AI, the number of NPCs we have on screen
Maybe you didn't target your game properly.
Many Nintendo games run in 1080p and 60 frames/second on the Wii U which is much less powerful...because Nintendo makes that their target when deciding how much AI and graphics detail to put on the screen at once.
My God can beat up your God. Just kidding...don't take offense. I know there's no God.
Just saying if consoles aren't powerful enough to make you happy, well there are these new fangled PC things with a shit ton of CPU, RAM, and other goodies and gamers like me who spend way too much money on them to play games. Of course if you keep taking the attitude that we are all pirates, releasing shitty ports and so on don't be surprised if we aren't so interested in your products
http://www.escapistmagazine.co....
I really hate that Sony dropped their cell processors going from the PS3 to the PS4 in favour of an x86 based system. We didn't see a lot of devices using cell and because of that, a lot of cell super-computer clusters were even made using actual PS3s. Even the prior MIPS processers of the earlier PlayStations are used in computer architecture texts books to this day (albeit overly-simplified versions of MIPS's pipling systems).
I really want to see more architecture options, not less. Intel bought Alpha, killed it, screwed up with their own VLIW attempt with the Itaniums (which use EPIC) and I haven't heard anything about Transmeta in years. Today everything is ARM or x86_64 (with MIPS still seen in some embedded systems, mostly home routers). IBM still produces new POWER systems, but they're limited to a specific server niches.
Boo fricking hoo. Learn to develop a game with what you have and quit yer bitching.
The best damn video game console ever was 8 bits, ran on a single core (usually), at 1.79 MHz IIRC. Gamers then logged just as many hours saving princesses, shooting aliens, and stacking blocks as what gamers do today. And guess what...they loved it. They fucking ate it up and went back for seconds and thirds. No, it wasn't photo-realistic 3D video with dolby-i-don't-give-a-crap sound and 87 button LCD-screen force feedback controllers. We didn't need it because we could have fun with what we had and didn't worry about frame rates or pixel resolutions or how many cores a OS management thread ran on vs graphics cores vs whatever.
Game designers these days, spoiled rotten little twerps that whine about everything.
TFA just mentions the interview without a clear reference to it. Looking for it I found two other articles that suggest that the 900p resolution and 30fps targets came from other factors. http://www.gamespot.com/articl... says that 30fps is "more cinematic" and 60fps "looked really wierd." http://www.gamespot.com/articl... suggests that some non-graphic computation is going on the GPU, but also has a quote that mentions "technically CPU bound."
What we don't know from these articles is why some or more of the AI computation can't be done in the GPU.
I suspect BS, but I'll hear out the argument if there is actual evidence. Sliding down the resolution to 900p from 1080p would mostly save you on GPU, and Graphics memory usages. In a more detailed artilce it was stated that they picked 900p because they didn't want to fight with the differences between the XBone and PS4. The main reason the PS4 keeps getting 1080p and the XBone does not is that the memory for the graphics is so much faster. So if someone actually has the PC version and can so that "AI" is burning every processor at 100% then I'll buy their argument as plausable. Until then the story has changed from day to day, and isn't believable. If the AI has something to do with it then the AI coder has probably deadlocked the system when they use multiple cores, and has been cheating by using only one core.
As someone pointed out a couple weeks ago in a Win8 thread, today's PCs are now so powerful that even Windows can't slow them down. Now that's impressive!
Occasionally living proof of the Ballmer peak.
They use all the CPU overhead in your PC to run UPlay to make sure the crappy experience is consistent across platforms.
"A person is smart. People are dumb, panicky dangerous animals and you know it." - K
... i thought they were going to blame it on piracy?
If there's one thing the new consoles have right is a mind numbing amount of CPU power.
Uh, no, they don't. These are low-clocked AMD cores, which have much lower performance than Intel cores at similar clock rates.
They're equivalent to a PC CPU from several years ago. They sure as heck ain't equivalent to a 3GHz, eight-core, sixteen-thread Xeon (or whatever Xeons are up to these days).
You pay more, and you get more. You want a game machine that's capable of being a full-blown music recording studio? Or a video editing suite? Or can run Matlab, Mathematica and fluid dynamics simulations? That's a PC.
Consoles became less interesting to me as I grew up. Games didn't become less interesting to me, but the notion that I would sit in my family's living room with a controller in my hand just became an artifact of childhood.
Of course, some dedicated game box is going to be less powerful than a PC. The only reason they exist is so that game companies can manage licenses. They're not meant to be for your benefit. They're consumption machines, designed to tie you into a corporate "ecosystem". If I was 13, I would love one. Now, they just seem like evidence of the failure of the gaming market to mature.
You are welcome on my lawn.