The Wild Eight Dev Will Work Hard To Achieve 4K/60fps On Scorpio, 12GB RAM Is A Big Number

“The modern game industry is changing very rapidly,” says Ivan Belousov, producer of The Wild Eight.

Posted By | On 21st, May. 2017 Under News | Follow This Author @Pramath1605


Let’s discuss the idea that while the PC gaming market is constantly evolving and iterating upon itself, full fledged jumps forward usually happen in conjunction with new console releases. This happened with the PlayStation and Nintendo 64, with the Dreamcast, PS2, Gamecube, and Xbox, with the Xbox 360 and PS3, and then with the PS4 and Xbox One.

So, given just how packed the upcoming Xbox One Scorpio is – it has 12 GB of GDDR5 RAM, and a 6 TFLOP GPU, we could see PC games being made with a higher baseline in mind, rather than with the Xbox One and PS4 used as the lowest spec being targeted. Speaking to GamingBolt in an exclusive interview, Ivan Belousov, Producer of The Wild Eight said that he certainly thinks it is a possibility, while praising the amount of memory available in Scorpio.

“The modern game industry is changing very rapidly: the games are becoming more and more photorealistic, making PC requirements higher and higher in order for them to run smoothly. 12 GB is a big number, so in my opinion it will certainly affect PC gaming,” he said.

However, in spite of knowing the full range of the Scorpio’s specs, he did mention that he cannot commit to native 4K and 60fps for the Scorpio version of The Wild Eight but they will try to achieve that when they start developing for it. “This is one of the things we are working hard to achieve, but unfortunately right now we don’t have any solid info on the subject – so stay tuned for the upcoming news on the console versions.”

Thoughts on this? Let us know in the comments section below and stay tuned for our complete interview on The Wild Eight in the coming days.


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  • Jimmy DoneGood

    4k 60 as it should be on Scorpio.

  • Sp4ctr0

    Wow! Its 2x more pixels than PS4 Pro games (famous ‘checkerboard 1800p’ is only 20% more pixels than native 1080p – less than half of native 1440p)
    https://uploads.disquscdn.com/images/f53e7a016513be263b8a12ba1a974d2beea5c7d9a51451d8732551c18ee6d7fe.jpg

    • Mr Xrat

      With those delicious PS2 textures.

    • Luke Skywalker

      More memory bandwidth gives the opportunity for better textures.

    • Mr Xrat

      Even disregarding the usual bottlenecks, Anandtech is casting doubt on that claim.

    • Luke Skywalker

      Care to share a link where andantech is doing this?

    • Riggybro

      1440p has more pixels than 1800p… interesting…

    • Sp4ctr0

      Yes because “checkerboard 1080p” render only half of pixels normal 1800p

    • Alan Green

      It is important to distinguish between rendering process and the end result.
      a Checkerboard resolution, uses a smaller base resolution, but resolves higher. Its not an upscaling technique and most will have you believe. Its an extremely smart rendering technique that will provide benefits on all systems going forward.

      While it resolves to a full pixel count for whatever is targeted, 4k, 1800p, etc. however It does have some artifacts due to the nature of the calculations.

    • Psionicinversion

      checkerboard 1800p means it renders at 1800p then checkerboards to 4K. why would it render half the pixel then checkerboard upto 1800p? what happens then does the upscaler do it to 4K? does the TV do it?

    • Alan Green

      No.
      Checkerboard 1800p means the developers achieve a pixel count of 1800p using the checkerboard method.

      GT Sport Beta currently does this, then they do a regular upscale to 4k from checkerboard 1800p. its not quite as sharp at native 4k, but its not far off either.

    • Sp4ctr0

      No. Checkerboard 1800p renders only half of pixel count of full 1800p. This is why it is called “checkerboard”. Missing pixels are taken from last frame. So it renders only half of resolution 1800p. After reconstruction of full 1800p frame is scaled to 4K in standard upscale.

      Final count of rendered pixels in “checkerboard 1800p” is lower than normal 1440p.

  • kee1haul

    I don’t know what the wild eight is.

  • Mark

    Scorpio is really 8GB of RAM for games, not 12. However, that’s pretty solid, especially running @320Gb/s bandwidth. I do like the fact Scorpio is pushing PC devs to require higher specs on rigs. Ultimately it’ll increase the rate at which we’ll see photorealism

    • Sp4ctr0

      True, and not whole 8 GB can be used for graphics. On PS4 Pro developers have only 2.5 GB memory for graphics

      Average game memory allocation on 8 GB console:
      – 4 GB system
      – 1.5 GB core gameplay, music, networking etc.
      2.5 GB free memory for graphics

      Average game memory allocation on 12 GB console:
      – 4 GB system
      – 1.5 GB core gameplay, music, networking etc.
      6.5 GB free memory for graphics (2.5 x more)

    • Sackboy612

      Don’t comment much but I will say that you’re kinda wrong, not hating, just stating the facts

      The PS4 utilises 5GB of RAM for games, with the Pro using 5.5gb because of the extra 1gb of slow d3 ram being used for the OS.

    • Mark

      Oh wow. I’ve seen a game allocation spec sheet before, and this looks about right….6-6.5GB for Scorpio vs the other systems @2.5-3GB, very interesting

    • Living While Alive

      That’s false all 8GB are for the graphics 3 GB for the system which runs the dashboard @ a full 4k and 1GB for background and apps.

      Do research.

    • Mark

      Bro do u have a link? I really wanna know what it is

    • Living While Alive

      My apologise Mark.

      It’s only split 2 ways 8GB for gaming & 4GB for the system.

      “And yes, Scorpio does indeed feature 12GB of memory, as indicated on Microsoft’s E3 motherboard render, 8GB of which is available to developers, with 4GB reserved for the system. That’s an additional 1GB of reservation compared to Xbox One, required in order to run the dashboard at native 4K.”

      Link: http://www.eurogamer.net/articles/digitalfoundry-2017-project-scorpio-tech-revealed

      Right under the subheading “Unlocking the power: memory, CPU and audio”.

      The latter part of Paragraph 3.

    • Mark

      S’all good. Thx for finding that link tho

    • Psionicinversion

      no its not the 4GB is for the OS and stuff and is not accessible by developers. the other 8GB is for the whole game to run on not just for graphics. The UI is supposed to take 1GB of ram alone.

    • Living While Alive

      Ik i was thinking of Xbox One and how Scorpio has an additional 1GB more for system resources.

      5GB GPU 3GB Sys. OS(X1) vs. 8GB GPU 4GB Sys. OS (Scorpio)

    • marc Berry
  • Kageyama

    it’s a crappy low budget indie game for god’s sake. Even a potato could run that game at high settings.

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  • Mr Xrat

    Indie games and those awful-looking “exclusives.” Looks like things are falling into place exactly how smart people said.

  • Mark

    Lol. I can’t find it. Help me out and don’t be a d*ck ahah

    • Psionicinversion

      they dont know what there talking about. everything has to fit in the 8GB

  • Psionicinversion

    however much it can. theyll try fill it up as much as possible. Just checked. Ghost recon on PC on max setting 4K uses 5.6GB, at 1080p it uses about 4.8GB so say it takes an extra 1GB to run 4K resolution. But one thing that AMD has introduced in Vega i think is the ability for devs to only use the ram it actually requires or does it automatically cant remember properly what AMD said about it. On PC, according to AMD, devs reserve more ram than the game actually needs and goes as wasted allocation so it likely uses less. Dunno if devs on consoles use the exact amount required or not but 8GB of ram for the game is alot for a console. you can easily fit the game and what it needs graphically in 8GB

    • Mark

      Interesting, good lookin. One more question; that 1 GB of RAM for 4K resolution is SEPERATE from the other RAM, used for Max settings…correct?

    • Psionicinversion

      well higher resolutions require more VRAM especially when it throws in 4K textures so i guess so if it increased it by that much just by changing resolutions. thats one of the reasons ps4 pro cant do 4k native in alot of games cus it doesnt have the ram required to achieve it

    • Mark

      Well I figured that out about the Pro just last week lol

  • QUIMICOMORTAL

    He should work hard to achieve his game being known in the first place!


 

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