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	Comments on: Programming For PS4 Pro Took About 8% Of The Total Workload, According To Killing Floor 2 Developer	</title>
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	<link>https://gamingbolt.com/programming-for-ps4-pro-took-about-8-of-the-total-workload-according-to-killing-floor-2-developer</link>
	<description>Get a Bolt of Gaming Now!</description>
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		<title>
		By: justerthought		</title>
		<link>https://gamingbolt.com/programming-for-ps4-pro-took-about-8-of-the-total-workload-according-to-killing-floor-2-developer#comment-319698</link>

		<dc:creator><![CDATA[justerthought]]></dc:creator>
		<pubDate>Mon, 27 Mar 2017 17:28:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=292911#comment-319698</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/programming-for-ps4-pro-took-about-8-of-the-total-workload-according-to-killing-floor-2-developer#comment-319488&quot;&gt;Hvd&lt;/a&gt;.

You are a typical fanboy shouting your mouth off without knowing the full facts.

The quoted 0.3% was the percentage that checkerboard rendering coding takes in a large AAA games that takes several years to make with a large team. The checkerboard workload stays the same, so it will be a larger percentage on small indy that only takes a year to make with a small team.

The PS4 Pro is 4.2 tflops when calculating 16bit full floats, but in some cases, the full float is not needed and only half the memory slot is used because the number needed to be stored is only small. This is a waste, so the PS4 Pro allows the full float to be split in two, which means you get 8.4 tflops of processing in those situations. But it only works on small numbers. Ammo in your gun is a good example or your health as a percentage of 100%. Things like physics need finer increments for precision, so the numvbers are usually larger and need a full 16bit float. Those will run at 4.2 tflops.

Educate yourself on some basic computer science and stop recycling fanboy crap you read on the forums.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/programming-for-ps4-pro-took-about-8-of-the-total-workload-according-to-killing-floor-2-developer#comment-319488">Hvd</a>.</p>
<p>You are a typical fanboy shouting your mouth off without knowing the full facts.</p>
<p>The quoted 0.3% was the percentage that checkerboard rendering coding takes in a large AAA games that takes several years to make with a large team. The checkerboard workload stays the same, so it will be a larger percentage on small indy that only takes a year to make with a small team.</p>
<p>The PS4 Pro is 4.2 tflops when calculating 16bit full floats, but in some cases, the full float is not needed and only half the memory slot is used because the number needed to be stored is only small. This is a waste, so the PS4 Pro allows the full float to be split in two, which means you get 8.4 tflops of processing in those situations. But it only works on small numbers. Ammo in your gun is a good example or your health as a percentage of 100%. Things like physics need finer increments for precision, so the numvbers are usually larger and need a full 16bit float. Those will run at 4.2 tflops.</p>
<p>Educate yourself on some basic computer science and stop recycling fanboy crap you read on the forums.</p>
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		<title>
		By: justerthought		</title>
		<link>https://gamingbolt.com/programming-for-ps4-pro-took-about-8-of-the-total-workload-according-to-killing-floor-2-developer#comment-319694</link>

		<dc:creator><![CDATA[justerthought]]></dc:creator>
		<pubDate>Mon, 27 Mar 2017 17:05:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=292911#comment-319694</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/programming-for-ps4-pro-took-about-8-of-the-total-workload-according-to-killing-floor-2-developer#comment-319490&quot;&gt;XbotMK1&lt;/a&gt;.

The size of the game makes a big difference towards the actual percentage, because the coding to get the checkerboard rendering pipeline up and running is the same for a small indy sideways scroller or a AAA title like Horizon Zero Dawn.

It&#039;s not hard to see that checkerboard coding work on a small game would be a larger percentage of the overall job than something like Horizon Zero Dawn which took 4 years to make with a huge team. The coding may be 8% of a small indy game, but 0.3% of something like Horizon Zero Dawn.

This is why a lot of indy devs are complaining about having to put in the work, but to be honest I only buy AAA games so those games are easily catered for within the overall budget, such as Ubisoft&#039;s Ghost Recon Wildlands which is a superb PS4 Pro port. It&#039;s so good it&#039;s the only place to play the game properly on console.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/programming-for-ps4-pro-took-about-8-of-the-total-workload-according-to-killing-floor-2-developer#comment-319490">XbotMK1</a>.</p>
<p>The size of the game makes a big difference towards the actual percentage, because the coding to get the checkerboard rendering pipeline up and running is the same for a small indy sideways scroller or a AAA title like Horizon Zero Dawn.</p>
<p>It&#8217;s not hard to see that checkerboard coding work on a small game would be a larger percentage of the overall job than something like Horizon Zero Dawn which took 4 years to make with a huge team. The coding may be 8% of a small indy game, but 0.3% of something like Horizon Zero Dawn.</p>
<p>This is why a lot of indy devs are complaining about having to put in the work, but to be honest I only buy AAA games so those games are easily catered for within the overall budget, such as Ubisoft&#8217;s Ghost Recon Wildlands which is a superb PS4 Pro port. It&#8217;s so good it&#8217;s the only place to play the game properly on console.</p>
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		<title>
		By: Hvd		</title>
		<link>https://gamingbolt.com/programming-for-ps4-pro-took-about-8-of-the-total-workload-according-to-killing-floor-2-developer#comment-319528</link>

		<dc:creator><![CDATA[Hvd]]></dc:creator>
		<pubDate>Sat, 25 Mar 2017 21:45:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=292911#comment-319528</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/programming-for-ps4-pro-took-about-8-of-the-total-workload-according-to-killing-floor-2-developer#comment-319491&quot;&gt;daemon fear&lt;/a&gt;.

lay off the kool-aid]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/programming-for-ps4-pro-took-about-8-of-the-total-workload-according-to-killing-floor-2-developer#comment-319491">daemon fear</a>.</p>
<p>lay off the kool-aid</p>
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		<title>
		By: Gamez Rule		</title>
		<link>https://gamingbolt.com/programming-for-ps4-pro-took-about-8-of-the-total-workload-according-to-killing-floor-2-developer#comment-319514</link>

		<dc:creator><![CDATA[Gamez Rule]]></dc:creator>
		<pubDate>Sat, 25 Mar 2017 19:49:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=292911#comment-319514</guid>

					<description><![CDATA[I would rather wait a month to have a few extras with improved resolutions and frame-rates than a dev that&#039;s just not willing to spend time on making their game better for the gamer.]]></description>
			<content:encoded><![CDATA[<p>I would rather wait a month to have a few extras with improved resolutions and frame-rates than a dev that&#8217;s just not willing to spend time on making their game better for the gamer.</p>
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		<title>
		By: Gamez Rule		</title>
		<link>https://gamingbolt.com/programming-for-ps4-pro-took-about-8-of-the-total-workload-according-to-killing-floor-2-developer#comment-319513</link>

		<dc:creator><![CDATA[Gamez Rule]]></dc:creator>
		<pubDate>Sat, 25 Mar 2017 19:44:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=292911#comment-319513</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/programming-for-ps4-pro-took-about-8-of-the-total-workload-according-to-killing-floor-2-developer#comment-319489&quot;&gt;daemon fear&lt;/a&gt;.

Yes that would be crazy if that was the case. What dev and game was it?]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/programming-for-ps4-pro-took-about-8-of-the-total-workload-according-to-killing-floor-2-developer#comment-319489">daemon fear</a>.</p>
<p>Yes that would be crazy if that was the case. What dev and game was it?</p>
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		<title>
		By: daemon fear		</title>
		<link>https://gamingbolt.com/programming-for-ps4-pro-took-about-8-of-the-total-workload-according-to-killing-floor-2-developer#comment-319491</link>

		<dc:creator><![CDATA[daemon fear]]></dc:creator>
		<pubDate>Sat, 25 Mar 2017 15:28:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=292911#comment-319491</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/programming-for-ps4-pro-took-about-8-of-the-total-workload-according-to-killing-floor-2-developer#comment-319488&quot;&gt;Hvd&lt;/a&gt;.

PS4Pro is capable of 8.4TF but in 2x 16bit floats mode which isn&#039;t possible to make Uncharted looking games PS4Pro&#039;s total overall GPU power is no higher then 4.2TF but halving the load with 2x16bit floats would make it more efficient but don&#039;t expect higher than a 1080 gpu performance in that mode! And according to sources Xbox Scorpio has 1080 performance seeing as it has 320GB memory bandwidth which is actually equivalence to a 1080 gpu but slightly lower in overall flops by 2.9tf but more like 2.5tf because the Scorpio&#039;s gpu won&#039;t be exactly 6tf more like 6.2-6.4tf and coupled with the upgraded cpu it will push some great graphics! 

But more on that method if a dev was to use 2x16bit floats then that would make the Scorpio be capable of 12-13tf]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/programming-for-ps4-pro-took-about-8-of-the-total-workload-according-to-killing-floor-2-developer#comment-319488">Hvd</a>.</p>
<p>PS4Pro is capable of 8.4TF but in 2x 16bit floats mode which isn&#8217;t possible to make Uncharted looking games PS4Pro&#8217;s total overall GPU power is no higher then 4.2TF but halving the load with 2x16bit floats would make it more efficient but don&#8217;t expect higher than a 1080 gpu performance in that mode! And according to sources Xbox Scorpio has 1080 performance seeing as it has 320GB memory bandwidth which is actually equivalence to a 1080 gpu but slightly lower in overall flops by 2.9tf but more like 2.5tf because the Scorpio&#8217;s gpu won&#8217;t be exactly 6tf more like 6.2-6.4tf and coupled with the upgraded cpu it will push some great graphics! </p>
<p>But more on that method if a dev was to use 2x16bit floats then that would make the Scorpio be capable of 12-13tf</p>
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		<title>
		By: XbotMK1		</title>
		<link>https://gamingbolt.com/programming-for-ps4-pro-took-about-8-of-the-total-workload-according-to-killing-floor-2-developer#comment-319490</link>

		<dc:creator><![CDATA[XbotMK1]]></dc:creator>
		<pubDate>Sat, 25 Mar 2017 15:14:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=292911#comment-319490</guid>

					<description><![CDATA[The PS4 Pro is the same architecture as the PS4. The dev also chose to improve textures and other aspects which adds to the time. It doesn&#039;t take one month to boost resolution and framerates.

It all depends on developer skill, how the developer chooses to use the PS4 Pro and depends if the developer already has familiarity with optimizing for the PS4 Pro.

Nice try, Gamingbutt.]]></description>
			<content:encoded><![CDATA[<p>The PS4 Pro is the same architecture as the PS4. The dev also chose to improve textures and other aspects which adds to the time. It doesn&#8217;t take one month to boost resolution and framerates.</p>
<p>It all depends on developer skill, how the developer chooses to use the PS4 Pro and depends if the developer already has familiarity with optimizing for the PS4 Pro.</p>
<p>Nice try, Gamingbutt.</p>
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		<title>
		By: daemon fear		</title>
		<link>https://gamingbolt.com/programming-for-ps4-pro-took-about-8-of-the-total-workload-according-to-killing-floor-2-developer#comment-319489</link>

		<dc:creator><![CDATA[daemon fear]]></dc:creator>
		<pubDate>Sat, 25 Mar 2017 15:12:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=292911#comment-319489</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/programming-for-ps4-pro-took-about-8-of-the-total-workload-according-to-killing-floor-2-developer#comment-319423&quot;&gt;Gamez Rule&lt;/a&gt;.

According to a dev it took 1 day to render and optimize their title from pc to x1 using UWP that&#039;s crazy if that&#039;s the case compared to PS4Pro taking a considerable amount of time (Weeks/Months)]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/programming-for-ps4-pro-took-about-8-of-the-total-workload-according-to-killing-floor-2-developer#comment-319423">Gamez Rule</a>.</p>
<p>According to a dev it took 1 day to render and optimize their title from pc to x1 using UWP that&#8217;s crazy if that&#8217;s the case compared to PS4Pro taking a considerable amount of time (Weeks/Months)</p>
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		<title>
		By: Hvd		</title>
		<link>https://gamingbolt.com/programming-for-ps4-pro-took-about-8-of-the-total-workload-according-to-killing-floor-2-developer#comment-319488</link>

		<dc:creator><![CDATA[Hvd]]></dc:creator>
		<pubDate>Sat, 25 Mar 2017 14:18:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=292911#comment-319488</guid>

					<description><![CDATA[lies cerny says it takes .2%-.3% effort and the ps4 pro has 8.4 tflops.....thats what sony and cerny say.]]></description>
			<content:encoded><![CDATA[<p>lies cerny says it takes .2%-.3% effort and the ps4 pro has 8.4 tflops&#8230;..thats what sony and cerny say.</p>
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		<title>
		By: Gamez Rule		</title>
		<link>https://gamingbolt.com/programming-for-ps4-pro-took-about-8-of-the-total-workload-according-to-killing-floor-2-developer#comment-319485</link>

		<dc:creator><![CDATA[Gamez Rule]]></dc:creator>
		<pubDate>Sat, 25 Mar 2017 12:55:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=292911#comment-319485</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/programming-for-ps4-pro-took-about-8-of-the-total-workload-according-to-killing-floor-2-developer#comment-319476&quot;&gt;Psionicinversion&lt;/a&gt;.

Hence why I stated &quot;Depends on many factors too, but as long as it gets done that&#039;s what matters&quot;]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/programming-for-ps4-pro-took-about-8-of-the-total-workload-according-to-killing-floor-2-developer#comment-319476">Psionicinversion</a>.</p>
<p>Hence why I stated &#8220;Depends on many factors too, but as long as it gets done that&#8217;s what matters&#8221;</p>
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