This frees the cpu to focus on other things to get more done faster.
![metro shift shader 12 metro shift shader 12](https://justicesoultuna.files.wordpress.com/2017/09/d2-day3-screenshot-2017-09-07-15-16-18.png)
![metro shift shader 12 metro shift shader 12](https://i.kinja-img.com/gawker-media/image/upload/c_fill,f_auto,fl_progressive,g_center,h_675,pg_1,q_80,w_1200/dstihscag70ikxowjkrc.jpg)
It takes that transcoding load off the cpu and literally offloads to the AfterBurner card which is specialised for that workload and is much faster at it too. Guess what else does something similar, but for video transcoding, the Apple AfterBurner card in the mac pro. Both do decompression and do it differently but with the same end goal, taking the decomp load off the cpu, so that its resources are used for other things.
#Metro shift shader 12 series#
Do you expect a console to be able to maintain a peak of 5.5GB/s using air and in an enclosed space no less? Look the io complex has loads of potential, but so does rtx io in terms of asset decompression ,they both aim to rid the cpu of the burden of having to decompress assets using its cpu cores, instead using the SM's in rtx 20 & 30 series cards and the decomp unit in the io complex in the case of the ps5.
#Metro shift shader 12 Pc#
There are pc raid0 liquid cooled expansion cards that can fit up to 4 m.2's all at once, but still can't maintain the insane peak speeds for an indefinite period of time. That's the thing with PC its flexible its not limited by anything.Ĭlick to expand.No, I didn't think that pc ssd problems would map directly into the ps5 ,please stop putting words in my mouth. Or you know they just demand a bit more memory. If you look at past generation shifts from consoles, u could see this easily how little to nothing devs give about minimums or averages on what PC gamers have. Devs know fully well that not 1 billion people are going to buy there game, they focus on the target they wanna focus on. If a game requires more hardware it will require more hardware and minimums go up. If R&C was builded from teh ground up for PC, it will be designed for the strengths of PC. R&C is designed for PS5 weaknesses and strenghts. Why is it that it took so long for sweeney to make EU5 happen? why not worked on it when SSD's came out on PC? yea there you go.
#Metro shift shader 12 Ps4#
Why? nobody cares because all the games are PS4 limited. The whole reason we are pushing into directstorage and SSD decompressions at high speeds 5 years late is because consoles push it, PC already has it for ages the hardware, yet nothing gets coded or made for it. What holds PC back is the constant being limited around console design choices. What is far more a problem and can't be solved is connections wait delays. Load times haven't been a problem for PC for a while now. and the few that exist are all server connection related. While in the meanwhile if you look at PC mmo's like wow/bdo there is no such issue, its straight up no loading time whats o ever. It loads when u enter every building etc etc etc. They see FF14 = console mmo = load load load load load load load every 10 seconds when u walk through the world.
![metro shift shader 12 metro shift shader 12](https://i.ytimg.com/vi/VVyrTky8wns/maxresdefault.jpg)
Which confuses most people posting in this topic.
![metro shift shader 12 metro shift shader 12](https://pbs.twimg.com/media/Eb_Nv7RWAAAHe0h.jpg)
The problem is people are comparing games that are not designed for the platform to start with, they are just simple ports.