News for hackers. Stuff that matters.
Re:Parallelizing the Naughty Dog Engine Using Fibers [video] by aidenn0 on Friday May 27, 2016 @02:17AM (#11784249)
A note is that input latency will be 17ms longer with the pipelining versus running at 30fps. That's still almost certainly a huge win though, as the smoother rendering at the higher rate will make it perceived as more responsive, particularly since input latency doesn't go much below 100ms these days.
Re:Parallelizing the Naughty Dog Engine Using Fibers [video] by w0utert on Friday May 27, 2016 @05:57AM (#11784935)
Why? As he explains in the Q&A session after the talk, two frames of latency at 30Hz (2 x ~33ms) is still more than 3 frames latency at 60Hz (3 x ~16ms). You will always have at least 2 frames latency if you split the game logic and render stages like they did for TLoU on PS3, so in fact their PS4 engine has better framerate and latency.
Re:Parallelizing the Naughty Dog Engine Using Fibers [video] by aidenn0 on Friday May 27, 2016 @10:58PM (#11790409)
Before they implemented pipelining, they had all of the stages running in under 33ms on the ps4. Yes, this is lower input latency than on the ps3, but that's beside the point.