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The minimum performance target is usually 30fps (more common) or 60fps (less common) as that's all that a consoles budget usually allows. All you need is one thread that comes in just under 32ms on a PS4, but maybe doesn't scale all that well. For example, it's a task that's heavily memory bandwidth or latency bound, which isn't really all that much better on modern top-end desktops. Bam, now you have both a "badly optimized" game and one in which all performance targets are achieved.

Which is not really all that unlikely of a scenario. Just look at the absurd gains that the 5800X3D achieves in some engines over the 5800X, despite the X3D running at lower clock speeds. GTA 5 is a good example here ( https://youtu.be/hBFNoKUHjcg?t=885 ) - the 5800X3D achieves the highest fps on that at 171, a staggering 40 fps higher than the 5800X (by comparison the 12900K is 154fps). Something about that engine just slams into a memory bandwidth/latency wall, at which point it just stops scaling.




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