Comment by MichaelZuo
Comment by MichaelZuo 4 days ago
How would you explain cross PS5/PC releases being much more efficient on the PS5?
e.g. Horizon Forbidden West needing a much better GPU on PC to run at the same level of fidelity as the PS5.
If not for special tuning specific to the PS5’s differences.
(I can imagine Windows bloat and other junk requiring an additional 10% to 20%, but not 30% to 50%.)
The comment above is elaborating on x86 micro-architecture, the differences between how the CPU handles x86 instructions specifically.
The overall system architecture is different between PC, which has discrete memory systems for the CPU and GPU, and a very long pathway between GPU memory and system/CPU memory, versus today's consoles which have unified memory for CPU+GPU, and optimized pathways for loading from persistent storage too.
Consolesuse their own graphics APIs, but you would have any vendor you contract with for graphics support your native graphics API and everything would be "fine". PS5 games use GNM/GNMX Playstation proprietary graphics APIs. Usually PC ports of console native games re-implement the rendering engine using the PC graphics APIs like DirectX or Vulkan. The re-implementation is probably less efficient and less tuned.