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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


sayemahmed

Sayem Ahmed

I like Gundams and Dark Souls.

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Keitha313

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Soon the Xbox One will rise from the grave and play games on 4K with consistent 60fps but who cares I'd rather play 30fps on 900p PS4 hahahaha!!

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froggiestone

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@Keitha313: I'm sad that this is what trolling has come down to. It used to be an art form :(

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AngelCage2

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@Keitha313: You really think that's going to happens or my bullshit detector is messing arround with my sarcasm sensors?

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senjutsu

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It will not change a single thing on xbo, they already said it. It's good for super ultra ultimate gaming rigs, that's it.

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froggiestone

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@senjutsu: Did you like, read the article ?

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sammoth

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@senjutsu: Actually it will just not as much as PC hardware.

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guitarist1980

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@senjutsu: huh of course it will. DX12 is very cpu based and what do the PS4 and Xbox1 both have 8 relatively weak cpu cores. Tap into all of them now you got a nice cpu for a console.

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Rushaoz

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@guitarist1980@senjutsu: No what DX12 is doing is allowing for a low level API. Which consoles already have. Xbox One included. PC will be the only platform to see massive performance boosts. Xbox will just get optimizations of current DX11 technology and a few new visual tricks DX12 is bringing along but no, the Xbox One won't see this magical gain in performance their fanboys are all expecting.

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guitarist1980

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@guitarist1980: Halo 5 most likely pre DX12. Halo 6 and 7 should be post DX12. Also the new gears of war game might be built using DX12.

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Psionacles

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@guitarist1980@guitarist1980: Halo 5, Forza 6 will be DX12

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deactivated-5aa080b4ab96f

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@guitarist1980@guitarist1980@senjutsu:


Unfortunately it won't change a thing.

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JACKKIRBY

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@customx5@guitarist1980@guitarist1980: I like PHil a lot but he isnt a software engineer. DX12 will improve graphics and games on XB1 and PC that is fact. To what degree has yet to be seen.

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sammoth

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@customx5@guitarist1980@guitarist1980: Wow another one who can't read.

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Psionacles

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@customx5@guitarist1980@guitarist1980: always better to under promise. Saying that Dx12 will do abolsutely nothing for the X1 means that nothing Sony EVER does to its API will affect the PS4. Seeing as the PS4 has alot of the features that isnt present in DX11 means it has less improvement.


DX12 includes asynchronous shaders that alone can provide pretty big performance boosts and that isnt in xbox 1 atm

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BSford

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will be nice to see what kinds of improvements we will see on Xbox One. I love my console, but I wish Microsoft would've juiced up the hardware a bit more prior to launch...

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davisjack

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@bsford: build a pc. Its basically a custom console. If you can live without halo and forze then pc is the way to go...Ascend MY Brother

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WNDRKND

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Interesting.

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IanNottinghamX

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This is only relevant to Pc...but as for Xbone..


Heres 3 Reasons this wont matter on Xbone:


1. Xbone is a console its specs are locked at what it is.Dx12 wont change anything.

2. 4K on an Xbone? keep dreaming...

3,This is the most important one here. Developers are lazy fuckers. They will not..I repeat will NOT go through the hassle of adjusting multiplat games to use any advantage(if any) Dx12 offers on Xbone.

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Smallisbig

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Can't wait for it!

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dkdk999

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If the titan x sli can play a game like that in 8k, then surely my 270x can play it in 1080p. But in reality that would seem doubtful.

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deactivated-58a78a043e9d4

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@dkdk999: The textures were 8k, not the resolution. There are 8k texture mods for Skyrim.

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Killeak2

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@jenovaschilld: I agree in general, but PS4 doesn't use OpenGL but it's own low level API (LibGNM).

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jenovaschilld

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@killeak2@jenovaschilld: in my defense i did say open gl based, which is what I read from a news article way, back I did not know it had a name, though, thanks

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Killeak2

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@jenovaschilld@killeak2: I saw that info on several web sites too, and several times, but is just wrong. OpenGL has no place in consoles, is a High Level API that abstract the HW too much, you don't want to do that on a limited but single piece of HW as a console (by single I mean there is only one spec), you want to do close to the metal specific code that extract the best of that platform.

LibGNM (just like LibGCM in PS3) is a very low level API and is very different to any other API (except perhaps LibGCM). On the other side OpenGL by design is High Level.

PS3 had a version of OpenGL ES 2 called PSGL, which was made on top of LibGCM, but it was slow as hell compared to doing the same work with LibGCM. The only reason Sony implemented PSGL back in the day is to help indies to port their games, since the PS3 was already a very complex device (because of Cell), but no major game was shipped with PS GL.

However there is a higher level version of the render API on PS4, called LibGNMX, which is also build on top of LibGNM but the idea is that you can just replace the little pieces of code build on LibGNMX for LibGNM code once you find a bottleneck.


You can do the same with DX12 and DX11, using 11on12 API.

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gokartmozart89

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@jenovaschilld: Here's an older article in which a senior game designer at CDPR agrees with you (at least on Witcher 3):


<< LINK REMOVED >>


Being optimistic, it may allow them to pick a stable frame rate in lieu of the dynamic system they're currently using, but I just don't see them going from 30 fps to 60 and 1080p. It's an API, not an all new GPU.

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jenovaschilld

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@gokartmozart89@jenovaschilld: you know gokart, I read an article somewhere that does put a much more positive spin on direct x12 which I hope comes true. Because of the way xb1 is setup and also ps4 some too, the amount of resources are tight. While the new api will allow some better graphics, it will also help with number crunching and allow more intricate physics, enemy AI, and maybe on screen npc.

Because 8th gen consoles share ram and help processing, this will allow more instructions for enemy AI, trajectory, and collision detection. Of course all of this depends on whether ps4 and xb1 developers decide to use it.

I myself would much rather see more npcs, more complicated AI, then just a few more shadows.

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keeper262

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Well I hope this works out for Microsoft, any improvement in the industry is good for all gamers.

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Rexolaboy

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@keeper262: Its always a good feeling when technology becomes more efficient. I have always said that if the human race wants to explore space, we need the worlds supercomputer to be able to fit in your pocket. Gaming is a huge driving force to create faster, and efficient computers. Lets keep playing games and support progress!

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deactivated-58a78a043e9d4

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@rexolaboy@keeper262: There's a lot of truth in that. I think it's 8 of the 10 most powerful supercomputers - including the most powerful, the Tianhe-2 - use GPU co-processors.

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Aeluron1989

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@rexolaboy@keeper262: I'd say that and any kind of processing power projects push technology to the next level.

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Matt_Dymond

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@gerold: Xbox One can't even handle 1080.


Most of this seems bullshit to me.

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senjutsu

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@wearelegion5000: Haha yes, I like your "short version".

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deactivated-5a1d4b615a3a3

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@wearelegion5000: People assume it already has a low level API but all we really know is that the X1 uses a modified DX11 API for its rendering, how low level these modifications have made DX11 is anyone's guess (outside of developers and the console engineers).


In summary, nobody really knows what DX12 will do for X1 until it is here.

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