care to post a link that shows this ?
One that shows it I could, one that proves it I couldn't.
Ain't nobody gonna confess of doing that.
at least until the player has finished the game, and trades it in, and its put on the used console game market, then the dev gets squat for it. as for the pc market, if they wouldnt release crap games, then maybe gamers would be more inclined to buy them. cyberpunk showed that, as well as a few of ther other games that came out reciently..
Good thing then that no console is going digital only...
it doesnt appear you are suggesting anything new, just sticking with what is out there already. which just passed the buck, putting the blame else where. as for multi gpu, the same thing can be said about sli and crossfire.. but that died due to nvidia screwing that up. whats the point of programing for something when its out of reach for everyone that cant afford a xx90 or xx80 class video card? instead of blaming devs for what ever reason that you can think of, blame nvidia for that,its 100% their fault for pricing any multi gpu setup out of reach for 90% of those that may have used it... imo, the best version of multi gpu, was 3dfx's version of sli. ad a 2md voodoo 2, amd it just worked, no need for profiles or any of the other bs nvidia did with their version of sli...
Huh?! Multi-gpu would be using igpus or any gpu you would have in your system.
The key thing APO shows us is how much better it works than running a Gen 14 CPU stock, or with all the other tricks and hacks people usually try.
Yeah, but the devs don't care about that as long as enough of their games are being sold, they don't want to hugely increase their dev cost for a minimum amount of more sales.
Intel on the other hand would care to make the expensive CPUs more alluring to buyers by making them look better.
If there were really so little interest in PC gaming, then why even release it on the PC? It's not free - there are development, marketing and support costs.
There are only dev costs if they do any additional devving..marketing is the same, if they market it for consoles and just slap an also available on pc logo on it it doesn't cost them anything, and support is something they need for consoles anyway so that's a shared expense as well.
So basically, why wouldn't they?! Minimal expenses for possibly decent sales.
All APIs are not equal. Multi-GPU presents numerous, tricky issues and there's only so much that an API can do to solve them for you. I can't comment specifically on multi-GPU, since I'm not familiar with the APIs you're talking about for doing it, but I can say that it's a very different problem and I think the analogy doesn't apply.
So you don't know if it is very different because you don't know about multi-gpu...but you are sure that it is very different...
https://www.anandtech.com/show/9307/the-kaveri-refresh-godavari-review-testing-amds-a10-7870k
Giant image here.
In the screenshot above, the red and blue colored items represent the different items that are rendered and the color shows which graphics in the system supplied the processing power. In this case the APU took care of the red units, while the discrete GPU did the scenery and a good portion of the effects. In the demo I was at, enabling the APU in this circumstance gave a 10% performance increase in a heavy 30 FPS scene to 33 FPS.
What I said I disagreed with was your assertion that devs won't adopt another threading API if they're not using all the features of existing ones. I still maintain my position, in spite of your attempt to tell me I don't (not appreciated).
Devs never used any API that is too much work, they barely use dx12/vulcan and that has been proven to be very effective.
I understand the problem, thank you. If you look at it at the granularity of the frame, then it's as I said. They employ multiple cores mostly by dividing up the work needed to generate it, and distributing that among the cores.
But if you would try to do anything at such a granularity it would make things worse and not better especially if it has to talk with an API in-between...
Also no, they don't, they do the same work on multiple cores and choose the most recent frame at the moment they need to show something on screen.
I get that, but also a thread isn't the perfect abstraction for what we're talking about. Part of the problem is the mismatch between disparate work chunks and threads. The OS understand threads, but if the app is using them to perform multiple unrelated tasks, then it's difficult for the OS to optimally schedule them.
Which is why we got thread director that monitors the threads and picks up on workload changes and suggests changes to the OS, we went over that already.
I'm sure Terry will correct me if I'm wrong, but I think our friend would like us to throw all our weight behind APO. That's difficult to do, when APO addresses only 3 CPU models and 2 titles. I think it needs to scale better than that, to be a viable option.
I don't want devs to use APO, I would want devs to make threading profiles (and general improvements) for at least the most common layouts of CPUs. 4c 6c 6c+4 8c 8c+4 that would be great and would cover everybody, make it a menu choice so that people can pick the best one for any occasion.
Yeah, with GPUs getting so expensive and power-hungry, the proposition of multi-GPU gaming seems less enticing.
If you have an iGPU anyway and it can add even 10% performance "for free" it would still be plenty exiting for the end user.
Just as people have e-cores anyway and would like some extra performance out of them if they can.