RandomJay94
2020-07-10T01:09:28+00:00
[url]https://wccftech.com/playstation-5-boost-clock-design-opens-up-a-lot-of-opportunities-says-dev/amp/?__twitter_impression=true[/url]
在谈及PS5的动态频率时,开发者表示:
I think it's a bit like when developing for PC, where you have access to all that different hardware and you can kind of tune things based on your needs. And what Sony are essentially saying are, here's your tool of options, you can absolutely throttle to the max. We prefer if you didn't, but if there's like a fringe case where you're just off that tiny bit of performance you need, we will let you squeeze a little bit extra.
我想这有点像你在PC上开发的时候,你能够获取各种不同的硬件并且你可以根据你的需要进行调整。索尼强调的是,“这是你的开发工具,你完全可以使用峰值性能。我们不建议你这么做,但是如果有那么一小部分(fringe原意指刘海、穗、边缘)情况你就是缺那一丁点儿性能,我们可以让你再榨取一点点额外的性能”。
It also opens up a lot of different opportunities such as, say that you wanted to take rendering for some specific thing like a particle and you wanted to run it through something like the CPU for a specific cutscene, that'd be possible now whereas historically you had to be really careful that you didn't flood a specific thread.
这也开启了很多不同的机遇,比如,你想要为一个特定的过场渲染一些特定的东西比如说粒子,并且你想要让它运行在CPU上,以前你需要非常仔细以避免给某一个线程造成过大压力,而现在就成为了可能。
It opens up a lot of interesting opportunities of offloading that kind of stuff elsewhere on the machine, which is something that's getting less and less common, to offload other parts of the machine.
它开启了很多有趣的机遇,使得你可以把这种东西卸载到其他的硬件上,而越来越不需要把已有的其他资源卸载。
在谈及PS5的动态频率时,开发者表示:
I think it's a bit like when developing for PC, where you have access to all that different hardware and you can kind of tune things based on your needs. And what Sony are essentially saying are, here's your tool of options, you can absolutely throttle to the max. We prefer if you didn't, but if there's like a fringe case where you're just off that tiny bit of performance you need, we will let you squeeze a little bit extra.
我想这有点像你在PC上开发的时候,你能够获取各种不同的硬件并且你可以根据你的需要进行调整。索尼强调的是,“这是你的开发工具,你完全可以使用峰值性能。我们不建议你这么做,但是如果有那么一小部分(fringe原意指刘海、穗、边缘)情况你就是缺那一丁点儿性能,我们可以让你再榨取一点点额外的性能”。
It also opens up a lot of different opportunities such as, say that you wanted to take rendering for some specific thing like a particle and you wanted to run it through something like the CPU for a specific cutscene, that'd be possible now whereas historically you had to be really careful that you didn't flood a specific thread.
这也开启了很多不同的机遇,比如,你想要为一个特定的过场渲染一些特定的东西比如说粒子,并且你想要让它运行在CPU上,以前你需要非常仔细以避免给某一个线程造成过大压力,而现在就成为了可能。
It opens up a lot of interesting opportunities of offloading that kind of stuff elsewhere on the machine, which is something that's getting less and less common, to offload other parts of the machine.
它开启了很多有趣的机遇,使得你可以把这种东西卸载到其他的硬件上,而越来越不需要把已有的其他资源卸载。