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PS4 rendering constraints?

Discussion in 'General Graphics' started by Pepsidog, Jun 11, 2019.

  1. Pepsidog

    Pepsidog

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    What are some rough numbers for ps4 rendering constraints? Triangle count? Render Pipeline? Shaders? Texture resolution? Realtime shadows? Post processing?
     
  2. bgolus

    bgolus

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    A large number.

    Yes, one of them.

    Yes, probably several.

    They have that, yes.

    Probably.

    Sure!


    I hope that helped!





    Seriously though, none of these questions have simple answers. The constraints are dependent on what you choose to do and make important. A game’s performance is a complicated topic.
     
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  3. Pepsidog

    Pepsidog

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    Why do you never actually have helpful replies?
     
  4. AcidArrow

    AcidArrow

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    You really missed the mark there.

    I think you could copy paste bgolus' forum posts verbatim and make them into a book, and it would be one heck of an informative and helpful book about computer graphics.

    What kind of useful reply are you looking for? If there were actual numbers here, what would you do with them? What actual usefulness would you draw from them, given that performance is a complicated matter.

    I saw someone gave you a bunch of numbers for mobile VR. If I boiled down my mobile game to numbers like that it would look absolutely completely different.

    Cheat sheets like that are useless.
     
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  5. SugoiDev

    SugoiDev

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    Yeah. bgolus' replies are among the most informative I've ever seen.
    I actually subscribe to this forum just to read his answers.

    Now, just so I'm not totally off-topic.
    The PS4 can be considered a mid-range computer (something like a 5 year-old gaming PC) for most simple cases.
    Just develop your game and profile as you go. Nothing beats real profiling.

    As for specific stuff, it's best to read the scedev forums and the manuals. There's a lot of stuff under NDA, so you won't find a lot of specific information around the net.
     
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  6. Peter77

    Peter77

    QA Jesus

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