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What did he mean by this?

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What did he mean by this?
>>
Please Kill Yourself.
>>
It's easier to optimize for consoles where everyone shares the same specs

I don't know about the mobile bit though
>>
>3 years of this same post

/v/ never changes
>>
>>379438927
>It's easier to optimize for consoles where everyone shares the same specs
This is why console games are better. PC devs have to account for people who will try running it on an E6600/2GB/8800 GTX. Whereas consoles have known specifications that they can design around. Also the inefficient nature of Micro$haft Winblows makes it harder to utilise a PC's full potential, whereas minimalist console operating systems only serve as a bootloader, and after the game loads it's entirely in control.
>>
in simple terms consoles have parts dedicated to running games installed, whereas PC parts are multi purpose, and as such not optimized for any given task

so essentially carmack is saying that if you had equivalent parts in your pc to what was in a console, the console would perform better (on average)
>>
>>379438927
>It's easier to optimize for consoles where everyone shares the same specs
Same reason Mac based software tends to "just work". It's muddied some for cross platform games though. Even more with the tick tock console release cycle stuff we're heading into.
>>
>>379439037
>consoles are easier for devs to make for
>years of consistently laggy, buggy and even crashing console games

This old idea can't last much longer right?
>>
>>379438927
Apparently coding is hard so sub 1080p and 30 FPS became new golden standard.
>>
This might have been true at some point, but these days the APIs that are used to develop console games are the exact same ones used to develop PC games.

And I think claiming that a console will deliver twice the performance is wrong. The OS has overhead but it's not chewing up half of all system resources jerking off. You can literally see this if you open task manager during a game and look at how much cpu time and memory is actually being used by the OS, and it isn't going to be anywhere near half.
>>
>>379439102
They're different platforms. PC devs should focus on providing a playable experience for everyone from those on a $2000 PC to those on a $500 notebook.
>>
>>379438927
>It's easier to optimize for consoles where everyone shares the same specs
>I don't know about the mobile bit though

Mobile part is Android and iOS overhead which is legendarily bad. Vulkan for Android and Metal for iOS are supposed to help alleviate this to some extent. Carmack once said that the original iPhone would be equivalent to the Dreamcast if they had low level hardware access. With the overhead it was more of a higher resolution DS.

So he's basically saying that (at the time he tweeted this) a console with equivalent hardware to a smart phone would run four times better than it.

Btw it's not so much the single hardware profile and optimization that consoles have an advantage over equivalent PC hardware (it definitely helps it though) but the lack of an overhead and more direct hardware access including the capability to better utilize the CPU. A multi core CPU on a PC goes partially wasted compared to on a console but low level APIs are supposed to alleviate that. So far nobody is impressed though because there is little to no performance improvement on nvidia hardware. Only on AMD (probably meaning AMD has shit drivers)
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>>379439102
yeah but this is also bullshit, some game engines are more scale-able than others. on console you can get marginal increase over PC on mid range hardware that is more expensive than the same hardware on PC, whereas on PC you can change the graphics quality to suit your build, with the compromise on slightly less performance on the same hardware as a console (and this only applies to certain games made by certain console developers, compare the console minecraft experience to the PC minecraft experience)
>>
>>379439102
>This is why console games are better.
And yet Tekken 7's online is fucked.
>>
>>379439102

>PC devs have to account for people who will try running it on an E6600/2GB/8800 GTX

You make it sound like it's difficult, but all this really means is that you write your game to support an API like DirectX or OpenGL. These high-level API's will mostly handle the translations to the various hardware that exists, which makes development easy.

On the other hand, to get full potential out of a console, you'll most likely have to optimize portions of your code by forgoing high-level API's and writing assembly, which is much more difficult.
>>
>how to wipe a hard drive?
>>
John Carmack is an irrelevant hack. Doom was fucking decades ago.
>>
>>379439102
And yet 30FPS is still the standard on consoles with sub 1080p resolutions being common.
>>
>>379440996
Most PC gamers are gaming at 720p according to Steam.
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>>379441302
>Most PC gamers are gaming at 720p according to Steam.
Wrong try again.

http://store.steampowered.com/hwsurvey/
>>
>>379440454
>On the other hand, to get full potential out of a console, you'll most likely have to optimize portions of your code by forgoing high-level API's and writing assembly, which is much more difficult.

Modern games are no longer written in assembly. Game engines might have some architecture-specific libraries written in assembly but the compiler takes care of everything else. There is little benefit to assembly aside from the super low level access. It's offset by impossibly complicated shit that compilers take care of for free and with ease.

Outside of learning an architecture and getting to know it a little more closely for your own knowledge and MAYBE writing a library or two to help some portion or routine with optimization, assembly is a waste. It also destroys portability of your code to a different architecture and portability is more important than ever. This is why, for example, x86 on consoles doesn't even matter as much as it would have 20 years ago. Microsoft's platform benefits the most due to Direct X and most games being DX on PC. PS4 could have used ARM cores that were better than the shitty Jaguars and development and porting between the platforms wouldn't change much at all
>>
>>379441302
Who cares about the average Steam user's hardware?

There's a massive fucking difference between some scrub playing Dota on his laptop versus an actual PC gamer.

The "Steam user hardware survey" argument has always been completely utterly bunk. Just like the "PC gamers are pirates" argument has also always been completely utterly bunk due to Witcher 3's high sales numbers on PC compared to consoles.
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