Elitebastards y Gavin Carter escribió:Elite Bastards: A previous interview mentioned using multi-threading to help speed up area/cell loading for when players move about the game world. Are the devs using multi-threading in other ways to facilitate game performance?
Gavin Carter: The game’s code takes advantage of the multithreaded nature of the Xbox 360 and multithreaded PCs to improve just about every aspect of the game. The primary function is to improve framerates by off-loading some work from the main thread to the other processors. We do a variety of tasks on other threads depending on the situation – be it sound and music, renderer tasks, physics calculations, or anything else that could benefit. Loading also gets spread across hardware threads to aid in load times and provide a more seamless experience for the player.
Elite Bastards: With the Xbox 360's advanced Xenos graphics chip from ATI, are there going to be any graphical differences between Oblivion on the PC compared to MS' new console? What are some of the technologies supported by the Xenos chip Bethesda's programmers are most keen on taking advantage of?
Gavin Carter: The performance of the Xbox 360 GPU is something we’ve been extremely impressed with even going back to the alpha kits. It’s really a beast thanks to innovations like the unified shader architecture. It tears through our longest shaders like a hot knife through butter. As far as differences, if you’ve got a fast PC with a graphics card with full shader model 3.0 support, the differences should be miniscule in nature.
enfocado hacia multicore.. por no decir lo impresionado que parece con la GPU de X360