Here's something that doesn't need 'conspiracy' to understand. Unity is playing bad on the PC because they're issuing 50k draw calls on DX11.
The game (in its current state) is issuing approximately 50,000 draw calls on the DirectX 11 API. Problem is, DX11 is only equipped to handle ~10,000 peak draw calls. What happens after that is a severe bottleneck with most draw calls culled or incorrectly rendered, resulting in texture/NPCs popping all over the place.
Ironically, instead of blaming AMD for this, AMD is actually providing a solution. I don't like it personally, but the Mantle API specifically solves this problem today while we wait for DX12/OpenGL Next.
Of course, it's only available on AMD hardware and besides, because Ubi is in a company wide PR deal with nVidia to use GameWorks(TM) THEY CAN'T USE IT!
So instead of blaming AMD, Ubi should either go sit in a corner (because they know what they did wrong), or they need to look into a mirror (because they don't recognize that they're the real problem)
If you design hardware, what's your stance on this? Will you continue to integrate FTDI chips into your products? What alternatives are available to replace their functionality?
I just wanted a new 3rd gen Nexus 7 with a spec bump. Cheap but durable. For in-home (bed) use; wifi-only is fine. $199. Sold.
Maybe next year. Or maybe not.
I don't need nor want a big tablet. I can't replace the 7" tablet with a 6" phone (no upside). The 9" I'm sure is a nice size and all, but it's going to be at least twice the price. No go.