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Software | Win 10 Pro |
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Yet playing doom on linux via windows shows different fps capabilities as do all games.That is just incorrect : https://www.khronos.org/registry/OpenGL/extensions/INTEL/INTEL_map_texture.txt Not only that this isn't true on an API level, this is simply not true in general, the CPU can access memory on any device addressed through it's IO ports and vice versa. How else would all of this even work ? Of course you can directly access memory from anywhere. If it's slow, not secure, etc is a different matter.
Elaborate please, how does it all work together such that it's so vastly different ? When you do a draw call does it work differently compared to a Windows machine running DirectX ? Give me an actual example of how something is so fundamentally different at a software level on a current generation console.
That's why this discussion doesn't go anywhere because of all you are just telling me that I am wrong and when asked why all I get are incredibly vague and elusive claims such as "there is a million abstraction layers" and "legacy stuff makes things slower".
Excuse me but, I simply cannot take those as serious arguments and explanations. With the advent of these new consoles all they need is an API , a graphics driver and an OS and they all interface in the same way they do on PC. Just like everything else out there nowadays, there is no reason to believe it all somehow works differently despite them being nearly identical platforms, hardware wise.
If you really want to see a console in action who works differently and does benefit from optimizations unseen on PC take a look at the PS2 which had a vector co-processor and other DSP-like components who did actually need a completely different framework. Those days are simply gone.
You are short selling the optimisations sony have had to do.
If you were right then the same system x86 could play the same game on linux or windows at the same fps , but that is not so.
Ps4 does not use windows, Xbox nearly does.