PS4’s Powerful Async Compute Tech Allows The Tomorrow Children’s Developer to Save 5 ms Per Frame

on September 3, 2014 6:45 AM

Today Q-Games Engine Technology Director James McLaren held a presentation at CEDEC in Japan, showcasing the innovative tech behind the upcoming PS4 exclusive The Tomorrow Children.

Among many interesting elements McLaren showcased how the PS4’s Async Compute technology allows the studio to save over five milliseconds in an effects-heavy frame.

The PS4’s asynchronous compute feature is used heavily in The Tomorrow Children, and most of the screen space/voxel space work is done in compute shaders. There are three async compute queues set up in addition to the engine’s graphics pipeline. On a heavy scene async compute saves about 5 ms in each 33 ms frame.

Below you can see the RTTV capture of the same frame, a fairly heavy one. On top you can see it using just the graphics pipeline, on the bottom with the addition of async compute. Everything is more overlapped and takes about five to six milliseconds less to render.

TomorrowChildren33

So, anyway, if you aren’t looking at using Async Compute on PS4 yet, YOU SHOULD!

If you want to learn more about The Tomorrow Children’s amazing technology illustrated with plenty work-in-progress screenshots, you can check it out here. Personally, I can’t wait to see the results on my PS4, because The Tomorrow Children really looks incredible.

 /  Executive News Editor
Hailing from sunny (not as much as people think) Italy and long standing gamer since the age of Mattel Intellivision and Sinclair ZX Spectrum. Definitely a multi-platform gamer, he still holds the old dear PC nearest to his heart, while not disregarding any console on the market. RPGs (of any nationality) and MMORPGs are his daily bread, but he enjoys almost every other genre, prominently racing simulators, action and sandbox games. He is also one of the few surviving fans of the flight simulator genre on Earth.