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Metro: Last Light Team Discusses How PS4 and Xbox One Really Stack up

Posted on the 27 August 2014 by Sameo452005 @iSamKulii
Metro: Last Light Team Discusses how PS4 and Xbox One really stack up
The PS4 has required a reputation for being more powerful than the Xbox One, and now a developer has really weighed in on how these new machines really stack up against one another. 
Digital Foundry recently had a chat with 4A Games chief technical officer Oles Shishkovstov, where he gave a deep insight on the new development cycles.
Digital Foundry: “Xbox One’s lower compute unit count, memory bandwidth and ESRAM issues are well documented. Resolution differences in multi-platform games are commonplace and in some titles we’re even looking at 720p vs 1080p. What’s your take on the differences between Xbox One and PlayStation 4?”
Oles Shishkovstov: “Well, you kind of answered your own question – PS4 is just a bit more powerful. You forgot to mention the ROP count, it’s important too – and let’s not forget that both CPU and GPU share bandwidth to DRAM [on both consoles]. I’ve seen a lot of cases while profiling Xbox One when the GPU could perform fast enough but only when the CPU is basically idle. Unfortunately I’ve even seen the other way round, when the CPU does perform as expected but only under idle GPU, even if it (the CPU) is supposed to get prioritised memory access. That is why Microsoft’s decision to boost the clocks just before the launch was a sensible thing to do with the design set in stone.
“Counting pixel output probably isn’t the best way to measure the difference between them though. There are plenty of other (and more important factors) that affect image quality besides resolution. We may push 40% more pixels per frame on PS4, but it’s not 40% better as a result… your own eyes can tell you that.”

Discussing developing for both consoles, Shishkovstov had some criticisms of the Xbox One’s DirectX 11-based API. But he also made a point of saying that it’s improving – rapidly.
“Microsoft is not sleeping, really. Each XDK that has been released both before and after the Xbox One launch has brought faster and faster draw-calls to the table,” he said.
“They added tons of features just to work around limitations of the DX11 API model. They even made a DX12/GNM style do-it-yourself API available – although we didn’t ship with it on Redux due to time constraints.”

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