Author Topic: Playstation 4  (Read 5322 times)

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Offline rembem

Playstation 4
« on: October 09, 2018, 12:18:20 am »
The Playstation is a very powerful render/graphic machine ...... is there a way to use the render capacity of the PS4 in the KeyShot network rendering?

Offline mattjgerard

Re: Playstation 4
« Reply #1 on: October 09, 2018, 06:41:42 am »
Good thought, but most likely not as most (if not all) gaming consoles are using GPU rendering tech, not CPU as Keyshot does. They are pretty purpose-built for doing what they do which is rendering real time full res high FPS images with as little resources as possible and are dependant for that huge performance on highly optimized authoring of the games themselves. I saw a demo of a PS4 game being run side by side before and after game engine optimization, and the results of the "fat trimming" done by the coders was fairly impressive. There was an easy 200% increase in performance after the assets of the game were optimized, and the code tweaked to run as lean as possible.

But, looking to non-standard compute power for stuff like this is interesting to ponder.

Offline Eugen Fetsch

Re: Playstation 4
« Reply #2 on: October 09, 2018, 11:34:22 pm »
Play Station 4 has a weaker GPU computing performance then a 70$ GTX 660. As matt mentioned all PS4 games are heavily optimized with baked reflections, lighting, shading, etc. into the textures, so it makes an illusion of good computing performance. When it comes to PBR rendering this system will loose. Can't see the benefit in developing for old technology.