Ok friends,
I spent. Some time talking with some guys who really knows about programming and stuff like that. Two of them are working in two different bige studios and they told me some bad news.
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Big Snip
Hmm....
Mr. Laidlaw mentioned that from the start Bio would develop DAI for all five platforms. BIO game designers faced the following:
Two of the five are Old Gen consoles, now considered to be low on CPU and GPU power, with a small memory footprint and disk space that ranges from a start (10 years ago) of 60GB to recent upgrades (PS3 slim) of 500GB. I think I'm safe in saying that the 360 suffered in a similar way.
The remaining three platforms are the two Next Gen consoles and the PC. The Next Gen consoles have AMD semi-custom APUs (jaguar core based) and the PC comes with a combination of Intel/AMD CPUs / APUs and/or a nVidia or AMD GPU. Adding to this mix is that the discreet GPUs installed with the PC come in different flavours (ie: gpu power, models, video memory..etc.)
Mantle, as you say, is a low level API, that bypasses Microsoft's "universal" DirectX 10/11 and is designed to "talk to the metal". This approach gains them a 10-15% performance improvement ( basically you have eliminated the DirectX overhead).
PS4 uses the Orbis OS, a fork of FREEBSD with two graphic APIs... while the Microsoft XB1 Operating System is Hyper-V. Hyper-V is Microsoft's answer to VMWare and VirtualBox. All three can create virtual machines but the latter two run under Windows while HYPER-V is a windows type server that you boot up and can then run any other virtual machine(s). Hyper-V does add some overhead. For those curious go here: http://msdn.microsof...(v=bts.10).aspx
Your item 5 is a bit fuzzy.
PCs with nVidia discreet graphic cards don't use an emulator nor can they run AMD's mantle API. PCs use graphic drivers installed for their specific GPUs discreet or integrated.
I agree with you that the Old Gen consoles are not equipped to properly handle such a huge game as DAI both in terms of CPU power and GPU memory and processing requirements. In my view it is this reason why we have the current hairstyle complaints and the number of "game cuts". The original game design simply would not fit into these consoles.
Patch 2 was designed to fix a slew of problems but also created new ones. Patch 2 forced the game to run with Old Gen console graphic quality presets. A workaround was developed then a hotfix was issued. I'm not sure what you mean by "..the problem was deeper.." unless you are referring to game performance.
As to "...repack almost the entire game..." , I'm not sure what you means either. Certainly, there exists performance issues, which I understand are being addressed. I also agree with you that the game target platforms are varied enough to easily generate play issues that are very complez to fix. Bio, however, will see no VALUE to them in re-engineer the game but will concentrate on what can be done with minimum cost and time.
My experience tells me that Bio's self imposed incommunicado strategy was a management decision.
But, hey... good news. Bio management is speaking again about Patch 3.