720°

Frostbite Tech Director: “PS4 C++ Toolchain Is Superb;” SMAA T2X Attempted On PS4 BF4 but too Costly

Frostbite Technical Director Johan Andersson had words of praise to share recently for the toolchain available to PS4 developers to compile their code and more, defining it "superb" in a conversation wit SN Systems Optimizer Team Leader Greg Bedwell, that is working on it on behalf of Sony. He also mentioned that the studio attempted to use SMAA T2X on the PS4 version of Battlefield 4, but it was considered too costly.

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dualshockers.com
OculusRift4089d ago

I have no idea what that is.

Volkama4089d ago

That's very honest of you. Now just copy it to your clipboard and regurgitate it all over N4G comments, and you'll fit right in here.

OculusRift4089d ago

Wow, you must be fun at parties.

Volkama4089d ago Show
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Azmatik4089d ago

this is surprising considering The order 1886 is using 4x MSAA at the moment which is very resource intensive im sure in the next year or so the PS4 games such as BF5 and more will be using the likes of 4x MSAA

JsonHenry4089d ago

I'm with Volkama on this one. I would have put it nicer but still the same end meaning. Obviously "thereapersson" didn't read the article because it states NOTHING of the sort. If anything the recent news of DX12 for Xbox1 there will be less of a gap (though my money is still on PS4 for edging out the competition visually) than was previously expected.

All this article stated, in layman's terms, is that Sony's dev tools for C++ programming are helpful and make it easier for them to do their job than they had expected.

Cam9774089d ago

@OculusRift
He doesn't go to any parties

Ipunchbabiesforfun4089d ago

lmao @ volkama. That was pretty funny

MidnytRain4089d ago

Vokama, you deserve ALL the bubbles...

thereapersson4089d ago (Edited 4089d ago )

I read the article, and I know my conclusion wasn't aligned with the topic. But it's a true statement, what I said, so the semantics are unnecessary. People just still want to deny reality...

@ JsonHenry

You can't make an 8800 gt perform better than a 790 regardless of the amount of optimization and driver updates you apply to achieve parity. DX12 is going to make it easier to achieve good results on the One, but suddenly you have the usual ignorant ones thinking the gap is going to magically disappear.

+ Show (9) more repliesLast reply 4089d ago
Mr Pumblechook4089d ago

EA is one of the two massive video game publishers, over the next-gen Frostbite is going to be their main development platform. So if the technical director is singing the praises of the PS4 tool chain then this highly significant. It means Sony have done a great job in designing a powerful system that is also easy to develop for which has got plenty of developers excited. It also means that PS4 is likely to be the lead platform for Frostbite (EA) games which means that with time, multi-platform games that will take advantage of unique PS4 graphical capabilities.

Volkama4089d ago

Frostbyte is a powerful engine, but so far every game we know of uses the PC as the lead platform.

BF4 holds up well against anything on the market and Dragon Age 3 is on the right track to be gorgeous as well.

EA do not license this engine out, and there are no signs that their support for PC gaming is going quiet any time soon so I expect the PC will remain the lead platform.

The only Frostbyte 3 game currently available on consoles (BF4) runs better on PS4 than on the One, so as it stands this is still a significant advantage for Sony. People may not like EA, but they are a powerful player in the industry and do release some top games.

OculusRift4089d ago

@Volkama, you know what? The PC gaming scene is overrated. Why do I say that? Because, I just got a new PC that's more than capable of running a few games at Max detail, 50-60 FPS thinking I was missing something and that console gaming was boring, and Let me tell you.. IT ADDS NOTHING TO THE EXPERIENCE, IMO. Having the most powerful hardware doesn't mean crap, it's the games that tell the story. Go ahead, name a game that ran on those "gorgeous" textures and that told a story and it didn't suck? I can name a few that went down that path and how much they sucked story wise: Battlefield 3/4, every MOH since 2010, Killzone SF(MP was fun, but the story was trash), Crysis 1/2/3, Duke Nukem: Forever, RYSE.. Shall I continue?

Stapleface4089d ago (Edited 4089d ago )

@Oculus I'll name one, Skyrim. I'll just go by the numbers of people still playing the game, to know that it doesn't suck. Running 2k or 4k textures with other immersion mods (Lush trees and grass, Better Blood, Climates of Tamriel etc) makes that game way better to play on pc. Not to mention the mods that add the most important thing, hours of extra story line and gameplay. Quite simply, mods, make the pc the better place to play certain games. Others, it's just the availability of stuff like PhysX, better AA options, etc. Hell, options period, because you barely get those elsewhere.

Flutterby4089d ago

It's good that devs tell everyone how good the ps4 is instead of Sony just making up crap or pretending things are better than they are, the ps4 does all the talking via the games it doesn't need bs pr or smoke and mirrors , it just shows results non stop.

Shane Kim4089d ago

I agree with Staple however, for most people, modding isn't easy and the games that come out in their native form isn't much better looking than their console counterpart. I have a GTX 670, and i7-3770 nad 16GB of RAM running Windows 7 in 64-bit mode and a game like AC4 don't look much better than the PS4 version at max settings. At least not 2138 USD better as I payed for this PC a year ago.

Ju4089d ago (Edited 4089d ago )

NFS Rivals also runs on Frostbyte, FYI.

RegorL4089d ago

@Volkama NFS Rivals is also available on consoles.
(but I read some were that it was not stock Frostbite 3, both targeting console launch it only makes sense not to interfere in either game with the improvements made for the other...)

+ Show (4) more repliesLast reply 4089d ago
NovusTerminus4089d ago

C++ is general coding. you could considering it the foundation for most everything used in computer programs.

SMAA T2X is Anti Aliasing... which makes edges smoother, if I recall correctly.

shivvy244089d ago

oh now I get the second son reference in the article

OculusRift4089d ago

Oh, ok! Thanks.. Bub for you

WalterWJR4089d ago

C++ is just one coding language, a very popular one.

Bladesfist4089d ago

C++ is not general coding. It is not often used for coding. It is a low level programming language and is not used in most everything. C# and Java probably closer fit that description.

C++ is difficult as memory is not managed for you which makes it easy to write bad code. Which means for most things it is 'better' to use a managed language as your savings in cost and time will far outweigh any performance hit.

NovusTerminus4089d ago (Edited 4089d ago )

@ Bladesfist

Hence why I said it could be considered the foundation for most programs. All engines are built at a C++ base line level using C# and Java to build on the foundation on what was build, tis why building an engine is a daunting task. C++ has to be done precise and has a large room for a bloated, ineffective engine being the outcome, which makes the game run bad.

I was trying to keep it very simple and not get into the confusing details.

Bladesfist4089d ago

@LordMe
Sorry if I jumped at you there, the nerd in me has been starved of language discussions recently.

M1ST4K34089d ago (Edited 4089d ago )

A toolchain is a set of tools that run one after another (chain) used to compile your code into a playable game (in this context)... It might include stuff as Texture Compressor, Linker, Assembler, Shader Compiler, etc, etc, etc... C++ is just the programming language they use for the tools.

@Blades In performance programming you HAVE to program in a language that is compilable (C++, C, etc) and not interpreted (Java, C#, etc).

A compiled language generates low level code that runs directly in the machine, while interpreted generates bitcode that runs in a virtual machine, and that virtual machine reads the bitcode and runs it on the machine (well, I'm not in the mood of talking about JITs and stuff...) so it's MUCH slower.

Yes, you have free memory management in interpreted languages but you DON'T even want that when programming a game. Naughty Dog went in my university to give a speech about PS4 programming and they told us that they even "override" the malloc() / free() / new() / delete() functions from C++/C (functions used to (de)allocate memory) because they were far too inefficient for large allocations and caused far too much memory fragmentation.

TL;DR: You don't want stuff to be magically done by a programming language when doing high performance code (such as a game).

EDIT: Here, I found the presentation I was talking about:

http://www.gamepur.com/news...

It was held at Tecnico Lisboa (Portugal).

Bladesfist4089d ago (Edited 4089d ago )

@M1ST4KE
I don't work on AAA games so it is much better to focus on cost and time over performance for me. The performance of C# vs C++ is not even as cut and dry as you make it sound. It is entirely plausible for C# to outperform C++ in some situations.

I am not doubting that C++ should be used for engine development but writing game logic at such a low level is a bad idea and is why most engines offer something like lua, c# or UE 4s blueprints. The stuff you linked is engine level stuff.

Also C# is not an interpreted language. It is compiled to IL and then jit compiled to machine code at runtime.

Ju4089d ago

Managed code comes with all sort of garbage collection troubles which is the death in (high performance) gaming because it gives you "micro spikes" which trashes your frame rate - even if so small. That's why most high profile game engines have a lower impact scripting language or a native C++ interface. Unity offers C# (with a Mono runtime and AOT compiler on most consoles) with the result of those said garbage collector problems.

Managed code in gaming - while elegant to use - creates so much more headaches because people tend to be even more careless with their memory handling. In C++ you simply can't do that because you will be punished with a crash.

Boost/shared/smart pointers in C++ will also give you a form of managed memory without the troubles of a garbage collector (but also require to be considerate how to use those) and custom allocators can improve over all memory performance and stability.

The problem with C++ is the requirement of ahead of time compilation (using the said "tool chain") while in C# or Jave the turn around time is much much faster - and hence nice to use for prototyping.

VS can dynamically relink code at runtime - but this does not work with a target compile such as is the PS4 (for example). This almost gives you the illusion of rapid "programming" like C#/Java.

M1ST4K34089d ago (Edited 4089d ago )

@Blades Yup, mb, don't even know why I called C# interpreted (although Java is) but it has a huge overhead over C++/C (it has a virtual machine running between it and the machine) and the JIT runs at the same time as the code (Just In Time Compiler), and I highly doubt you could outperform an -O3 (g++) optimized C++ code with any C# (not a scientific statement, though :) )...

As far as game logic, you're right, SCRIPT languages are usually used (Naughty Dog said it used Scheme :D to program sound physics, etc...) but even that is usually pre-compiled and free from any garbage collector you are used too in the daily compilers/interpreters.

On my comment I clearly stated multiple times "while programming high performance code" (or something like that), of course that for your non-AAA game you can even use brute force algorithms with Java or whatever... I doubt there's any complexity that a good x86 CPU nowadays can't solve for you.

Your PC CPU has technology much more advanced to cover for bad (not attacking you or something xD don't even know you... just proving a point) programming than PS4. I recall Naughty Dog saying PS4's (consoles in general) CPU had a terrible Branch Predictor and they really had to pay attention to that, while your amazing i7 even makes some sick moves (statistic analysis, etc) to be able to predict the correct jump.

EDIT: Well, Ju's answer is pretty complete... You can speed up your C++ programming time (produce code faster) with a good toolchain + API + libs... to the point that it's much more productive to produce fast performing code right away other than producing slower code and then wasting a lot of time battling with garbage collectors / whatever to speed up your code.

Bladesfist4089d ago (Edited 4089d ago )

@JU

Yes the garbage collector spikes are a problem but most of the time resources can be pooled and "real time" allocations can be brought down to nothing (or close to nothing) by allocating locally to the stack / pooling and making sure your stuff won't meet the garbage collector.

I think you would be suprised at how little the performance difference is when you make sure you are not generating any additional garbage to the C++ memory management functions.

And this is what I mean about C# being faster in some situations.
http://stackoverflow.com/qu...

@M1ST4K3
The VM is not really a virtual machine at all, it is an abstraction of a processor so that your code runs on anything. The JIT compiler converts methods to bytecode when they are needed and from then on the bytecode will be called. So it is a one time performance hit. Also some c# compilers use ahead of time compilation.

Ju4088d ago

I believe you. But with that said, you loose quite some advantage of "quick and dirty" implementation because you yet again need to spend the time in proper planing which is true for any programming language.

+ Show (9) more repliesLast reply 4088d ago
Yaay4me4089d ago (Edited 4089d ago )

Well its pretty much what MS is talking about with DX12 minus the PR talk. (From what i gather)

Lior4089d ago (Edited 4089d ago )

Wait people are saying how powerful the system is when he indirectly says it's not when they could not do SMAA because the system would not do it at 60fps

SnakeforPresident4089d ago

My guess is they just didnt have the time to optimize it and getting it working for the ps4 at a level they wanted in time for launch. Idk if you noticed but that game didnt have the best launch and was probably rushed out the door.

Anonagrog4089d ago (Edited 4089d ago )

To add to what 'LordMe' said, this isn't directly talking about C++ programming. This is referring to supporting the developers in getting their C++ work up and running easily on the ps4, and providing a targeted, rich feature-set for testing and debugging. In other words it's headache, time, and cost reduction improvements for the devs.

The other thing, SMAA, is just referring to a post-process anti-aliasing technique that provides much better filtering accuracy than some of the existing techniques like standard FXAA or the original MLAA. FXAA is what they opted for as it's cheaper to calculate, but that comes with an inherent degradation to image quality in comparison.

sigfredod4089d ago

It means what other developers have state before, that the PS4 have a very good api that allows pedal to the metal coding, what is an advantage if you take the time to use it

fr0sty4089d ago (Edited 4089d ago )

Enhanced sub-pixel morphological anti-aliasing. It basically combines 3 other AA techniques, morphological anti aliasing (which is cheap as far as processing requirements, but not always accurate and can produce unwanted artifacts), SSAA, and MSAA, which are far more taxing on the GPU but produces more accurate results. The combination of them gives a lower performance hit than SSAA/MSAA, but better results than MLAA because they contain sub-pixel information (they can sample from a higher resolution image). It also uses temporal AA, using data from other frames to more accurately detect where edges should be in the current frame.

His comments about the API just state that PS4's API is very solid and doesn't need much updating, though you will still see massive improvements in the toolchain and middleware that will make games in 4 years do things we never would have thought possible on PS4's hardware, much like we saw with the last gen consoles and their later released titles.

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deathisgamesok4089d ago

With how many technical problems BF4 had on any platform I'm almost certain that they could've implemented SMAA T2X on PS4 if they didn't rush the game out to compete with CoD.

pyramidshead4089d ago

Haha I love the parody accounts of the well known Xbone fanboys that lurk here.

I get your username reference ;).
+bubbs

PyramidsHat4089d ago

Yeah it is hilarious when that happens
+bubbs

pyramidshead4089d ago

should have went with a lowercase p and 'feet' :P
pyramidsfeet ;p.

PyramidsHat4089d ago

Perhaps, but honestly the joke was already more effort than it was worth lol

asmith23064089d ago

Oh look, I guess the PS4 can still compete against cloud power and DX12 ;)

MasterCornholio4089d ago

I'm sure it will.

:)

I'm a firm believer that most of a systems power comes from its hardware and not its software. This is the main reason why a Titan based PC running on a clunky operating system vastly outperforms a console.

pyramidshead4089d ago (Edited 4089d ago )

are you serious? PS4 will obviously optimise backwards, unscrewing itself into individual factory components in developers hands as cloud power and DX12 progresses. /s

xD

*psst, btw the '/s' stands for sarcasm*

Agent_hitman4089d ago

It only means that powerful hardware is the most important not the API itself.. Because if you have a powerful console like Ps4, any API like PSSL or even DX12 would further enhance the system and it's capabilities..

Not the ridiculous power of the clouds gimmick that only minor consumers can accommodate but majority of the users are still using not-so-fast internet..

000014089d ago (Edited 4089d ago )

this makes me hopeful that DICE will optimize Star War Battlefront a lot better than they did Battlefield 4 for the PS4.

WitWolfy4088d ago

Don't hold your breath, this is EA we're talking about here.

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150°

Battlefield 1, Hardline, BF4 Servers Are Being Taken Offline by Cheaters; EA Silent on Issue

Cheaters & hackers have been causing grief on Battlefield 1, Hardline & BF4 servers, with nonstop DDoS attacks among other things. Unfortunately, EA has remained silent about it.

-Foxtrot1177d ago

Course they are silent, they are hoping people flock to 2042

gamesftw2501176d ago

Maybe it was a inside job then haha.

jeromeface1175d ago

wouldnt be the first time, titanfall 1+2 anyone?

PapaBop1176d ago

Not even if they paid me.. EA always do this with old games with less money potential, if this was Ultimate Team, they'd address and sort it faster than stories could spread. Why invest time in their products when they will just dump it in the following years? Then again EA never could see the forest for the trees.

Inverno1176d ago

I imagine after those games were given out for free a couple months back through Amazon, anything that makes people go to 2042 is a plus for them

XiNatsuDragnel1177d ago

They want people to go on 2042. My theory

excaliburps1176d ago

Nah. I think they can't do anything about it or they want to sink money into fixing it.

Pudge1028881176d ago (Edited 1176d ago )

EA owns all BF servers so yes, they can do something about it but they refuse to because they dont want ppl playing their old games instead of the new one. Its EA we’re talking about here

pr33k331176d ago

if this happened in 2042, they'd have something to say. which is weird, considering battlefield 1 has more players on steam right now.

Pudge1028881176d ago

Its so obvious that EA is doing this or hired ppl to mess up the games so that we’d be forced to have just 1 Battlefield working.

FPS_D3TH1176d ago

Honestly it’s probably the devs themselves. They did an update to bf4 way back that kinda made assault rifles doo doo in hopes that people would flock to BF1 cuz BF4 was too perfect

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60°

5 Great Shooter Games on Xbox Game Pass

The shooter genre is one of the most beloved videogame genres in the gaming community, and rightfully so. From DOOM Eternal to Battlefield 4, passing through The Outer Worlds, the Xbox Game Pass has a lot to offer when it comes to amazing shooter experiences. Come check out some great shooter games available on Xbox Game Pass!

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keengamer.com
MadLad1191d ago

There's a bunch of great shooters on gamepass; both legacy and new.

A recommendation I have is a work in progress preview title called Anacrusis. It's a lot of fun, and has a cool aesthetic.

90°

5 Games That Started Out As A Buggy Mess

KeenGamer: "Sometimes a game starts out as a buggy mess and we all just stop and think, “that definitely could have spent a bit more time in the oven”. This is the case for these 5 games which infamously marked their place in recent game memory."

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keengamer.com
KingofBandits1283d ago

"Games That Started Out As A Buggy Mess - A Bethesda and CD ProjektRed tale"