Feature Article

DirectX 12: A Game Changer for Xbox One and PC?

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So much hinges on the potential of DirectX 12. Here we analyse how gamers and developers can benefit from it.

If all goes to plan, Microsoft's next-gen API will usher in a new standard for visuals and performance across a whole range of devices, from high-end PCs, to modest laptops, to even the Xbox One.

But the extent in which each platform will benefit from the new software is a matter for debate. Xbox One developers, in particular, have tempered their expectations, with none going as far as publicly claiming that the difference will be day and night. Other developers and publishers, meanwhile, have suggested that the API will pave the way for meaningful enhancements to visual fidelity and performance on PC. But how far can DirectX 12 go? Below, GameSpot provides a guide explaining how each platform is expected to benefit from DirectX 12 support, explaining each of its key new features step by step.

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DirectX 12 on Xbox One

Smarter Graphics Rendering

On the Xbox One, DirectX 12 could bring about meaningful improvements to its games and the system as a whole. The Xbox One currently works through DirectX 11, with several tweaks made specifically for the system. In many ways, using the older API of DirectX 11 had limited the full potential of Xbox One, with developers being forced to using an older, less efficient API.

In particular, using DirectX 11 prevented the system from using Asynchronous shaders (or Async shaders), which spreads the graphical load across multiple threads, and lets the system compute it simultaneously, rather than having to wait for the graphics queue to finish up before moving to the next job. In theory, DirectX 12 could speed up the time it takes to usually render post-processing effects. Async Shaders are something that the PlayStation 4 already uses in a variety of games such as Infamous: Second Son (the Async shaders helped the PS4 render the particle effects seen in-game). A similar effect will likely come to Xbox One games utilising similar rendering methods. In practice, this means more rendering ability, potentially paving the way for enhanced visual effects.

Unlocking the potential of eSRAM

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The biggest update coming with the DirectX 12 update is a complete revamp in how the Xbox One's 32Mb of superfast eSRAM is used. Many developers believed that the way the Xbox One's eSRAM API was a pain to use. However with the DirectX 12 update, Microsoft has introduced a new tool to specifically optimise eSRAM usage.

In the company's own SDK Documentation for DirectX 12 (which leaked in January), it has specifically stated that "optimising to reduce memory bandwidth usage (Of the eSRAM) is a key strategy for Xbox One." This could potentially boost performance of the system, and result in a slight bump in performance in future games and titles. That suggests, but doesn't quite guarantee, that more Xbox One games will render at the same resolution and framerate as PlayStation 4 games.

A Faster Dashboard and 4K Possibilities

The boost that DirectX 12 gives the Xbox One is not strictly limited to performance bumps in-game. Phil Spencer, the head of the Xbox division, has expressed an interest in speeding up the responsiveness of the console's dashboard. During a recent discussion with a fan on Twitter, who asked Spencer whether the Xbox One's system software would take advantage of the upcoming DirectX 12 API, he replied: "Yes, dashboard can take full advantage of [DX12] platform features."

"The Xbox One Dashboard can take full advantage of DX12 platform features."

He added that a more fluid Xbox One UI is "high on the list of improvements we want to make."

In another discussion with a fan, Spencer expressed a desire and potentially displaying content in 4K. More on how feasible this is later.

Curb Your Enthusiasm

So far, developers have been somewhat conflicting with regards to how the performance of the Xbox One will be improved with DirectX 12. Damien Monnier, senior game designer at CD Projekt RED, recently suggested that DirectX 12 would not likely solve the issues the Xbox One has with resolution with certain games, stating that "resolution changes would require a much bigger change from Microsoft than DX12 upgrade." Brad Wardell, CEO of Stardock and developer behind upcoming title Ashes of the Singularity, sits on the opposite side of the fence, remaining positive about the API upgrade and claiming that it could potentially solve the Xbox One’s resolution woes. “I do think it'll largely address the Xbox One resolution issue but that is speculation,” he recently stated.

The full impact of DirectX 12 on Xbox One will not be perfectly clear until developers begin to utilise it in practice. Along with conflicting statements from developers, we are not completely certain as to how much the update will impact the system on a technical level. We can however tell that it would give the system a welcome push in efficiency that will help the Xbox One in the long run.

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DirectX 12 on PC

Unlocking More GPU Power With Multiadapter

Arguably the biggest feature of DirectX 12 on PC is the GPU Multiadapter. Since Microsoft has developed the new API to be low level, it allows a "deeper" access to the hardware that can unlock the unused power of graphics processing units inside your system. This processing is brand-agnostic and can combine the power of an integrated GPU as well as external cards. On the DirectX Developer Blog, Microsoft explains that performance can be enhanced by around 10 percent just by utilising a CPU's integrated graphics. According to Microsoft's tests, this does add a frame of latency, however the boost that the extra power gives should even things out. This means that if you just have an integrated GPU onboard your CPU, you should see tangible benefits once developers start to utilise this feature.

This boost in performance is achieved by dividing the workload across all of the hardware available instead of attempting to process it all on one single card. The way that this extra power is being used is completely up to software developers on a case-by-case basis. It's possible that the system will use a "Master" GPU, which will carry the brunt of the heavy lifting, leaving the other GPUs to handle tasks such as post-processing. In addition to this, the Multiadapter is also able to pool VRAM between external GPUs. Which essentially means that the larger RAM pool can handle bigger textures, meaning more efficient rendering at higher resolutions, such as 4K.

Windows 10 is expected to launch along with DX12 in late 2015
Windows 10 is expected to launch along with DX12 in late 2015

Backwards Compatibility with DirectX 11 Cards

Microsoft is pushing the release of DirectX 12 alongside Windows 10 to maximise the adoption of its new operating system, and coming along with it is a host of game-changing features. But the best news? The DirectX 12 API will be compatible with all DirectX 11 class GPUs shipped, which eliminates the absolute necessity to upgrade your card or system to enjoy the benefits of DirectX 12. Of course, for the best jump in performance, you'll need to upgrade your GPU, especially if your card is more than two years old.

GameTech's DirectX 12 API Overhead Test

We tested DirectX 12 in 3DMark's API Overhead test, which measures how fast your CPU and GPU communicate with one another by sending "Draw Calls" and then rendering it onscreen. The slower the API, the less we will see onscreen. The benchmark tests three different APIs; DirectX 11's single threaded performance, DirectX 11's multithreaded performance, and DirectX 12's multithreaded performance. Basically, the more draw calls per second, the faster the performance being pushed out of the same hardware.

One thing to note about this, is that it is not a CPU or GPU test, and doesn't measure the performance of the components themselves, but instead measures the driver behind it. For our test we used an Intel i5 2500k and a GeForce GTX 970 across all three APIs.

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The results are pretty staggering, with DirectX 11's single threaded performance at 1.4 Million Draw calls per second, the multithreaded performance at 2.1 Million and DirectX 12's multithreaded performance at 13.1 Million per second. This all sounds amazing, however, bear in mind that this is just a simple test showcasing the efficiency of the new API. It does not exactly reflect the real-world performance that DirectX 12 would have in-game. This test shows us how the new API harnesses the power within multi-core CPUs in a more efficient manner, letting it communicate with the GPU even faster. Once developers start using the DirectX 12 API, we could see the requirement for a multi-core CPU become a standard in games, due to just how incredibly efficient the DirectX 12 API is in using multiple CPU threads.

Fact or Fantasy? Square Enix's DirectX 12 Showcase

Microsoft has bundled all of these new features into a quite staggering showcase of DirectX 12 with a demo by Square Enix, titled "WITCH - Chapter 0 [cry]". The demo was seen running on a bank-busting four Nvidia GTX Titan X cards in SLI. With the sheer processing power and DirectX 12 in tow, the demo touted over 63 Million polygons per scene and was also rendered with 8k by 8k textures.

This level of graphical fidelity is a scintillating tease of the future, a look into the potential of DirectX 12 and the ever-improving power of external GPUs. It may take some time for game developers to utilise the power of the Multiadapter and DirectX 12, but the potential gains from the new API are too great to ignore. This demo is essentially a showcase of rendering power and technology that we're likely to see from mainstream games in the coming years, and boy does it look pretty.

DirectX 12 on low-end systems

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The benefits of DirectX 12 on PC are not strictly limited to high-end gaming systems, but also standard mobile devices and notebooks. Intel has showcased benchmarks running on a Surface Pro 3, using a Core i5 CPU with an Intel 4400 internal GPU. The Benchmark is split into two modes, one running a fixed framerate benchmark at 19 frames-per-second, which can flick between DirectX 11 and DirectX 12.

In this particular benchmark, we see that when switched to DirectX 12, the CPU power consumption plummets dramatically by what Microsoft claims is 50 percent. As for the second benchmark, the framerate is unlocked, and when switched from DirectX 11 to 12, the framerate jumps from 19FPS to 33FPS. This shows, in theory, that even lower end systems should be able to enjoy a jump in performance and power once the new API is widely adopted by developers. From these tests that we can see that DirectX 12 on PC has a dramatic effect upon systems of all kinds, from the high-end all the way to the lower-end of GPUs.

DirectX 12's 4k Future

It's clear that DirectX 12 will have a significant long-term effect on both PC and Xbox One with a clear, forward-looking focus on rendering games, content and video at 4K. Ian Bell, head of the development team behind Project CARS, was asked recently what he believed would be the benefits of utilising Direct X 12. His laconic response: "30-40 percent".

Because the new API's true capabilities remain to be seen on the Xbox One, it's not completely clear whether or not the update will serve to extend the console's performance. On the PC side, it's looking like DirectX 12 will have a profound effect on almost every PC capable of running Windows 10, but the real gains will be found when developers start using the GPU Multiadapter in new, innovative ways to optimise performance. Microsoft still needs to ensure that DirectX 12 marks a technological leap that will see tangible benefits to gamers everywhere, but for now, an exciting future lies ahead.

DirectX 12 is due to roll out Holiday 2015 on both Xbox One and PC.




Got a news tip or want to contact us directly? Email news@gamespot.com


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Sayem Ahmed

I like Gundams and Dark Souls.

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al_is_here

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Most of us are aware of the significant performance boosts for dx12 but the problem that we are seeing is we are not going to see a dx12 game for the next 2 years and perhaps longer.The problem i came across was a few of my games running in dx11 at certain times would either momentarily freeze or crash and had atleast one game that would not work.

So i keep seeing articles mentioning the potential of dx12 but there is nothing to show for at this moment and there are compatibility issues with dx11 games on w10 so before anyone goes on a "omg dx12 gonna change the game man" stop and look at this more rationally instead of circle jerking about a non tangible results.


Putting that aside i got my gtx 980ti and i am ready for 4k :D

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Zironn1

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@al_is_here: acer 4k 60hrz gsync monitor great buy.

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elessarGObonzo

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there hasn't been any noticeable jump since the early 2000s. since then it's just been a very gradual improvement of certain effects and the amount drawn live on screen.

hopefully the game developers will have something notable to release\show us based on DX12 by the end of this year.

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Kiddcyr

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Dx12 will change the way games look. Objects, lighting, Shadows, features, e.t.c Cant wait hopefully it changes things albeit and make us a fresh feel that we can call Next Gen!!!

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slong

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Tech data is interesting. Writing could use quite a bit of polish, though, or at least someone editing *before* it becomes a front page click. :/


-V

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quibit

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Sounds like it will benefit anything that runs DirectX 12, even the PS4 if it were to support the API.. I like the way MS is heading with its tech stack, their old approach was to try to do everything and it ended up with a lot of overhead and being quite slow, their new approach is to make it slim and quick and let devs do their thing.

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deactivated-5ce97e3367e28

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Hmm interesting. Just a pity DX12 won't halve physical size of the logging truck that is the X1, or for that matter make the sound it emits sound less than a herd of buffalo stampeding through the Serengeti.

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Demrocks

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Direct X 12 might give a whole new design in games for the PC.


Was waiting for Fury X / 980Ti but both Nvidia and AMD do not support all feature levels of dx12 and so i wait for Pascal / 400 series to upgrade my whole system.


Saved up around 1600 euro in the 4 years i have my current system and man i cant wait what it has in store for the next gen gpu's with 10+ teraflops 100% dirextx12 support \o/

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edselmalasig

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<< LINK REMOVED >>


This is the introduction of directcompute on directx 10 api. in directx 11 they added tess shader and geo shader and other stuff.


for directx 12 api i dont know what gpu functionality they added beside the superb support of multi vendor gpu support and multithreaded draw calls.


if you have any more secrets of directx please debunk it.

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lekzero

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Thanks Mantle!

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al_is_here

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@lekzero: rip in peace mantel (∩︵∩)

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ArchoNils2

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It is always nice to see how they improved DirectX :)

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SolarChainsawHD

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Can someone explain to me how exactly will DX12 benefit the XBOX ONE??

For example imagine the same game "Fallout 4" for example, in one timeline it was made on DX11 and other DX12.

What will be the benefit for running Fallout 4 DX12 on Xbox one in comparison to DX11???

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DuskStrider

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@solarchainsawhd: In theory higher fps. As we now know, both the Xbox One and PS4 versions of Fallout 4 will be 1080p 30fps. However, with DirectX 12 and mods, we could very well see the Xbox One version of Fallout 4 at 60fps.

Wild speculation, but it may very well be a thing in the future.

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al_is_here

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@DuskStrider@solarchainsawhd: Not just a speculation, a bit far fetched in my opinion.Most of the tests were done on multithreaded processors and apus (tests were done on intel only) According to microsoft, the new api will yield a 50 percent increase in performance but even that claim is meaningless if you were to quantify it with actual performance in games.As far as i know it will be as vigorous as mantle..infact if the tests are absolute then with out a doubt it will be even better than mantle but who is to say that it can dramatically increase an excess of 30 fps within any or every game? its a ridiculous claim.

And that leads me to my second point, since i dont have any information about the xb1, i have no idea if it is utilizing the actual dx api or if it is a iterated version of it.If i ever meet someone with a devkit then il be sure to ask about it.

third, somthing like fo4 will not be using dx12, game is pretty much finished and even if it wasnt, bethesda and affiliates are not going to switch to a different api in mid development.

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Munderbob

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Xb1 can barely run games at 30fps in 1080 man. I own one and I say this. Every battlefield is 720, titanfall and is 7 something, most games don't top 900p and you think fallout mods and dx12 are going to give you 1080p 60fps? You've lost your mind. Comments such as your are why the PC guys always pick on us.

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al_is_here

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@munderbob: meh a few games are 60 but i get your drift, i think the only reason why pc gamers do it is because (excuse me for using this awful term) when sony and ms fanboyism gets to the point where you have two sides trying to see who has the better specs, that is where the scrutiny comes in from the pc spectators.

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quibit

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@munderbob: Thus the point of DX12, current Xbox1 games run on DX11. It'll come down to devs, but let's see what they do with DX12.

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good_evil

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@munderbob: well said sir! This is why constant flame war is going between console and PC users. Console fans are defending things they don't understand and don't research.

Also one thing regarding 30 vs 60 fps. PC guys says 60 is the only way, where some (not sure about percentages) console users having idea 30 is sufficient. If you can not compare if you have nothing to compare to - console games have caped frame rate and only bad games drop below this rate, in case users say game has slowdowns and it's frame rate fluctuation not dropping from 60 to 30. On PC you have vSync with side effect of capping frame rate to 60, 30, 15 fps. With that lets say your game runs around 70, so is capped to 60, you get a slowdown, internal fps drops to 55 and therefore is capped to 30. This is how you see the difference.

I've played some console ports on PC with fps capped to solid 30 and it's fine, but I can't say there is no difference, because I couldn't compare.

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Munderbob

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Pretty pathetic that you came here for that. Sheesh

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YOOP

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Great for PC using Windows 10 without graphic cards like mine ASUS Transformer now my PC will be able to run the new Fallout 4 game

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SpeedyBoy222

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@yoop: won't help you with dx11 games. the game has to be built on dx12 to utilize dx12.

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good_evil

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@yoop: you got to be trolling

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Validifyed

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@yoop: I doubt it. Dont underestimate the calculations involved in a fully physics and dynamic lighting/shadow simulated open world....

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Andycreep1

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this wont help xbox one in anyway still same low fps 720p 30fps

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tushar172787

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@Andycreep1: there was only one game that ran 720 fps due to improper coding. did you really think xbox one was going to have a huge benefit from directx 12?

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Munderbob

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Both battlefield games, the metal gear ground zeroes game, that golf game and call of duty ghosts run at 720. Titanfall uses a custom resolution that is like 792 or something like that. More than you think

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FvckGabeNewell

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still not seeing how its going to help a multi gpu set up or SLI or crossfire to use the ram that way right now. if you are useing a SLI setup each card renders one frame then the second card renders the second frame. I can't see how they can make it use all the Vram at one time. With the way they frames are rendered without there being a micro stuter issuse

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good_evil

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@fvckgabenewell: In theory you will no longer need SLI or CrossFire as these are technologies to disguise multiple GPUs as single ("master") one. It's all speculation, but from article it seems, that you would benefit using lets say gtx760 (rendering main stuff) and gtx460 (rendering other stuff) in similar why as physiX works. As they said this is for software developers to use - do you remember multi-core-cpu setting in games before multi core was a common thing? I think this will be the same - game might have setting saying enable slave GPU. This one would render some effects like post-processing instead of main GPU. Seems to be amazing for upgrading, in my case I'm still on gtx460, I will chug it away after upgrade to gtx970, but I could still use my gtx460 as slave GPU if this gets implemented :)

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CrepingDeath

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Except Direct X12 wont matter on Xbox One because the Hardware will become dated and obsolete in 5 years. Where on PC, it will make a vast difference because PCs potential is always limitless.

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SpeedyBoy222

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@crepingdeath: it's already dated when it came out.

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AstroGazer

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I wonder if Fallout 4 will make full use of DX-12 for Xbox1?

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shadyshack

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this is what most sony player are scared of. people seem to understand the xbox is just a windows a pc and will take full advantage of the DX12 update. when it does the ps4 will be in some serious trouble as it has no way to really update itself the x1 has the ability to due aready. this will be a great asset to the x1 and the computer running the w10 programs.

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good_evil

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@shadyshack: No real difference actually. Both consoles are nearly exactly the same hardware wise and are PCs in way. Sony have their own API (DX is an API) which already have some features from DX12. They can upgrade it faster and easier than MS, because they only care about one single APU in one single machine, where DX12 have to work on all sorts of stuff and include backward compatibility.

"ps4 will be in some serious trouble as it has no way to really update itself" lol what :D? What do you think PS4™ System Software Update does?

I'm PC fan and the only console I've ever owned was NES

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skipper847

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Is this why all current games are Crap to make DX12 look good?. I bet when this comes out all my games what use to run well what don't now will.

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smizzoker

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@skipper847: i pretty sure that games already out now are not gonna benefit from it. i they need to be developed with dx12 from the start, or they gonna need to come up with some update that specifically convert dx11 / opengl / whatever to dx12.

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gmak2442

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Like I though, most likely an evolution but for sure not a major breakthrough.

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nickfitz_99

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I thought the main issue with the eSRAM was that it was too little an amount?

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daveg1

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too bad it wont run like that on the xbone..

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DeusVex

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I like the idea of being able to use my unused built in graphics on my core i5 4590 to boost performance a bit on my GTX 960. Sounds cool. I also hope DX12 brings a better range of sli/crossfire. I messed up and bought a mobo with only one pci-e slot but i have 2 extra unsused pci slots. Would be cool to be able to bridge a pci gpu to my gtx960 since I cant do SLI.

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l2humpie

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@deusvex:

A regular PCI gpu wouldn't be able to help much at all if even remotely anything. I doubt those are even sold anymore and if they are AGP which is also useless beats it by far.

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