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  (Source: Heavy)
Brilliant game developer says Microsoft cloud computing does not appear to give the Xbox One a significant edge

Gaming legend and id Software Technical Director/cofounder John Carmack at his QuakeCon 2013 keynote offered up his thoughts on Microsoft Corp.'s (MSFT) Xbox One and Sony Corp.'s (TYO:6758) PlayStation 4, which will be waging war this holiday season for dominance in the eight generation of home video game consoles.

He led off by saying that he hadn't done enough head to head benchmarks to make direct comparisons between the consoles.  But based on his experience (Mr. Carmack still remains actively involved in programming top id Software titles and pioneering new graphics techniques) he says he believes they're "very close" in capabilities and that "they're both very good".

In some ways this comparison is bad news for Microsoft as it calls into queston the company's claims that its console is five times as powerful when connected to the cloud as when processing offline (if anyone would fully leverage the Xbox One's full potential, it would likely be Mr. Carmack).

id Software

Also bad news for Microsoft is Mr. Carmack's dour assessment of the Kinect sensor.  Aside from concerns regarding "always on" U.S. National Security Agency (NSA) spying (Microsoft has a major voluntary data sharing agreement with the NSA, reportedly), Mr. Carmack offers criticism of the controls themself, stating, "[The Kinect 2 is] kind of like a zero-button mouse with a lot of latency on it."

The PS4 appears to enjoy a moderate lead in preorders over the Xbox One.

You can watch Mr. Carmack's full keynote below, via the YouTube:

For the unitiated, you may ask why listen to Mr. Carmack.  Well, he coded a hardware-optimized build of Wolfenstein 3D for the iPhone in 4 days, when it was estimated to take a full team of programmers two months to perform a basic (unoptimized) port.

Source: Kotaku

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RE: Not actually true, though, is it?
By Mitch101 on 8/4/2013 11:33:49 AM , Rating: 3
There was a time when OpenGL was exceeding DirectX and you can probably thank Carmack for pointing that out but what Has Not Happened is that OpenGL doesn't get nearly as much love from NVIDIA/ATI/AMD/INTEL. Having Drivers and Having Optimized and refined drivers are two different animals. DirectX gets all the attention from the GPU developers especially on the development front while OpenGL is treated like the bastard step child ask anyone who does Linux how they feel about graphics driver support. Its not that its bad its quite excellent but the reality is DirectX is faster giving Microsoft a performance optimization boost over OpenGL. The last line of the article about sums it up DirectX on AMD which is what is in these boxes is about 20% faster on DirectX over OpenGL.

26/02/2013 A look at OpenGL and Direct3D performance with Unigine
Hence, either because the OpenGL implementations are generally slow or because streaming assets is slower with OpenGL, rendering with OpenGL is significantly slower than rendering with Direct3D 11 even with nicely crafted code like I expect Unigine to be. However, it appears that Intel OpenGL implementation is the one performing best or should I say the less badly.

the performance differences with Direct3D 11 and OpenGL implementation is roughly 10% for Intel against about 20% for AMD and 30% for NVIDIA.

By nafhan on 8/5/2013 6:27:45 PM , Rating: 2
Actually, an article showing a performance advantage in a single benchmark doesn't prove much of anything beyond a performance advantage in a single non-game benchmark. This is why review sites tend to put big disclaimers around this type of testing.

Also, OpenGL gets plenty of love from ATI (PS4/Wii), PowerVR (many Android and Apple devices), and Nvidia (many Android devices and their own game console). Don't take this as hate on DirectX - it has definitely evolved into a solid platform.

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