@Junsei said:
so DirectX is terrible now ?. damn I didn't know we have so many developers posting in this site now.
here is the response to that question: http://www.eurogamer.net/articles/digitalfoundry-directx-360-performance-blog-entry
DirectX has low level extensions through a high-level interface that when compiled creates an overhead that hinders performance. The Xbox consoles don't have a libgcm equivalent which lets devs bypass many limitations imposed by the high level nature of APIs like openGL or DirectX on the PS3. Example:
"'Let's say you're rendering a forest. Chances are that most of the same trees are going to be rendered from one frame to the next, with maybe a 10 per cent variance as the view changes. With Xbox 360, you'll be calling most of the same functions with the same parameters for each frame, while DirectX translates those into command buffers and feeds them to the GPU. With the LibGCM/PS3 approach though, you could build buffers for a set amount of trees across several groups. A simple check could discern if those buffers are still relevant for the next frame, and if so, they can be re-used, whereas with DirectX (and OpenGL for that matter) they will be regenerated anew for each frame."
DirectX is a better and more organized API than Sony's PSGL, libgcm and Nvidia's Cg and it let's you write code faster and more efficiently. But when a first party studio puts the the time they can create miracles like GOWIII, The Last of Us, etc. on the PS3 even with its much weaker GPU and limited and segmented memory set-up.
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