@magicalclick said:
Wow, still going on. Probably no one will read this, but here is some important personal opinions from the Forza5 DX12 demo.
1) Forza5 used low level XboxOne API to achieve greatness.
2) Forza5 dev explain how they used eSRAM rendering part of the scene (NOT ALL, like some strange people would try to say the entire scene needs to be to fit into eSRAM).
3) Forza5 is a launch title ON TIME with quality wall around.
4) DX12 demo shows you can achieve similar low level performance WITHOUT XBOXONE SPECIFIC API. Capitalized for a reason. Most 3rd party games did not utilize XboxOne specific low level API as much as Forza5 and Ryse.
5) just to be so obvious and repeat myself. Just because the low level API is available, does not mean devs will use it. Xbox360 can do tessellation, CPU stream out, and etc. Tessellation is done with like how many games? 3?
6) The new SDK makes optimization easier on the same XboxOne API and it is not DX12. So, it is self evident that, the performance is already improving even before DX12. How interesting is that?
7) multiplat between PC and XboxOne is obviously easy to optimize using the same DX12 code.
1)Yes.
2-The sky was leave on the main memory pool because the skybox is totally static and dead,if it had dynamic sky it would need to be place on ESRAM.
3-It was downgrade from the E3 presentation.
4-The xbox one API was there from launch,the xbox one had a GPU reservation and some tools were not mature enough,Forze 5 PC demo used DX12 and was done to show how easy the game was ported from from XBO to PC,does that tell you something when the actual DX on xbox one is 11.x.? Basically one of the things DX12 will do is allow easier porting but if DX12 is not on XBO how come Turn 10 make a demo to show how easy it was porting to it.?
5-Because it has a high cost to performance,The PS3 could do adaptive tessellation to it just did it in Cell,few games use it to for that same reason,in this case we are talking about an API to lower CPU over head an increase performance,by the way lower level over head is build in on the only API the xbox one has DX11.x.
6-DX12 is basically on xbox one it one had a few features missing,which have been tag to hardware which the xbox one lack to fully support it,this has been stated by MS it self the xbox one already has DX12 features,because features like lower CPU over head and better draw calls are features of consoles,which consoles have for years including the 360 and PS3.
The Forza 5 demo was the star of the presentation, designed to show how console-level efficiency is possible on the PC. Bizarrely, according to Nvidia, the demo ran on Titan Black hardware - the most powerful single-chip graphics card on the market, and possibly not quite the best hardware to demonstrate an efficient console port.
http://www.eurogamer.net/articles/digitalfoundry-2014-directx-12-revealed-coming-to-xbox-one
You people should know this by now instead of pretending that lower CPU over head better draw calls and all that shit is actually a feature of DX12 new to gaming,not only mantle does the same and is out unlike DX12,but Mantle took it from the xbox one or PS4 because those are gains in consoles ported to PC,CPU on consoles are already efficient because they don't have to keep any legacy with 200 diiferent CPU and GPU's.
Hell i still think that the CPU over head on xbox one is actually better than on DX12 which still has legacy attach to it just not as much as before.
This brings us to the crux of the matter: what’s not being said. Simply put, what would happen if you ported both the high level and low level APIs from a console – say the Xbox One – back over to the PC? We already know what that high level API would look like, because it exists today in the form of Direct3D 11.2, an API peppered with new features that coincide with AMD GCN hardware features. But what about a low level API? What would it look like?
What’s not being said, but what becomes increasingly hinted at as we read through AMD’s material, is not just that Mantle is a low level API, but rather Mantle is the low level API. As in it’s either a direct copy or a very close derivative of the Xbox One’s low level graphics API. All of the pieces are there; AMD will tell you from the start that Mantle is designed to leverage the optimization work done for games on the next generation consoles, and furthermore Mantle can even use the Direct3D High Level Shader Language (HLSL), the high level shader language Xbox One shaders will be coded against in the first place.
Let’s be very clear here: AMD will not discuss the matter let alone confirm it, so this is speculation on our part. But it’s speculation that we believe is well grounded. Based on what we know thus far, we believe Mantle is the Xbox One’s low level API brought to the PC.
http://www.anandtech.com/show/7371/understanding-amds-mantle-a-lowlevel-graphics-api-for-gcn
I don't even know how people ignore article like this.
Basically both DX12 and Mantle are pulled from consoles,sure both have some new features,but the ones about better CPU over head which was the whole footing for the 2X performance in frames claims came from consoles.
7-They have been easy to do for years,DX has never had a problem of been hard to learn or use,in fact the xbox 360 was a walk on the park compare to how bad it was to code for the PS3 which time to triangle a game was like a year,compare that to the PS1 which was 3 months,DX12 now is easier but i don't thinks to a point were it would make a huge impact,is all MS word to well try to convince developers to use the xbox one as lead platforms and not the PS4,which now is also very easy to code to,everything is done for a reason in this market.
@04dcarraher said:
huh? do you not understand that X1 is not using a API specifically made from the ground up for the hardware.
Need proof? look at Alien isolation, Shadow of Mordor, or any other multiplat game that is locked at 30 fps. With DX11 only one core is only being used in feeding the gpu the data hence the lower performance vs pc hardware that has a faster cpu but comparable gpu. If all cores were used in feeding the gpu you wouldn't see the 30 fps cap dip into the 20's.
Do you realize that DX11 on pc is hell of alot more bloated then it is on the X1, The modified DX11 on the X1 has been slimmed down to bypass most of the overhead. Yea it does have a few of upcoming features in full blown dx 12, however DX 11.X the X1 API is a superset of DX 11.2, not the upcoming 11.3 or DX12...
However again do not ignore the inherent cpu to gpu communication limitation of dx11 that they did not redo. DX 12 brings more efficiency and allows all the cores to feed data to the gpu.
Its funny you think X1 is using DX12 or Dx12 like API when in fact all info shows that X1 does not use it, its modified DX 11.2.
If your not jealous why are you making shit up, twisting facts and attacking any upcoming gains from dx12 for the X1 even if it only supplies more cpu cycles per clock to be put else where.
You think Opnegl is better? John carmack does not think so ever since DX11. "John Carmack admits that DirectX has become the better API" "OpenGL has been held back by compatibility concerns, Carmack said."
Why do you think Apple is moving away from opengl? Opengl is not being updated like it should, and is limiting developers."its a grab bag of broken inconsistent functionality” without standard hardware definitions"
Also The PS4's implementation of Opengl es is not used by developers. The low level API is not remotely related to Opengl.
Why do you bring up PRT support with opengl?, hell opengl didnt support tessellation until 2010 when MS supported it with DX11 back in 2009.
Its up to the developers and the game engines that they are using determines if features like PRT, tessellation or anything else is used.
"That is what happen when you try to time your graphics api with windows releases to force people to update your OS."
lol really? No one forces developers to use Direct x, they can use opengl all they want in windows, mac or linux, fact is that opengl is not as good as you think it is. MS forcing people to update to new OS's is no difference in people having to buy new consoles to play the new games.... Also MS is allowing all Win 7 and Win 8 users to upgrade to Windows 10 for free per device.
DX12 biggest feature to far is lower CPU over head which the xbox one already has.
Please read my reply @magicalclick in this same post as i am not going to past it again.
Read and read well,the CPU over head bring to DX12 is already on mantle Mantle took it from the xbox one API or PS4 one pick one,the sudden urge to have lower CPU over head on PC come more from a draw call limitation than actually increasing performance of CPU which on PC are already strong enough to run any game on PC.
One again prove that CPU lower over head doesn't come from consoles,hell i still think the xbox one API is more effective than DX12 because no matter what targeting 1 hardware specs is better than targeting 50.
@StormyJoe said:
@tormentos: Regardless, DX12 obviously improves the efficiency of hardware utilization, hence improving game performance.
You consistently state the opposite.
And, who says MS is going to let Sony use their APIs?
It should bring some fixes and some improvements but nothing even close to the 2X crap that was stated on PC and which many of you still believe.
Because most of what DX12 bring is already on xbox one,and you people refuse to admit this when even MS it self stated it took things from the xbox one API to insert it on PC,and in what place those features pull will be inserted in.? DX12.
Oh please if Sony want to use DX MS would do shit,just like sony PC used windows my god there is a licensing system for that,but sony doesn't need it they already have one better.
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