![]() Works on all platforms supported by Unity.Here is the list of shader models supported, with roughly increasing set of capabilities (and in some cases higher platform/GPU requirements): #pragma target 2.0 Using #pragma target 5.0 is still valid, as long as you don’t use geometry shaders. This allows non-DX11 targets with broader run-time and feature differences to be more compatible with the existing shader content.įor example, Unity supports tessellation shaders on Metal graphics, but Metal doesn’t support geometry shaders. Using tessellation shaders ( #pragma hull or #pragma domain) sets the compilation target to 4.6.Īny shader not explicitly setting a function entry point through #pragma for geometry, hull or domain shaders will downgrade internal shader capability requirements.Using a geometry shader ( #pragma geometry) sets the compilation target to 4.0.Some other compilation directives make the shader automatically be #pragma require integers 2darray instancingīy default, Unity compiles shaders into almost the lowest supported target (“2.5”) in between DirectX shader models 2.0 and 3.0. Indicate the compilation target by using the #pragma target name directive or the more specific #pragma require feature … directive. Note: Using higher shader compilation targets may prevent the shader from working on older GPUs or platforms. To allow the use of more modern GPI functionality, you must use higher shader compilation targets. The reality of it is up to you to decide.When writing either Surface Shaders or regular If our counter part, which could theoretically match its' components to be equal or greater to the PS4, only supports Opengl 4.3, why does the requirement say 4.5 on the Twitter? Maybe it has something to do with Sony, perhaps not. What does all of this mean though really? Well, consider this. Our GeForce GTX 770 is running 224.3 GB/s Memory Bandwidth and since our processor is already up to flak for the frequency match-up, and the pixel and texture fillrates are exceeded as well, we're golden! #PS4 OPENGL 4.3 PS4#Our counter-part will be a Nvidia card and since there isn't quite a GPU with the Maximum Bandwidth as the PS4 we'll use something very close. Sporting 8 cores at 3 GHz and with a 20MB Cache, this processor more than meets the expectations. Playstations have 2 x 2MB Cache and 1.6 GHz frequency for their CPU also, so the Intel® Core™ i7-5960X Extreme Edition should work quite well. ![]() #PS4 OPENGL 4.3 PC#" The GPU consists of 18 compute units to produce a theoretical peak performance of 1.84 TFLOPS.The system's GDDR5 memory is capable of running at a maximum clock frequency of 2.75 GHz and has a maximum memory bandwidth of 176 GB/s." This is a direct quote from the PS4 Wiki Page.įor the CPU, I'm not particularly sure any PC has 2 4-Core Modules at its' base (patented), So we will use a processor with 8 cores instead. Although this is true in most cases, for the PS4, Sony paired with AMD to create a new "APU" which combines the two components. While it may be common knowledge to most, there are CPU and GPU components we must take into consideration. Well I can't put pictures in these things so bare with me. Now, by this point you are probably saying, "Well this guy has to be on drugs or something, I mean, how could we possibly find an exact match for this stupid console?" Well I have an answer for you! All we have to do is match the individual components to their respective PC counter-part right? I'll give you a moment to do that math in your head.Īfter some thought I figured, why not just place the information in the forefront right? ![]() If you are following along keep this page open for reference. In the following link, a gracious host has provided us with the exact specifications of the PS4 device. Now to compare the two systems, PC Master Race and Playstation 4, we must gather the specifications of the two systems. Considering it was the only console NMS was released on, we don't have much of a choice. ![]() In this scenario we have to use the Playstation 4 Console. To investigate the requirement we must first have a "control" if you will. I think I may be able to shed some light on the fact. So many of our Space Cowboys out there have been wondering, "OpenGL 4.5?". ![]()
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