PaintTinJr
Member
Just to be clear in advance, that this comment is not to be down on the game, or DF, but they didn't actually set the record straight, they hypothesized the game is CPU bound, while showing Star Citizen at 17fps, claiming it was CPU bound by their monitoring numbers, while making no allowance for an equally likelihood that both games are CPU Data to GPU VRAM bound, either by memory bandwidth or even by PCIe bandwidth.DF sets the record straight. And people still trying to criticize 30fps here lol.
Their hypothesis is a little flaky given that similar game data mechanics worked on the 360 and PS3 games by Bethesda, and those consoles had much smaller memory bandwidths, and 32x less unified RAM, and much weaker CPUs in IPC, lower general purpose core and thread counts, lack of SMT cores, etc, etc.
Going by the information about the forge engine's components had been added to the game's engine, it is more likely that the underlying problem is that they have choose to continue with a deferred graphics rendering solution to provide the GI lighting they mentioned, which typically results in 30fps games, because despite deferred rendering being easier to utilise more of the rendering potential of the GPU, it adds latency for every state change of deferred buffer being rendered, and further latency from gathering and compositing, to actually render a front-buffer frame to display for the user. Triple buffering is typically considered for deferred rendering, also to help with frame-pacing, but in-turn adds input latency.
Last edited: