Tech interview:
http://gamingbolt.com/the-witcher-3-tech-interview-ps4xbox-one-performance-challenges-dx12-redengine-3-mods-more
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Rashid Sayed: Many developers have talked to us about the Xbox One’ s eSRAM and the potential for texture streaming. But at the same time there have been others who think it’s too small for 1080p resolution will full effects active. Have you been able to take advantage of the eSRAM’s streaming capabilities for The Witcher 3 and has there been any development challenges due it?
Balazs Torok: I would say that targeting Full HD with a complex rendering pipeline is a challenge in terms of ESRAM usage. Especially when this pipeline is built on deferred rendering. We are definitely taking advantage of the ESRAM on Xbox One, and we know that we have to fit into these limits, so we are constantly optimizing the usage.
Rashid Sayed: How has the recent Xbox One SDK Update and GPU being freed due to Kinect not being used, helped matters for the Xbox One version?
Balazs Torok: This change was very welcome across all developers who don’t rely on the Kinect for their game. As we are trying to push the limits of the graphics capabilities of both consoles, any resource that we can use is important for us, however small it might be.
Rashid Sayed: Tell us how RedEngine is utilizing quad core technology across PC/Consoles in an efficient manner?
Balazs Torok: We are always trying to improve our multi core usage, but quad core CPUs were already quite efficiently used in the Witcher 2. The game, the renderer, the physics and audio systems are all running on different threads, and we are trying to maximize the efficiency. Since both current gen consoles provide 6 cores for the developer, our goal is to make the engine scalable.
Rashid Sayed: Furthermore, has the slower clock speed of the PS4/Xbox One resulted into thread management issues?
Balazs Torok: The slower clock speeds are not really a problem in terms of thread management, but they are definitely problematic in terms of performance. Optimizing the CPU side is definitely one of the challenges we have to tackle to be able to run our game on the consoles.
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ashid Sayed: Despite their similarities, the PS4 and Xbox One do have some decidedly unique hardware features. How will you be taking advantage of the PS4′s unified GDDR5 memory architecture? Are there any specific graphical features you’ve found to be possible only on the PS4?
Balazs Torok: We always want to provide the best possible experience to all our gamers regardless of the platform and so we are not aiming to develop special graphical features for any of them.
Rashid Sayed: What kind of Anti-Aliasing technology are you using for the PS4 and Xbox One versions?
Balazs Torok: We are still exploring some options regarding anti-aliasing but we are sure that it will be some kind of screen space anti-aliasing solution and not hardware MSAA.
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Da questa intervista ho capito 2 cose:
1- il clock speed delle console fa ridere, come ho sempre sostenuto.
2- Non utilizzeranno le potenzialità in più di specifiche versioni console...(vedi i gddr5 di ps4) che sarà tarata per la console meno potente (X1) anche se volendo su ps4 si potrebbe fare qualcosina in più, saranno uguali per assicurare la parità di cui CD Project parla da mesi....:morristend: