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	Comments on: The Big Interview: Crytek Talks About CryEngine, DX12, Cloud And Optimizing Games For New Consoles	</title>
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		<title>
		By: MrSec84 .		</title>
		<link>https://gamingbolt.com/the-big-interview-crytek-talks-about-cryengine-dx12-cloud-and-optimizing-games-for-new-consoles#comment-230935</link>

		<dc:creator><![CDATA[MrSec84 .]]></dc:creator>
		<pubDate>Wed, 21 May 2014 20:44:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=196412#comment-230935</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/the-big-interview-crytek-talks-about-cryengine-dx12-cloud-and-optimizing-games-for-new-consoles#comment-230440&quot;&gt;JerkDaNERD7&lt;/a&gt;.

You miss the point entirely.
Nice deflection away from the actual point I raised.

The system having multiple buses is not the issue, in order for a device to be HSA compliant the CPU &#038; GPU both need access to the same memory space, all memory space.
Because XBox One&#039;s CPU cannot directly read from or write to eSRAM this means the system is not memory coherent.
Cache is only part of the story, it&#039;s only a part of the data image, main memory is the full picture &#038; why CPU &#038; GPU having access to the same memory space is so important to HSA implementation.

PS4&#039;s CPU &#038; GPU both having direct access to the one pool of RAM for everything actually means it is HSA compliant.
The ability to both read &#038; write within the same memory cycle takes this one step further.
In other words PS4&#039;s CPU &#038; GPU can both see the full picture, at once &#038; either can change that full picture as needed, this is the most efficient set-up &#038; one of the reasons why PS4 will perform far better as time goes on.
PS4&#039;s design is built to take full advantage of the hardware it has, Xbox One&#039;s isn&#039;t.

AMD said it themselves what makes a HSA device, the details are here:

http://www.overclock.net/a/amd-fusion-and-the-hsa-revolution-what-is-hsa-and-why-it-will-be-revolutionary

I&#039;ll believe AMD themselves before I believe anyone else, since they invented they&#039;re the ones designing the architecture.
PS4 fits the diagrams for memory set-up, Xbox One doesn&#039;t.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/the-big-interview-crytek-talks-about-cryengine-dx12-cloud-and-optimizing-games-for-new-consoles#comment-230440">JerkDaNERD7</a>.</p>
<p>You miss the point entirely.<br />
Nice deflection away from the actual point I raised.</p>
<p>The system having multiple buses is not the issue, in order for a device to be HSA compliant the CPU &amp; GPU both need access to the same memory space, all memory space.<br />
Because XBox One&#8217;s CPU cannot directly read from or write to eSRAM this means the system is not memory coherent.<br />
Cache is only part of the story, it&#8217;s only a part of the data image, main memory is the full picture &amp; why CPU &amp; GPU having access to the same memory space is so important to HSA implementation.</p>
<p>PS4&#8217;s CPU &amp; GPU both having direct access to the one pool of RAM for everything actually means it is HSA compliant.<br />
The ability to both read &amp; write within the same memory cycle takes this one step further.<br />
In other words PS4&#8217;s CPU &amp; GPU can both see the full picture, at once &amp; either can change that full picture as needed, this is the most efficient set-up &amp; one of the reasons why PS4 will perform far better as time goes on.<br />
PS4&#8217;s design is built to take full advantage of the hardware it has, Xbox One&#8217;s isn&#8217;t.</p>
<p>AMD said it themselves what makes a HSA device, the details are here:</p>
<p><a href="http://www.overclock.net/a/amd-fusion-and-the-hsa-revolution-what-is-hsa-and-why-it-will-be-revolutionary" rel="nofollow ugc">http://www.overclock.net/a/amd-fusion-and-the-hsa-revolution-what-is-hsa-and-why-it-will-be-revolutionary</a></p>
<p>I&#8217;ll believe AMD themselves before I believe anyone else, since they invented they&#8217;re the ones designing the architecture.<br />
PS4 fits the diagrams for memory set-up, Xbox One doesn&#8217;t.</p>
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		<title>
		By: JerkDaNERD7		</title>
		<link>https://gamingbolt.com/the-big-interview-crytek-talks-about-cryengine-dx12-cloud-and-optimizing-games-for-new-consoles#comment-230779</link>

		<dc:creator><![CDATA[JerkDaNERD7]]></dc:creator>
		<pubDate>Wed, 21 May 2014 00:46:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=196412#comment-230779</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/the-big-interview-crytek-talks-about-cryengine-dx12-cloud-and-optimizing-games-for-new-consoles#comment-230712&quot;&gt;Lujo&lt;/a&gt;.

Dude, exactly what was stated. It was a mistake by a suit of the company NOT an AMD engineer. The console has ALREADY been checked through and developed for, THERE IS NO hUMA, because hUMA is ONLY compatible with the Kaveri GCN. Geez, this is old news...derp!]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/the-big-interview-crytek-talks-about-cryengine-dx12-cloud-and-optimizing-games-for-new-consoles#comment-230712">Lujo</a>.</p>
<p>Dude, exactly what was stated. It was a mistake by a suit of the company NOT an AMD engineer. The console has ALREADY been checked through and developed for, THERE IS NO hUMA, because hUMA is ONLY compatible with the Kaveri GCN. Geez, this is old news&#8230;derp!</p>
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		<title>
		By: GHz		</title>
		<link>https://gamingbolt.com/the-big-interview-crytek-talks-about-cryengine-dx12-cloud-and-optimizing-games-for-new-consoles#comment-230751</link>

		<dc:creator><![CDATA[GHz]]></dc:creator>
		<pubDate>Tue, 20 May 2014 23:15:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=196412#comment-230751</guid>

					<description><![CDATA[Great interview! AND...

&quot;Ravi Sinha asked, &quot; With the engine ever-evolving, is there any concern that some features might take longer to properly implement on next-gen hardware?&quot;

That&#039;s the best question in the entire interview!!!

I&#039;ve pointed out this fact before and mostly got attacked for it...But anyways...

Part of the answer to that question was, &quot;This means that though it might be relatively easy to accomplish something on PC we must find a more sophisticated solution for the console or risk not using the feature.&quot;

Remember the Epic demo on PS4, and how how despite the GREAT job the ps4 did on mimicking that no interactive demo, they had to revert to pre bake lighting used in the unreal engine 3 because the PS4 couldn&#039;t do real time GI within the demo? (not saying that the ps4 can&#039;t do GI, but in this case @ the time it couldnt)

Meanwhile Lion head found, &quot; a more sophisticated solution&quot; to implement GI in a full fledged game for XB1.  

Lionhead&#039;s solution was since then integrated into Unreal Engine 4.  

Here&#039;s a quote  on how Lionhead not only implemented a next gen feature(GI), but they improved upon it &#038; made it even better to suite their needs. 

&quot;Epic has previously researched a real-time GI method called SVOGI with promising results, but it was never quite fast enough. Of all the papers on the subject, Crytek&#039;s Light Propagation Volumes seemed like the best solution for our game. It was fast, scalable and could also support reflections and secondary occlusion. However, this method was a DirectX 9 implementation, and we felt we could do even better with modern DirectX 11-class hardware and the power of compute shaders.

We developed an implementation of Light Propagation Volumes, specifically targeted at modern GPUs (such as the one in Xbox One). Our method supports 2nd-Order Spherical Harmonics, which gives better directionality than the original method.&quot;
http://www.lionhead.com/blog/2014/april/17/dynamic-global-illumination-in-fable-legends/

Not all devs are created equal. Some are just simply smarter than others.



This is a great interview and it revealed plenty.]]></description>
			<content:encoded><![CDATA[<p>Great interview! AND&#8230;</p>
<p>&#8220;Ravi Sinha asked, &#8221; With the engine ever-evolving, is there any concern that some features might take longer to properly implement on next-gen hardware?&#8221;</p>
<p>That&#8217;s the best question in the entire interview!!!</p>
<p>I&#8217;ve pointed out this fact before and mostly got attacked for it&#8230;But anyways&#8230;</p>
<p>Part of the answer to that question was, &#8220;This means that though it might be relatively easy to accomplish something on PC we must find a more sophisticated solution for the console or risk not using the feature.&#8221;</p>
<p>Remember the Epic demo on PS4, and how how despite the GREAT job the ps4 did on mimicking that no interactive demo, they had to revert to pre bake lighting used in the unreal engine 3 because the PS4 couldn&#8217;t do real time GI within the demo? (not saying that the ps4 can&#8217;t do GI, but in this case @ the time it couldnt)</p>
<p>Meanwhile Lion head found, &#8221; a more sophisticated solution&#8221; to implement GI in a full fledged game for XB1.  </p>
<p>Lionhead&#8217;s solution was since then integrated into Unreal Engine 4.  </p>
<p>Here&#8217;s a quote  on how Lionhead not only implemented a next gen feature(GI), but they improved upon it &amp; made it even better to suite their needs. </p>
<p>&#8220;Epic has previously researched a real-time GI method called SVOGI with promising results, but it was never quite fast enough. Of all the papers on the subject, Crytek&#8217;s Light Propagation Volumes seemed like the best solution for our game. It was fast, scalable and could also support reflections and secondary occlusion. However, this method was a DirectX 9 implementation, and we felt we could do even better with modern DirectX 11-class hardware and the power of compute shaders.</p>
<p>We developed an implementation of Light Propagation Volumes, specifically targeted at modern GPUs (such as the one in Xbox One). Our method supports 2nd-Order Spherical Harmonics, which gives better directionality than the original method.&#8221;<br />
<a href="http://www.lionhead.com/blog/2014/april/17/dynamic-global-illumination-in-fable-legends/" rel="nofollow ugc">http://www.lionhead.com/blog/2014/april/17/dynamic-global-illumination-in-fable-legends/</a></p>
<p>Not all devs are created equal. Some are just simply smarter than others.</p>
<p>This is a great interview and it revealed plenty.</p>
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		<title>
		By: Lujo		</title>
		<link>https://gamingbolt.com/the-big-interview-crytek-talks-about-cryengine-dx12-cloud-and-optimizing-games-for-new-consoles#comment-230712</link>

		<dc:creator><![CDATA[Lujo]]></dc:creator>
		<pubDate>Tue, 20 May 2014 20:06:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=196412#comment-230712</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/the-big-interview-crytek-talks-about-cryengine-dx12-cloud-and-optimizing-games-for-new-consoles#comment-230705&quot;&gt;JerkDaNERD7&lt;/a&gt;.

It  is not a rumor, it was said straight from the horse mouth! Why AMD said that will not give any comment about Xbone vs. PS4. after that statement from AMD employee? Go to AMD webpage and search hUMA architecture design and PS4 is built just like that.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/the-big-interview-crytek-talks-about-cryengine-dx12-cloud-and-optimizing-games-for-new-consoles#comment-230705">JerkDaNERD7</a>.</p>
<p>It  is not a rumor, it was said straight from the horse mouth! Why AMD said that will not give any comment about Xbone vs. PS4. after that statement from AMD employee? Go to AMD webpage and search hUMA architecture design and PS4 is built just like that.</p>
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		By: JerkDaNERD7		</title>
		<link>https://gamingbolt.com/the-big-interview-crytek-talks-about-cryengine-dx12-cloud-and-optimizing-games-for-new-consoles#comment-230705</link>

		<dc:creator><![CDATA[JerkDaNERD7]]></dc:creator>
		<pubDate>Tue, 20 May 2014 19:39:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=196412#comment-230705</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/the-big-interview-crytek-talks-about-cryengine-dx12-cloud-and-optimizing-games-for-new-consoles#comment-230535&quot;&gt;Lujo&lt;/a&gt;.

All of that was just rumor. It was a slip up that was taken as fact and exaggerated on sites like these and N4G.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/the-big-interview-crytek-talks-about-cryengine-dx12-cloud-and-optimizing-games-for-new-consoles#comment-230535">Lujo</a>.</p>
<p>All of that was just rumor. It was a slip up that was taken as fact and exaggerated on sites like these and N4G.</p>
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		<title>
		By: ME3X12		</title>
		<link>https://gamingbolt.com/the-big-interview-crytek-talks-about-cryengine-dx12-cloud-and-optimizing-games-for-new-consoles#comment-230645</link>

		<dc:creator><![CDATA[ME3X12]]></dc:creator>
		<pubDate>Tue, 20 May 2014 17:07:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=196412#comment-230645</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/the-big-interview-crytek-talks-about-cryengine-dx12-cloud-and-optimizing-games-for-new-consoles#comment-230514&quot;&gt;ps4lol&lt;/a&gt;.

X1 DX12 &#062;&#062;&#062; POS4 Open GL

http://www.gamingonlinux.com/articles/valves-rich-geldreich-notes-some-problems-with-opengl-directx-12-will-leave-it-in-the-dust.3676

http://media2.giphy.com/media/72ZoVgLwzSXsc/200.gif

]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/the-big-interview-crytek-talks-about-cryengine-dx12-cloud-and-optimizing-games-for-new-consoles#comment-230514">ps4lol</a>.</p>
<p>X1 DX12 &gt;&gt;&gt; POS4 Open GL</p>
<p><a href="http://www.gamingonlinux.com/articles/valves-rich-geldreich-notes-some-problems-with-opengl-directx-12-will-leave-it-in-the-dust.3676" rel="nofollow ugc">http://www.gamingonlinux.com/articles/valves-rich-geldreich-notes-some-problems-with-opengl-directx-12-will-leave-it-in-the-dust.3676</a></p>
<p><a href="http://media2.giphy.com/media/72ZoVgLwzSXsc/200.gif" rel="nofollow ugc">http://media2.giphy.com/media/72ZoVgLwzSXsc/200.gif</a></p>
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		<title>
		By: ME3X12		</title>
		<link>https://gamingbolt.com/the-big-interview-crytek-talks-about-cryengine-dx12-cloud-and-optimizing-games-for-new-consoles#comment-230642</link>

		<dc:creator><![CDATA[ME3X12]]></dc:creator>
		<pubDate>Tue, 20 May 2014 17:02:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=196412#comment-230642</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/the-big-interview-crytek-talks-about-cryengine-dx12-cloud-and-optimizing-games-for-new-consoles#comment-230442&quot;&gt;ps4lol&lt;/a&gt;.

They did not disabled it they just patched it it still upscales. The way it was was a design choice by MS they liked the super deep blacks and super texture detail it gave. I for one liked it also but many seemed to not like it so they patched it and it now softened the blacks but it still looks good and still upscales everything to 1080p. You don&#039;t know squat obviously.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/the-big-interview-crytek-talks-about-cryengine-dx12-cloud-and-optimizing-games-for-new-consoles#comment-230442">ps4lol</a>.</p>
<p>They did not disabled it they just patched it it still upscales. The way it was was a design choice by MS they liked the super deep blacks and super texture detail it gave. I for one liked it also but many seemed to not like it so they patched it and it now softened the blacks but it still looks good and still upscales everything to 1080p. You don&#8217;t know squat obviously.</p>
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		By: ps4lol		</title>
		<link>https://gamingbolt.com/the-big-interview-crytek-talks-about-cryengine-dx12-cloud-and-optimizing-games-for-new-consoles#comment-230573</link>

		<dc:creator><![CDATA[ps4lol]]></dc:creator>
		<pubDate>Tue, 20 May 2014 10:33:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=196412#comment-230573</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/the-big-interview-crytek-talks-about-cryengine-dx12-cloud-and-optimizing-games-for-new-consoles#comment-230541&quot;&gt;jent&lt;/a&gt;.

Just the satisfaction of being constantly right while microsoft fanboys and misterxturds remain constantly dumb and wrong.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/the-big-interview-crytek-talks-about-cryengine-dx12-cloud-and-optimizing-games-for-new-consoles#comment-230541">jent</a>.</p>
<p>Just the satisfaction of being constantly right while microsoft fanboys and misterxturds remain constantly dumb and wrong.</p>
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		<title>
		By: ME3X12		</title>
		<link>https://gamingbolt.com/the-big-interview-crytek-talks-about-cryengine-dx12-cloud-and-optimizing-games-for-new-consoles#comment-230559</link>

		<dc:creator><![CDATA[ME3X12]]></dc:creator>
		<pubDate>Tue, 20 May 2014 04:44:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=196412#comment-230559</guid>

					<description><![CDATA[X1 DX12 &#062;&#062;&#062; POS4 Open GL

http://www.gamingonlinux.com/articles/valves-rich-geldreich-notes-some-problems-with-opengl-directx-12-will-leave-it-in-the-dust.3676

http://media2.giphy.com/media/72ZoVgLwzSXsc/200.gif]]></description>
			<content:encoded><![CDATA[<p>X1 DX12 &gt;&gt;&gt; POS4 Open GL</p>
<p><a href="http://www.gamingonlinux.com/articles/valves-rich-geldreich-notes-some-problems-with-opengl-directx-12-will-leave-it-in-the-dust.3676" rel="nofollow ugc">http://www.gamingonlinux.com/articles/valves-rich-geldreich-notes-some-problems-with-opengl-directx-12-will-leave-it-in-the-dust.3676</a></p>
<p><a href="http://media2.giphy.com/media/72ZoVgLwzSXsc/200.gif" rel="nofollow ugc">http://media2.giphy.com/media/72ZoVgLwzSXsc/200.gif</a></p>
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		By: qiplayer		</title>
		<link>https://gamingbolt.com/the-big-interview-crytek-talks-about-cryengine-dx12-cloud-and-optimizing-games-for-new-consoles#comment-230557</link>

		<dc:creator><![CDATA[qiplayer]]></dc:creator>
		<pubDate>Tue, 20 May 2014 04:28:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=196412#comment-230557</guid>

					<description><![CDATA[The whole crysis2 and crysis wars community hates Crytek because you are gonna close the multiplayer. Many players won&#039;t ever buy again your product. Be more reaponsible!!
You never came to answer to the community on the forums, lastly Cevat Yerly said that they selled 1&#039;500&#039;000 copies on humble bundle  and now you are gonna close the game!!!!
Shame on Crytek, you deserve the gamer to pirate your next products. We have no other choice and you don&#039;t even answer, nor on your forums nor by petitions nor via email nor via phone.]]></description>
			<content:encoded><![CDATA[<p>The whole crysis2 and crysis wars community hates Crytek because you are gonna close the multiplayer. Many players won&#8217;t ever buy again your product. Be more reaponsible!!<br />
You never came to answer to the community on the forums, lastly Cevat Yerly said that they selled 1&#8217;500&#8217;000 copies on humble bundle  and now you are gonna close the game!!!!<br />
Shame on Crytek, you deserve the gamer to pirate your next products. We have no other choice and you don&#8217;t even answer, nor on your forums nor by petitions nor via email nor via phone.</p>
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