1/12/2024 0 Comments Metro 2033 redux controls ps4![]() Every other pass, including forward rendering and deferred lighting uses binning rasteriser with different settings for tile cache." For example, the straight immediate mode rendering is only used during g-buffer creation and shadow map rendering. For example, NVN exposes a lot of controls for memory compression, tile cache behavior and binning, memory layout and aliasing. "Much of our GPU optimisations were focused on reducing memory bandwidth/off-chip traffic. "I am not sure I can talk that about, but we use all of them it seems," explains Shishkovstov. ![]() So what Maxwell features are used in Metro Redux? ![]() It seems that NVN really makes a key difference here, with 4A suggesting that it gives direct access to the Nvidia Maxwell architecture. When the Nintendo hardware was first announced, our only experience of the Tegra X1 processor came from the Shield Android TV, where last-gen console conversions typically under-performed. Much better than Vulkan, for example."Īnd it's here where we're especially interested in how Switch delivers so much from so little. It is well-designed, clean and exposes everything the hardware is capable of. "CPU overhead is negligible, in most cases that's just a few DWORDs written to the GPU command buffer. "NVN is is lowest possible graphics API on NX," explains Shishkovstov. ![]() Switch itself supports OpenGL and Vulkan, but for optimal performance, 4A chose the API developed by Nvidia itself for best performance on Switch. The firm has a long history of supporting the most performant, low-level APIs, with Metro Exodus running on DX11, DX12, Vulkan and GNM across its various multi-platform releases. Animation sucks up a lot of processor cycles, so the idea of adding level of detail (LOD) transitions to the system makes a lot of sense.Īfter this, 4A moved on to GPU optimisations, and it all began with the choice of graphics API. Impressive stuff!Įxplained like that, 4A's solution to the Switch's CPU limitation seems fairly straightforward but the process of coding at the assembly level - literally the native language of the Switch ARM Cortex-A57 CPU cluster - can't have been a walk in the park. Watch on YouTube Everything you need to know about the Switch versions of Metro 2033 and Metro Last Light. Then the bone LODding arrived - the CPU was 'solved' even with some headroom necessary for stable framerate." The low level optimizations alone got us to an unstable 30Hz when we were not GPU bound. "Then we focused on animation processing on the high level and on extracting ILP (instruction-level parallelism) out of the A57 on the low level - down to assembly. "First, we backported some optimisations from Exodus to the Redux codebase," Shishkovstov explains. Halving the target frame-rate from the PS4 and Xbox One's 60fps down to 30fps was required before the task of optimising systems began. 4A started out by translating over the existing Metro Redux games from PS4 and Xbox One (and to stress the point, Switch doesn't get last-gen ports here), a process the 4A team carried out very quickly, but this early version of the game could only manage frame-rates of around seven to 15 frames per second. The results of the conversion work are certainly impressive bearing in mind the yawning gap in CPU specs. The GPU was fine, as graphics can be scaled up and down much easier than, for example, game simulation code." "You know, going from base PS4/Xbox One with approximately six and a half or seven CPU cores running at 1.6 GHz to 1.75GHz down to only three cores at 1.0GHz sounds scary. "At first, I did have really big concerns performance-wise," admits 4A's chief technical officer, Oles Shishkovstov. So what's the secret? How do developers manage to achieve such impressive results from five-year-old Nvidia mobile hardware? However, since then, a procession of technologically ambitious current-gen console titles have migrated onto the Nintendo console hybrid, culminating in the arrival of the wonderful Metro Redux from 4A Games - highly impressive conversions and perhaps the closest, most authentic first-person shooter ports we've seen. It began with Doom 2016 - a Switch port so ambitious, it simply didn't seem possible.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |