DirectX 11.2 Revealed, Exclusive to Windows 8 and Xbox One

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silversix_

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#101 silversix_
Member since 2010 • 26347 Posts

[QUOTE="silversix_"]Ps4 been using this before even being createdronvalencia
AMD PRT is not new i.e. 7970 was released late December 2011. AMD PRT was designed for heterogeneous memory designs i.e. small fast memory pool with large slower memory pool.

Are you a bot???

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ronvalencia

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#102 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"][QUOTE="silversix_"]Ps4 been using this before even being createdsilversix_

AMD PRT is not new i.e. 7970 was released late December 2011. AMD PRT was designed for heterogeneous memory designs i.e. small fast memory pool with large slower memory pool.

Are you a bot???

Why do you ask?

DX11.2's tiled resource was demo'ed on NVIDIA GeForce GTX 770 and most likely a software implementation of it (Tier 1).

Read http://forum.beyond3d.com/showpost.php?p=1760037&postcount=6797

Tiled resources has two feature levels - the first requires DX11_0 hardware feature level as the base while the second tier requires DX11_1 feature level as the base.

NVIDIA GeForce Fermi/Kepler = DirectX 11.1 Feature Level 11.0.

AMD Radeon HD VLIW5 DX11.0/VLIW4 = DirectX 11.1 Feature Level 11.0.

AMD Radeon HD GCN = DirectX 11.1 Feature Level 11.1.

Intel Ivybridge IGP = DirectX 11.1 Feature Level 11.0.

Intel Haswell IGP = DirectX 11.1 Feature Level 11.???

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silversix_

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#103 silversix_
Member since 2010 • 26347 Posts

[QUOTE="silversix_"]

[QUOTE="ronvalencia"] AMD PRT is not new i.e. 7970 was released late December 2011. AMD PRT was designed for heterogeneous memory designs i.e. small fast memory pool with large slower memory pool.ronvalencia

Are you a bot???

Why do you ask?

DX11.2's tiled resource was demo'ed on NVIDIA GeForce GTX 770 and most likely a software implementation of it (Tier 1).

Read http://forum.beyond3d.com/showpost.php?p=1760037&postcount=6797

Tiled resources has two feature levels - the first requires DX11_0 hardware feature level as the base while the second tier requires DX11_1 feature level as the base.

 

NVIDIA GeForce Fermi/Kepler = DirectX 11.1 Feature Level 11.0.

AMD Radeon HD VLIW5 DX11.0/VLIW4 = DirectX 11.1 Feature Level 11.0.

AMD Radeon HD GCN = DirectX 11.1 Feature Level 11.1.

Intel Ivybridge IGP = DirectX 11.1 Feature Level 11.0.

Intel Haswell IGP = DirectX 11.1 Feature Level 11.???

 

Why do you always bring out benchmarks/1 million examples/links to everything? TALK NORMALLY!

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NoodleFighter

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#104 NoodleFighter
Member since 2011 • 11897 Posts

it's only been a couple years since devs started dropping DX9. what makes anyone think DX11.2 will be important within the next years?BrunoBRS

If DX11.2 is scalable, as in a game can still work on DX11 then I can see it happening

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superclocked

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#105 superclocked
Member since 2009 • 5864 Posts

[QUOTE="ronvalencia"]

[QUOTE="silversix_"]Are you a bot???

silversix_

Why do you ask?

DX11.2's tiled resource was demo'ed on NVIDIA GeForce GTX 770 and most likely a software implementation of it (Tier 1).

Read http://forum.beyond3d.com/showpost.php?p=1760037&postcount=6797

Tiled resources has two feature levels - the first requires DX11_0 hardware feature level as the base while the second tier requires DX11_1 feature level as the base.

 

NVIDIA GeForce Fermi/Kepler = DirectX 11.1 Feature Level 11.0.

AMD Radeon HD VLIW5 DX11.0/VLIW4 = DirectX 11.1 Feature Level 11.0.

AMD Radeon HD GCN = DirectX 11.1 Feature Level 11.1.

Intel Ivybridge IGP = DirectX 11.1 Feature Level 11.0.

Intel Haswell IGP = DirectX 11.1 Feature Level 11.???

 

Why do you always bring out benchmarks/1 million examples/links to everything? TALK NORMALLY!

lol, you have to do some reading about technology if you want to speak ron's language...
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Zaibach

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#106 Zaibach
Member since 2007 • 13466 Posts

[QUOTE="silversix_"]

[QUOTE="ronvalencia"]

Why do you ask?

DX11.2's tiled resource was demo'ed on NVIDIA GeForce GTX 770 and most likely a software implementation of it (Tier 1).

Read http://forum.beyond3d.com/showpost.php?p=1760037&postcount=6797

Tiled resources has two feature levels - the first requires DX11_0 hardware feature level as the base while the second tier requires DX11_1 feature level as the base.

 

NVIDIA GeForce Fermi/Kepler = DirectX 11.1 Feature Level 11.0.

AMD Radeon HD VLIW5 DX11.0/VLIW4 = DirectX 11.1 Feature Level 11.0.

AMD Radeon HD GCN = DirectX 11.1 Feature Level 11.1.

Intel Ivybridge IGP = DirectX 11.1 Feature Level 11.0.

Intel Haswell IGP = DirectX 11.1 Feature Level 11.???

 

superclocked

Why do you always bring out benchmarks/1 million examples/links to everything? TALK NORMALLY!

lol, you have to do some reading about technology if you want to speak ron's language...

thats all he posts regardless of the topic. its the same graphs everytime.

its just spamming now

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superclocked

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#107 superclocked
Member since 2009 • 5864 Posts

[QUOTE="superclocked"][QUOTE="silversix_"]Why do you always bring out benchmarks/1 million examples/links to everything? TALK NORMALLY!

Zaibach

lol, you have to do some reading about technology if you want to speak ron's language...

thats all he posts regardless of the topic. its the same graphs everytime.

its just spamming now

I get why people find it hard to communicate with him. But personally, I like his posts. He does add more information than is needed, but it proves that he knows his hardware, and I welcome the extra information...
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ManatuBeard

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#109 ManatuBeard
Member since 2012 • 1121 Posts

[QUOTE="ManatuBeard"]

Why are you people so bothered about DX11.2?

Its not like it is going to magically turn the 12CUs of the X1 GPU into 18, or the 5gb free ddr3 ram into 7gb gddr5. (or the 16 ROPs into 32)

In the end it doesnt matter...

ronvalencia

AMD PRT lessens the workloads for machines with heterogeneous memory speed designs i.e. it wasn't designed with PS4's unified memory design.

 

AMD PRT/DX11.2 would be important for PCs and X1 as both has heterogeneous memory speed designs.

 

Read NVIDIA's statement on this subject http://blogs.nvidia.com/blog/2013/06/26/higher-fidelity-graphics-with-less-memory-at-microsoft-build/

 

Amazing... MS has to make a PR move of everything...

Just because they release a new API version to improve the performance of the clusterfeck the X1 memory banks are, they have to announce it to the world...

Heterogeneous memory banks on PC are more limited by PCIe than by software controls.

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AdrianWerner

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#110 AdrianWerner
Member since 2003 • 28441 Posts

[QUOTE="AdrianWerner"]

By keeping it Windows 8 only they ensure pretty much no pc games will be using it, thus giving no reason for upgrade even for people who are willing to do it for those new features

Rocker6

Well, I suppose they could try to pay off a few devs to make their games Win 8 exclusive, but I hope it doesn't get to that, it'd be a disaster like Halo 2 on Vista, they'd severely limit the install base, not many people would go so far to change an OS over a single game...

Microsoft can't even be bothered to port their 360 games to Windows 8 or even re-release their older PC titles in Windows marketplace. So there's no way they will spend dozens if not hundreds of million of dollars to buy W8 exclusivity from anyome.

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ronvalencia

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#111 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"]

[QUOTE="ManatuBeard"]

Why are you people so bothered about DX11.2?

Its not like it is going to magically turn the 12CUs of the X1 GPU into 18, or the 5gb free ddr3 ram into 7gb gddr5. (or the 16 ROPs into 32)

In the end it doesnt matter...

ManatuBeard

AMD PRT lessens the workloads for machines with heterogeneous memory speed designs i.e. it wasn't designed with PS4's unified memory design.

AMD PRT/DX11.2 would be important for PCs and X1 as both has heterogeneous memory speed designs.

Read NVIDIA's statement on this subject http://blogs.nvidia.com/blog/2013/06/26/higher-fidelity-graphics-with-less-memory-at-microsoft-build/

Amazing... MS has to make a PR move of everything...

Just because they release a new API version to improve the performance of the clusterfeck the X1 memory banks are, they have to announce it to the world...

Heterogeneous memory banks on PC are more limited by PCIe than by software controls.

MS's DX11.2 PR is backed by NVIDIA's PR.

http://blogs.nvidia.com/blog/2013/06/26/higher-fidelity-graphics-with-less-memory-at-microsoft-build/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+nvidiablog+(The+NVIDIA+Blog)

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ManatuBeard

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#112 ManatuBeard
Member since 2012 • 1121 Posts

[QUOTE="ManatuBeard"]

[QUOTE="ronvalencia"]

AMD PRT lessens the workloads for machines with heterogeneous memory speed designs i.e. it wasn't designed with PS4's unified memory design.

 

AMD PRT/DX11.2 would be important for PCs and X1 as both has heterogeneous memory speed designs.

 

Read NVIDIA's statement on this subject http://blogs.nvidia.com/blog/2013/06/26/higher-fidelity-graphics-with-less-memory-at-microsoft-build/

ronvalencia

 

Amazing... MS has to make a PR move of everything...

Just because they release a new API version to improve the performance of the clusterfeck the X1 memory banks are, they have to announce it to the world...

Heterogeneous memory banks on PC are more limited by PCIe than by software controls.

MS's DX11.2 PR is backed by NVIDIA's PR.

http://blogs.nvidia.com/blog/2013/06/26/higher-fidelity-graphics-with-less-memory-at-microsoft-build/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+nvidiablog+(The+NVIDIA+Blog)

 

 

 

And that changes what i have said how?

How much support Nvidia has outside windows environment? not much...

Windows = MS, Nvidia = MS little bish

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ronvalencia

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#113 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"]

[QUOTE="ManatuBeard"]

Amazing... MS has to make a PR move of everything...

Just because they release a new API version to improve the performance of the clusterfeck the X1 memory banks are, they have to announce it to the world...

Heterogeneous memory banks on PC are more limited by PCIe than by software controls.

ManatuBeard

MS's DX11.2 PR is backed by NVIDIA's PR.

http://blogs.nvidia.com/blog/2013/06/26/higher-fidelity-graphics-with-less-memory-at-microsoft-build/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+nvidiablog+(The+NVIDIA+Blog)

And that changes what i have said how?

How much support Nvidia has outside windows environment? not much...

Windows = MS, Nvidia = MS little bish

Software controls (such as DirectX) didn't expose AMD's PRT feature.

Btw, AMD's OpenGL PRT extensions are accessed via OpenGL's vendor specific extensions i.e. non-standard. AMD, Intel and NVIDIA haven't unified OpenGL's tile resource extensions.

It looks like you can't get your head beyond X1 vs PS4 wars.

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ronvalencia

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#114 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"]

[QUOTE="silversix_"]Are you a bot???

silversix_

Why do you ask?

DX11.2's tiled resource was demo'ed on NVIDIA GeForce GTX 770 and most likely a software implementation of it (Tier 1).

Read http://forum.beyond3d.com/showpost.php?p=1760037&postcount=6797

Tiled resources has two feature levels - the first requires DX11_0 hardware feature level as the base while the second tier requires DX11_1 feature level as the base.

NVIDIA GeForce Fermi/Kepler = DirectX 11.1 Feature Level 11.0.

AMD Radeon HD VLIW5 DX11.0/VLIW4 = DirectX 11.1 Feature Level 11.0.

AMD Radeon HD GCN = DirectX 11.1 Feature Level 11.1.

Intel Ivybridge IGP = DirectX 11.1 Feature Level 11.0.

Intel Haswell IGP = DirectX 11.1 Feature Level 11.???

Why do you always bring out benchmarks/1 million examples/links to everything? TALK NORMALLY!

Higher the number = better. It's not rocket science.

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ronvalencia

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#115 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="superclocked"][QUOTE="silversix_"]Why do you always bring out benchmarks/1 million examples/links to everything? TALK NORMALLY!

Zaibach

lol, you have to do some reading about technology if you want to speak ron's language...

thats all he posts regardless of the topic. its the same graphs everytime.

its just spamming now

Tell that to the cows. My W5000 graph addresses the "massive gap" claims from cow's side i.e. keeping the effective margin size into perspective.
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ronvalencia

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#116 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="Inconsistancy"]

[QUOTE="way2funny"]

You mean OpenGL? Which is used by PS3/PS4 and probably the wii u?

way2funny

Stranglehold on the PersonalComputer industry, in terms of gaming, due to the sheer lack of OGL games (most notable/only one I know of AAA example: Rage)

I mean, the reason DirectX is used is because its a more complete package, it has input libraries, libraries to display a canvas, etc. OpenGL is only for drawing. With OpenGL, you are able to "paint" but openGL does not give you the canvas in which you can "paint" on. So the downside is that OpenGL is more bare bones, which means more work on the side of the dev. But the upside is, you can easily port it to MANY other platforms if it is programmed right.

You could combine OpenGL with SDL (Simple DirectMedia Layer).

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NoodleFighter

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#117 NoodleFighter
Member since 2011 • 11897 Posts

[QUOTE="Rocker6"]

[QUOTE="AdrianWerner"]

By keeping it Windows 8 only they ensure pretty much no pc games will be using it, thus giving no reason for upgrade even for people who are willing to do it for those new features

AdrianWerner

Well, I suppose they could try to pay off a few devs to make their games Win 8 exclusive, but I hope it doesn't get to that, it'd be a disaster like Halo 2 on Vista, they'd severely limit the install base, not many people would go so far to change an OS over a single game...

Microsoft can't even be bothered to port their 360 games to Windows 8 or even re-release their older PC titles in Windows marketplace. So there's no way they will spend dozens if not hundreds of million of dollars to buy W8 exclusivity from anyome.

The only Windows 8 exclusivity I can see them buying is for the tablet/mobile phone versions

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Martin_G_N

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#118 Martin_G_N
Member since 2006 • 2124 Posts

Alot of the "exclusive" features that comes with a new DirectX version is usually seen on consoles if it has the power. Like Tesselation. Polyphony runs that feature on the PS3's Cell, even though that is a DirectX feature.

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gpuking

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#119 gpuking
Member since 2004 • 3914 Posts
There's absolutely no inherited issues with an unified memory architecture for it to run PRT, the technique may be designed for a split memory pool but that's because there was no PS4 at the time, in fact the technique could be even more efficient in an UMA environment.
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clyde46

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#120 clyde46
Member since 2005 • 49061 Posts
There's absolutely no inherited issues with an unified memory architecture for it to run PRT, the technique may be designed for a split memory pool but that's because there was no PS4 at the time, in fact the technique could be even more efficient in an UMA environment. gpuking
And that has nothing do with this thread...
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fend_oblivion

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#121 fend_oblivion
Member since 2006 • 6760 Posts

Still not downgraing to Windows 8

BPoole96
Truer words have not been said. To hell with Windows 8.
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KarateeeChop

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#122 KarateeeChop
Member since 2010 • 4666 Posts

Microsoft Windows 8 is already the most powerful os ever made. this is overkill. 

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savagetwinkie

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#123 savagetwinkie
Member since 2008 • 7981 Posts
[QUOTE="Mystery_Writer"]I'll wait for the techies to weigh in their opinion on this. I thought this was a very old technique that has nothing to do with DX 11.2

its an old technique yes, but everyone's implementation is different. This is just brining in a standard feature that developers that aren't engine developers will have access too. Its like tessellation, AMD had a version of it long before it was in DirectX. But the details and implementation weren't compatible with NVidia cards so it was exclusive to ATI.
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savagetwinkie

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#124 savagetwinkie
Member since 2008 • 7981 Posts
[QUOTE="BPoole96"]

Still not downgraing to Windows 8

fend_oblivion
Truer words have not been said. To hell with Windows 8.

Why is it a downgrade?
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savagetwinkie

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#125 savagetwinkie
Member since 2008 • 7981 Posts

[QUOTE="silversix_"]

[QUOTE="ronvalencia"]

Why do you ask?

DX11.2's tiled resource was demo'ed on NVIDIA GeForce GTX 770 and most likely a software implementation of it (Tier 1).

Read http://forum.beyond3d.com/showpost.php?p=1760037&postcount=6797

Tiled resources has two feature levels - the first requires DX11_0 hardware feature level as the base while the second tier requires DX11_1 feature level as the base.

NVIDIA GeForce Fermi/Kepler = DirectX 11.1 Feature Level 11.0.

AMD Radeon HD VLIW5 DX11.0/VLIW4 = DirectX 11.1 Feature Level 11.0.

AMD Radeon HD GCN = DirectX 11.1 Feature Level 11.1.

Intel Ivybridge IGP = DirectX 11.1 Feature Level 11.0.

Intel Haswell IGP = DirectX 11.1 Feature Level 11.???

superclocked

Why do you always bring out benchmarks/1 million examples/links to everything? TALK NORMALLY!

lol, you have to do some reading about technology if you want to speak ron's language...

forwarding piles of information without any real argument behind them isn't a language, its nonsense

He's one of the dumbest posters on here, instead of using the information he needs to make a point, he piles in excessive information without any real point, and hopes we can read minds.

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way2funny

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#126 way2funny
Member since 2003 • 4570 Posts

[QUOTE="way2funny"]

[QUOTE="Inconsistancy"] Stranglehold on the PersonalComputer industry, in terms of gaming, due to the sheer lack of OGL games (most notable/only one I know of AAA example: Rage)

ronvalencia

I mean, the reason DirectX is used is because its a more complete package, it has input libraries, libraries to display a canvas, etc. OpenGL is only for drawing. With OpenGL, you are able to "paint" but openGL does not give you the canvas in which you can "paint" on. So the downside is that OpenGL is more bare bones, which means more work on the side of the dev. But the upside is, you can easily port it to MANY other platforms if it is programmed right.

You could combine OpenGL with SDL (Simple DirectMedia Layer).

You can use SDL, but SDL is really shitty, along with all the windows support, is why devs use directx. However I myself have been using C4 which uses opengl for graphics and on the windows side uses the directx input functionality and such.

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Willy105

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#127 Willy105
Member since 2005 • 26208 Posts
No one going to use DX11.2 confirmed.
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Murderstyle75

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#128 Murderstyle75
Member since 2011 • 4412 Posts
[QUOTE="Mr720fan"]

well look for this to be a trend, 11.3 dx will be exclusive to the 8 x1 combo.    MSFT locking out the market, PS4 a generation behind.

lx_theo
Playstation doesn't even use DirectX, genius.

Lol. He must be related to Einstein. Anyways, PS4 uses Playstation Shader Language "PSSL"
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faizan_faizan

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#129 faizan_faizan
Member since 2009 • 7869 Posts
[QUOTE="lx_theo"][QUOTE="Mr720fan"]

well look for this to be a trend, 11.3 dx will be exclusive to the 8 x1 combo.    MSFT locking out the market, PS4 a generation behind.

Murderstyle75
Playstation doesn't even use DirectX, genius.

Lol. He must be related to Einstein. Anyways, PS4 uses Playstation Shader Language "PSSL"

I was arguing with a German last week about this particular discussion on another forum. He said that the PS4 uses DirectX, I stated the reasons why it wouldn't and the issues DirectX has on PC, such as, API overheads, draw calls and so forth. Then, he showed me this link: http://www.geek.com/games/sony-iimprove-directx-11-for-the-ps4-blu-ray-1544364/ And I lost the argument.
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faizan_faizan

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#130 faizan_faizan
Member since 2009 • 7869 Posts
[QUOTE="Mr720fan"]

well look for this to be a trend, 11.3 dx will be exclusive to the 8 x1 combo.    MSFT locking out the market, PS4 a generation behind.

lx_theo
Playstation doesn't even use DirectX, genius.

If by Playstation, you meant Playstation 4 (That is obvious, too, because the person who you're replying to was talking about PS4) then your lack of intelligence is amusing.
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way2funny

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#131 way2funny
Member since 2003 • 4570 Posts

[QUOTE="Murderstyle75"][QUOTE="lx_theo"] Playstation doesn't even use DirectX, genius.faizan_faizan
Lol. He must be related to Einstein. Anyways, PS4 uses Playstation Shader Language "PSSL"

I was arguing with a German last week about this particular discussion on another forum. He said that the PS4 uses DirectX, I stated the reasons why it wouldn't and the issues DirectX has on PC, such as, API overheads, draw calls and so forth. Then, he showed me this link: http://www.geek.com/games/sony-iimprove-directx-11-for-the-ps4-blu-ray-1544364/ And I lost the argument.

Thats interesting then, because it would then support both directx and opengl. And it might not actually be directx, what it probably is, is that they provide the API for directx and have their own implementation, unless they are licensing it from microsoft or something. Id like to read more about it

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faizan_faizan

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#132 faizan_faizan
Member since 2009 • 7869 Posts

[QUOTE="faizan_faizan"][QUOTE="Murderstyle75"] Lol. He must be related to Einstein. Anyways, PS4 uses Playstation Shader Language "PSSL"way2funny

I was arguing with a German last week about this particular discussion on another forum. He said that the PS4 uses DirectX, I stated the reasons why it wouldn't and the issues DirectX has on PC, such as, API overheads, draw calls and so forth. Then, he showed me this link: http://www.geek.com/games/sony-iimprove-directx-11-for-the-ps4-blu-ray-1544364/ And I lost the argument.

Thats interesting then, because it would then support both directx and opengl. And it might not actually be directx, what it probably is, is that they provide the API for directx and have their own implementation, unless they are licensing it from microsoft or something. Id like to read more about it

I don't understand why Sony opted for DirectX anyway (If that link is true).
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xxxLUGZxxx

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#133 xxxLUGZxxx
Member since 2011 • 511 Posts

Ummmmmm... the presenter in that video clearly states that this is exclusive to Windows 8.1 machines and next generation consoles LIKE the Xbox One.

Never mentioned that this was exclusive to X1.

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deactivated-5cf4b2c19c4ab

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#134 deactivated-5cf4b2c19c4ab
Member since 2008 • 17476 Posts
[QUOTE="lx_theo"][QUOTE="Mr720fan"]

well look for this to be a trend, 11.3 dx will be exclusive to the 8 x1 combo.    MSFT locking out the market, PS4 a generation behind.

Murderstyle75
Playstation doesn't even use DirectX, genius.

Lol. He must be related to Einstein. Anyways, PS4 uses Playstation Shader Language "PSSL"

PSSL isn't a graphics API, it is a shader language. Directx uses HLSL and OpenGL has GLSL
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Zaibach

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#135 Zaibach
Member since 2007 • 13466 Posts

[QUOTE="Zaibach"]

[QUOTE="superclocked"]lol, you have to do some reading about technology if you want to speak ron's language...superclocked

thats all he posts regardless of the topic. its the same graphs everytime.

its just spamming now

I get why people find it hard to communicate with him. But personally, I like his posts. He does add more information than is needed, but it proves that he knows his hardware, and I welcome the extra information...

Its not a matter of communication at all.

 

Do you know what the definition of insanity is? Doing the same thing over and over and expecting different results.

 

If you really think spamming the same graphs and charts ad nauseaum is a sign of intelligence or that it actually proves that he knows anything about anythign, you are mistaken

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way2funny

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#136 way2funny
Member since 2003 • 4570 Posts

[QUOTE="way2funny"]

[QUOTE="faizan_faizan"] I was arguing with a German last week about this particular discussion on another forum. He said that the PS4 uses DirectX, I stated the reasons why it wouldn't and the issues DirectX has on PC, such as, API overheads, draw calls and so forth. Then, he showed me this link: http://www.geek.com/games/sony-iimprove-directx-11-for-the-ps4-blu-ray-1544364/ And I lost the argument.faizan_faizan

Thats interesting then, because it would then support both directx and opengl. And it might not actually be directx, what it probably is, is that they provide the API for directx and have their own implementation, unless they are licensing it from microsoft or something. Id like to read more about it

I don't understand why Sony opted for DirectX anyway (If that link is true).

Well one thing I know for sure, PS4 uses openGL. The question now is does PS4 support directX. Theres couple things that they could do, they couple implement the directX API with openGL calls, or they just iicensed it from microsoft. Both of which are plausable, however implemented the directx api with opengl calls could be quite a big headache.

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fend_oblivion

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#137 fend_oblivion
Member since 2006 • 6760 Posts
[QUOTE="faizan_faizan"] I don't understand why Sony opted for DirectX anyway (If that link is true).

Maybe they opted for it because it meant for an even playing field? That devs won't find reason to complain that the PS4, unlike the X1, doesn't have DirectX? What impresses me most is that (according to the link) Sony actually modified DirectX to work even better. Only time will tell if all this is true or not.
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deactivated-58e448fd89d82

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#138 deactivated-58e448fd89d82
Member since 2010 • 4494 Posts

Just the same as DX10.1, it never took off, and never gave anything superior.

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osirisx3

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#139 osirisx3
Member since 2012 • 2113 Posts

lol ms trys to force another awful os on us

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way2funny

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#140 way2funny
Member since 2003 • 4570 Posts

[QUOTE="faizan_faizan"] I don't understand why Sony opted for DirectX anyway (If that link is true).fend_oblivion
Maybe they opted for it because it meant for an even playing field? That devs won't find reason to complain that the PS4, unlike the X1, doesn't have DirectX? What impresses me most is that (according to the link) Sony actually modified DirectX to work even better. Only time will tell if all this is true or not.

I highly DOUBT they modified it, since its implementation is hidden, since its owned my microsoft. Like I said what most likely happened is that they implemented the directx api using opengl.

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XBOunity

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#141 XBOunity
Member since 2013 • 3837 Posts
awesome stuff, watched the video, Microsoft offering this to every dev will surely make use of it. Another reason to own a XBO over a ps4.
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Chris_Williams

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#142 Chris_Williams
Member since 2009 • 14882 Posts
awesome stuff, watched the video, Microsoft offering this to every dev will surely make use of it. Another reason to own a XBO over a ps4.XBOunity
you just going to keep making troll alt accounts?
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topgunmv

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#143 topgunmv
Member since 2003 • 10880 Posts

[QUOTE="lhughey"]

[QUOTE="harry_james_pot"]Well from what I'm seeing it seems to be all about more optimization, and not actual new features. Not worth suffering with windows 8 for.harry_james_pot

You're funny only you're not. Suffering with windows 8. Lol.

 

Win 8 is no different than win 7 from a usability perspective especially if you use the Win button on your keyboard then type in the name of the app you want to open. If you like to take the slow way of grabbing your mouse then going to the start menu then selecting your app, then yes it is a lil different (but win8 is after). Instead of opening a heirarchy of start menus folders, all your programs are flat.

It simply kills any productivity for me. Everything takes me more steps to do than windows 7, and all this whole metro thing is horrible with a mouse. Maybe I could get used to it if I use it more, but why? It doesn't really add anything useful to be worth wasting my time on.

Just ignore the windows 8 apologists, they're an even more extreme minority than the vista apologists.

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dream431ca

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#144 dream431ca
Member since 2003 • 10165 Posts

Your gonna have to perform a lobotomy on me to get me on Windows 8.

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Aidenfury19

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#145 Aidenfury19
Member since 2007 • 2488 Posts

Hardware overlay support is something that is already present-at least in some form-on PS3 and presumably on PS4 as well. WipEout HD did something like that years ago (dynamic resolution depending on available resources).

I'm curious how many of these features are actually relevant to games and aren't already present elsewhere, my guess would be not many and certainly none of these would appear to be a big enough deal to really change anything for Microsoft.

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#146 jhcho2
Member since 2004 • 5103 Posts

awesome stuff, watched the video, Microsoft offering this to every dev will surely make use of it. Another reason to own a XBO over a ps4.XBOunity

Depends on how you look at it. Would you use a DX code for your game which you know is exclusive to an OS that most people aren't using for obvious reasons?

EDIT: Level 1. 7 posts. Opinion invalid.

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Deathsmiles76

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#147 Deathsmiles76
Member since 2013 • 25 Posts
Um no there not anything to try and one up xbox
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deactivated-58e448fd89d82

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#148 deactivated-58e448fd89d82
Member since 2010 • 4494 Posts

Um no there not anything to try and one up xboxDeathsmiles76

 

?

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AmazonTreeBoa

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#149 AmazonTreeBoa
Member since 2011 • 16745 Posts
Still sticking with Windows 7. Better luck next time Microsoft.
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#150 Netherscourge
Member since 2003 • 16364 Posts

Dunno if this has already been posted, but Microsoft is pulling another DX10.  Sorry, Windows 7 users, potential PS4 owners, and, uh, Wii U owners. 

Five key features of DX11.2: 

 

- Hardware overlay support (Similar to Durangos display panes, allows the developer to render the 3d graphics of the app at lower than native resolution, while keeping 2d ui at native res composing the final frame at a native resolution). Developers can also target a framerate and let the gpu dynamically scales the 3d graphics to try to meet that criteria (basically dynamic resolution changing is now fully supported by the api)

- HSL shader linking. W8.1 store apps can compile shaders in runtime, so the behavior of the shaders can be dynamic. However compiling is slow, so this feature allows you to pre-compile shaders at build time and link them at runtime, this way you can create new dynamic shaders without the performance hit. Dynamics shaders could be used for instance for a game to test the performance of the device its going to run and modify to a simpler or a more complex version of the shader to maintain the best visual quality while maintaining the target framerate. Its also useful for building shader library dlls that can be shared among different projects and each app decides how to build their shaders from this library.

- Mappeable gpu buffers. This is great for compute scenarios with collaboration of the cpu and gpu. They provide api support for the cpu directly access the gpu memory without needing to copy the buffer back and forth. For 11.2 its going to be onlye for compute so its only buffers, not graphical objects.

- Low latency present API. Basically api support for the system to tell the app when its the best time to start rendering and showing the content on screen, to allow the shortest latency possible. By using this api they were able to reduce latency from 3 frames (at 60fps) to less than 1.

- Tiled Resources which is api support for hardware accelerated virtual texturing. Its basically hardware support for mega texturing.

princeofshapeir

 

1. Most developers don't like working on Windows 8 to build games. They will continue to do it on Windows 7, which means they will stick to DX 11.1 to ensure maximum compatibility.

2. The PS4 can produce all of the above-mentioned effects without DirectX and at lower API level with less bridging.