BriareosGAF said:



And almost no one does development of PC as a port. PC is a different build target out of the same tree for almost every studio out there, and for a majority of them the primary development platform. I don't know why the audience clings to this notion of "ports", it's nonsensical. You guys are way off-base, the generation of efficient GPU microcode is the number one focus on console this generation, in order to get maximal hardware utilization. As a result we pursue tons of techniques that leverage microcode intrinsics (to achieve scalarization for better VGPR utilization) or other hardware features on the consoles (render target metadata, MSAA abuse). Then we have to spend time figuring out how to bring similar to the PC (c.f. NVIDIA and AMD ), or come up with alternate schemes.And almost no one does development of PC as a port. PC is a different build target out of the same tree for almost every studio out there, and for a majority of them the primary development platform. I don't know why the audience clings to this notion of "ports", it's nonsensical. Click to expand...

Well, yeah, but you don't need to bring any on this to PC as PC GPUs are so much faster that they'll be fine even without console code rendering tricks - and this in fact is what most devs are doing, the usage of AGS and NVAPI for porting console shader intrisics are limited to just a couple of titles right now. Then there's SM6 which should provide a way to handle most of console shader extensions inside DX standard shader model. One could also argue about the levels of benefits these console specific GPU optimizations will even bring to NV's PC h/w - which is the majority of h/w here.Basically, console GPU code is not the reason we get bad "ports" like Dishonored 2, it's the general lack of attention to PC specific h/w configurations (NUMA being one of them) and / or badly written renderers in general (NMS is still stuttering on my GTX1080 for example).