Worst gaming engine for XB1 gets boost thanks to DX12

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tushar172787

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#52 tushar172787
Member since 2015 • 2561 Posts

this tech talk is spinning my head..

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speedfog

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#53 speedfog
Member since 2009 • 4966 Posts

Great news for the ONE

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blackace

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#54  Edited By blackace
Member since 2002 • 23576 Posts

@GrenadeLauncher said:

Neither game is DX12 though.

Wuh woh!

Go back and read the article again. lol!! The latest SDK update includes Win 10 and the full version of DX12. Microsoft said they would be sending out the updates to devs near the end of July. Don't take this as confirmation. We'll just wait and hear from the other 25-30 developers after they get their SDK updates. El Tormo will be doing a LOT of damage control in this thread. lol!! DX12 does nothing!!! LMAO!!

****************************************************************************************************************************

@Zero_epyon said:

I don't believe it was all DX12. I'm sure they did some major improvements on their code. Maybe I'm missing it, but none of the sources state that they achieved that performance thanks to DX12. It's just implied..

Well, if this was only PES 2016, I would definitely agree with you 100%, but they also said MGS V: TPP would also be 1080P 60fps. Remember that MGS V: GZ was 720P 30fps on the XB1. How the hell did that jump to 1080P 60fps? The fact Microsoft said they would be released DX12/Win10 updated SDK in July makes me think this may be true. We'll wait and see what other devs say.

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ToScA-

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#55 ToScA-
Member since 2006 • 5783 Posts

Tormentos getting schooled by ronvalencia is always a thing of beauty to behold.

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tormentos

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#56 tormentos
Member since 2003 • 33793 Posts

@ronvalencia said:

@tormentos: It's clear you didn't read my post nor you don't have the capacity to understand them. Before spewing further BS, please attend a computer science related degree.

DX12's multithreading model impacts on how Async and TMU's ROPS workaround is used.

DX12's multithreading model impacts on how split rendering is used i.e. writing on both DDR3 and ESRAM frame buffer at the same time THAT reduce ping-pong access patterns with ESRAM. Every ping-pong access consumes clock cycles which increases rendering times.

These are the workaround examples for NOT having at least 1GB of GDDR5 for frame buffer workloads AND having 16 ROPS i.e. use compute's TMUs to write results to memory.

The only degree you have is a PHD in Kissing MS ass..

All the crap you have posted for more than a year has failed,DX12 will not change anything on xbox one,because it is a damn CPU api to deal with CPU Over head which console never had a problem to begin with proof is in the pudding.

Fable gained 20% on PC with DX12 on xbox one it won shit,on another game it won 7% which amount to a fu**ing frame or 2 ,yet you keep riding that shit like a moron,which is funny again because you believe that software will help improve the crappy xbox one,but don't think extra hardware aces will help the PS4..lol

So you can take your degree and shove it you already were proved wrong,Sniper Elite 3 was your downfall,not that project cars didn't make you look even worse,7 cores on xbox one 6 on PS4 and the PS4 version is faster..lol

@nyadc said:

You don't know what DirectX 12 can or cannot do, you're parroting speculation and conjecture from the Internet as if it's an informed point of view.

Silence, we don't care what you have to say because you don't know anything of worth.

P.S. Get mad.

And you are grasping blackace DX12 failed,there is nothing it can do to save the xbox one from been behind all gen long,MGS5 should never had been 720p on xbox one or pes is a cross platform engine,it should ran easy on xbox one,in fact is runs 60FPS rock solid on PS4 in 1080p without problems.

@ronvalencia said:

DX12 is available to selected developers. "New SDK" can cover a range of areas.

Known DX12 titles

Eidos Montreal/Square Enix's Deus Ex: Mankind Divided.

Lionhead Studios' Fable Legends (Unreal Engine 4).

Black Tusk Studios' Gears of War Ultimate Edition (Unreal Engine ?).

Snail Games' King of Wushu (CryEngine 3)

http://www.starwarshq.com/articles.html/star-wars-battlefront/star-wars-battlefront-could-make-use-of-directx-12-good-sign-for-stable-multiplayer-r199/

Microsoft said to expect the first DX12 games to be made available around “holiday 2015″, when “50% of all new PC games will be DX12 compatible.

PS; If PES 2016 wasn't shader bound, it's render resolution would be increased i.e. there are other factors that limits rendering resolution outside of shader resource issues.

Async compute enables shader resources to be used during CPU side frame render setup.

There's only very few games that uses Async compute. From AMD's list, not one is XBO game.

DirectX 12 Early Access Program https://onedrive.live.com/survey?resid=A4B88088C01D9E9A!107&authkey=!AFgbVA2sYbeoepQ

I don't think 50% of new games will be DX12 compatible by this holiday in fact how many games are been build on DX12 now few,i say 2016 holiday maybe PC adoption of new API is slow it has happen with all DX releases i don't see the difference with this one.

Also is funny that you quote Phill Spencer Twit he also admit to hold by his last word which claim not to expect dramatic changes with DX12,because he was asked again so stop quoting selectively it make you look stupid and desperate.

A change from 720p to 1080p is dramatic,so yeah this change is more because of better understanding of ESRAM which was the real problem for Pes and MGS5 to be 720p not CPU over head as the game had no problems frames wise.

Project Cars doesn't use Async shaders on PS4 and uses 6 cores vs the xbox one 7 cores and the PS4 is faster even that already has extra temporal and higher resolution which impact the GPU,Project Cars developer stated that 7% was the win with DX12 which mean even with that 7% the XBO would still trail the PS4 frame wise and resolution wise on Project Cars.

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babyjoker1221

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#57 babyjoker1221
Member since 2015 • 1313 Posts

@tormentos: Having seen many of your posts, it has become beyond apparent that you really have no idea what your talking about. Anyone who's been around long enough has obviously seen you use, and reuse the exact same phrases. How many times are you going to throw Project Cars out there as your defining proof that the PS4 is greater than the XB1.

You get utterly destroyed time and time again, and it's like you don't even see it.

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Yams1980

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#58 Yams1980
Member since 2006 • 2866 Posts

so will xbox one be able to do 60fps also 1080p or still just 30fps? cause i'd rather play a game at 720p 60fps then 1080p 30fps

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SolidTy

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#59  Edited By SolidTy
Member since 2005 • 49991 Posts

@Yams1980 said:

so will xbox one be able to do 60fps also 1080p or still just 30fps? cause i'd rather play a game at 720p 60fps then 1080p 30fps

We haven't even got a confirmation on what's what for the Xbone's version of MGS5, including the native resolution details.

I imagine there will be a hit if they don't juggle their assets right because boost happen across these machines, but the boost won't suddenly transform the Xbone hardware into PS4 hardware.

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#60  Edited By ronvalencia
Member since 2008 • 29612 Posts

@tormentos said:
@ronvalencia said:

@tormentos: It's clear you didn't read my post nor you don't have the capacity to understand them. Before spewing further BS, please attend a computer science related degree.

DX12's multithreading model impacts on how Async and TMU's ROPS workaround is used.

DX12's multithreading model impacts on how split rendering is used i.e. writing on both DDR3 and ESRAM frame buffer at the same time THAT reduce ping-pong access patterns with ESRAM. Every ping-pong access consumes clock cycles which increases rendering times.

These are the workaround examples for NOT having at least 1GB of GDDR5 for frame buffer workloads AND having 16 ROPS i.e. use compute's TMUs to write results to memory.

The only degree you have is a PHD in Kissing MS ass..

All the crap you have posted for more than a year has failed,DX12 will not change anything on xbox one,because it is a damn CPU api to deal with CPU Over head which console never had a problem to begin with proof is in the pudding.

Fable gained 20% on PC with DX12 on xbox one it won shit,on another game it won 7% which amount to a fu**ing frame or 2 ,yet you keep riding that shit like a moron,which is funny again because you believe that software will help improve the crappy xbox one,but don't think extra hardware aces will help the PS4..lol

So you can take your degree and shove it you already were proved wrong,Sniper Elite 3 was your downfall,not that project cars didn't make you look even worse,7 cores on xbox one 6 on PS4 and the PS4 version is faster..lol

@nyadc said:

You don't know what DirectX 12 can or cannot do, you're parroting speculation and conjecture from the Internet as if it's an informed point of view.

Silence, we don't care what you have to say because you don't know anything of worth.

P.S. Get mad.

And you are grasping blackace DX12 failed,there is nothing it can do to save the xbox one from been behind all gen long,MGS5 should never had been 720p on xbox one or pes is a cross platform engine,it should ran easy on xbox one,in fact is runs 60FPS rock solid on PS4 in 1080p without problems.

@ronvalencia said:

DX12 is available to selected developers. "New SDK" can cover a range of areas.

Known DX12 titles

Eidos Montreal/Square Enix's Deus Ex: Mankind Divided.

Lionhead Studios' Fable Legends (Unreal Engine 4).

Black Tusk Studios' Gears of War Ultimate Edition (Unreal Engine ?).

Snail Games' King of Wushu (CryEngine 3)

http://www.starwarshq.com/articles.html/star-wars-battlefront/star-wars-battlefront-could-make-use-of-directx-12-good-sign-for-stable-multiplayer-r199/

Microsoft said to expect the first DX12 games to be made available around “holiday 2015″, when “50% of all new PC games will be DX12 compatible.

PS; If PES 2016 wasn't shader bound, it's render resolution would be increased i.e. there are other factors that limits rendering resolution outside of shader resource issues.

Async compute enables shader resources to be used during CPU side frame render setup.

There's only very few games that uses Async compute. From AMD's list, not one is XBO game.

DirectX 12 Early Access Program https://onedrive.live.com/survey?resid=A4B88088C01D9E9A!107&authkey=!AFgbVA2sYbeoepQ

I don't think 50% of new games will be DX12 compatible by this holiday in fact how many games are been build on DX12 now few,i say 2016 holiday maybe PC adoption of new API is slow it has happen with all DX releases i don't see the difference with this one.

Also is funny that you quote Phill Spencer Twit he also admit to hold by his last word which claim not to expect dramatic changes with DX12,because he was asked again so stop quoting selectively it make you look stupid and desperate.

A change from 720p to 1080p is dramatic,so yeah this change is more because of better understanding of ESRAM which was the real problem for Pes and MGS5 to be 720p not CPU over head as the game had no problems frames wise.

Project Cars doesn't use Async shaders on PS4 and uses 6 cores vs the xbox one 7 cores and the PS4 is faster even that already has extra temporal and higher resolution which impact the GPU,Project Cars developer stated that 7% was the win with DX12 which mean even with that 7% the XBO would still trail the PS4 frame wise and resolution wise on Project Cars.

For traditional raster workloads, PS4 has more shader, more ROPS, larger with fast frame buffer memory resources e.g.

1. PS4 doesn't need ROPS workaround (XBO must use compute's TMUs to boost it's write to memory performance with small data types),

2. PS4 doesn't need split rendering workaround (XBO must use DDR3 and ESRAM at the same time, hence minimises multiple ESRAM access/cycle wastage/increase render time to build up a single frame).

From the start, PS4 can extract GPU's power faster than XBO.

PS4 is mostly memory bound i.e. you can't use the entire PS4 TMU and ROPS write resource at the same time.

To build up a full frame pass, titling with ESRAM is not free i.e. you haven't think about when doing multiple ESRAM access during the titling process will consume cycles, hence increases render time.

All of XBO's workarounds re-position it's results closer to FirePro W5000's level AND it's still inferior to R7-265 (nearest PS4's GPU solution).

Radeon HD 7770 doesn't have XBO's workarounds potential i.e. it's 72 GB/s memory bound and will stay that way. AMD has released faster 7770 variant with 96 GB/s memory bandwidth i.e. Radeon HD R9-M380 (1Ghz, 10 CU, 1.28 TFLOPS).

Async compute is useful when slotting additional shader work during CPU side frame setup stage and the benefits are available for both XBO and PS4. XBO gains it's full Async compute functionality with DX12.

The major bottleneck for PS4 are from multi-platform games with XBO's DX11.X and PC's DX11 design considerations e.g. doing multiple deferred context threads with a single immediate thread on PS4 is sloppy i.e. lazy port.

Straight port from DX11.X to DX12 has very little benefits i.e. the program's structure has to be restructured to maximise the benefits from DX12.

DX12 doesn't equal upgrading to a higher grade GPU type improvements i.e. DX11-to-DX12 improvements are like coding from X87 FPU to SSE2 FPU i.e. vectorizing program structures has to be embedded within the C++ code.

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tormentos

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#61 tormentos
Member since 2003 • 33793 Posts

@ronvalencia said:

For traditional raster workloads, PS4 has more shader, more ROPS, larger with fast frame buffer memory resources e.g.

1. PS4 doesn't need ROPS workaround (XBO must use compute's TMUs to boost it's write to memory performance with small data types),

2. PS4 doesn't need split rendering workaround (XBO must use DDR3 and ESRAM at the same time, hence minimises multiple ESRAM access/cycle wastage/increase render time to build up a single frame).

From the start, PS4 can extract GPU's power faster than XBO.

PS4 is mostly memory bound i.e. you can't use the entire PS4 TMU and ROPS write resource at the same time.

To build up a full frame pass, titling with ESRAM is not free i.e. you haven't think about when doing multiple ESRAM access during the titling process will consume cycles, hence increases render time.

All of XBO's workarounds re-position it's results closer to FirePro W5000's level AND it's still inferior to R7-265 (nearest PS4's GPU solution).

Radeon HD 7770 doesn't have XBO's workarounds potential i.e. it's 72 GB/s memory bound and will stay that way. AMD has released faster 7770 variant with 96 GB/s memory bandwidth i.e. Radeon HD R9-M380 (1Ghz, 10 CU, 1.28 TFLOPS).

Async compute is useful when slotting additional shader work during CPU side frame setup stage and the benefits are available for both XBO and PS4. XBO gains it's full Async compute functionality with DX12.

The major bottleneck for PS4 are from multi-platform games with XBO's DX11.X and PC's DX11 design considerations e.g. doing multiple deferred context threads with a single immediate thread on PS4 is sloppy i.e. lazy port.

Straight port from DX11.X to DX12 has very little benefits i.e. the program's structure has to be restructured to maximise the benefits from DX12.

DX12 doesn't equal upgrading to a higher grade GPU type improvements i.e. DX11-to-DX12 improvements are like coding from X87 FPU to SSE2 FPU i.e. vectorizing program structures has to be embedded within the C++ code.

The 7770 is spanking the xbox one in most games dude even on Ryse it on low settings beat the xbox one quality wise and 1080p unlike the xbox one version.

You may say the 7770 72gb/s is a problem but in reality it isn't 72GB/s is enough to that GPU,the 7790 has 96GB/s and spank the xbox one with it 140 to 150 GB/s you can have all the bandwidth you want if you don't have the power is useless is like giving the PS4 300GB/s and expecting it to beat a R270X no matter how much bandwidth the PS4 had it would never beat that GPU because of lack of power.

So using the 7770 to the fullest is possible with 72GB/s while using the 7770 like GPU inside the xbox one is not because of its cumbersome hardware,this is a fact that will stay all gen long and i bet you my account that 2 years from now the xbox one will still trail the 7770 in games even after DX12.

@babyjoker1221 said:

@tormentos: Having seen many of your posts, it has become beyond apparent that you really have no idea what your talking about. Anyone who's been around long enough has obviously seen you use, and reuse the exact same phrases. How many times are you going to throw Project Cars out there as your defining proof that the PS4 is greater than the XB1.

You get utterly destroyed time and time again, and it's like you don't even see it.

The fu**.?

The great majority of games out there are superior on PS4 what the fu** are you smocking..hahahahaa

Project Cars is just a demanding game which has one of the biggest gaps recorded the gap between both console is there it is up to the developer to determine how to use it,it has been prove already that the PS4 not only can have higher resolution but also higher frames at the same time.

And i use Project cars because it is more advance that even the witcher 3,it is the only game in the known to use the xbox one 7 core to actually speed frames stated by the developer it self,so not only is the PS4 doing a superior work on Project Cars but is also doing it with 1 less core on its CPU, 7 cores vs 6 cores and the PS4 is faster that say allot and completely kill the whole argument about superior CPU inside the xbox one...lol

The xbox one hardware is so badly put together and so unbalance that even while having 7 cores at 150mhz faster still trail the PS4 frames wise,i wonder what will happen if sony release its 7 core to games..lol

Utterly destroy by who idiot.? You hahahaaaaaaaaaaaaa.

The PS4 is superior just admit it and move on...lol

@blackace said:
@GrenadeLauncher said:

Neither game is DX12 though.

Wuh woh!

Go back and read the article again. lol!! The latest SDK update includes Win 10 and the full version of DX12. Microsoft said they would be sending out the updates to devs near the end of July. Don't take this as confirmation. We'll just wait and hear from the other 25-30 developers after they get their SDK updates. El Tormo will be doing a LOT of damage control in this thread. lol!! DX12 does nothing!!! LMAO!!

****************************************************************************************************************************

@Zero_epyon said:

I don't believe it was all DX12. I'm sure they did some major improvements on their code. Maybe I'm missing it, but none of the sources state that they achieved that performance thanks to DX12. It's just implied..

Well, if this was only PES 2016, I would definitely agree with you 100%, but they also said MGS V: TPP would also be 1080P 60fps. Remember that MGS V: GZ was 720P 30fps on the XB1. How the hell did that jump to 1080P 60fps? The fact Microsoft said they would be released DX12/Win10 updated SDK in July makes me think this may be true. We'll wait and see what other devs say.

Hahahahaaaaaaaaaaaaa...

DX12 failed were was the big show MS had planned for E3 and which you have more than a year hyping.?

Whoops no DX12 on E3,oh wait there was for PC on xbox one nothing absolutely nothing,but i am sure it will be on E3 2016 right.? hahahaa

Where are the megatons that you promise for E3.?

You are a fool there was no reason for Pes or MGS5 to be 720p other than ESRAM been on the way,Fifa is 1080p i don't see why PES shouldn't be the difference was on the engine how foxengine works and how heavily deferred it is and how that cause problems for ESRAM fact is like the first COD on xbox one after better use of ESRAM they were able to rise the resolution,Foxengine is not even that demanding it runs 60FPS without problems on 1080p on PS4 it should have been at least 900p from the offshot,so been 1080p is nothing man is not really an achievement of DX12 since DX12 is a CPU over head api,which has no effect what so ever on resolution which is a job entirely of the GPU.

So this is just smoke screen to credit DX12 for something it should not be.

DX12 is already on xbox one it doesn't have a specific launch day on xbox one that i know off,the 7 core is already been use and i am sure async isn't been use because no game has gone over the trouble to make it work on xbox one,not even Halo 5 does and they use DX12 on their games i am 100% sure.

@ToScA- said:

Tormentos getting schooled by ronvalencia is always a thing of beauty to behold.

The dude is just as blind as you are,i say even more because he know that the shitty hardware will improve shit but he is so determine to prove people wrong that he ignores what he knows,did you see him how he ignore my Project Cars example.?

Yeah that is because he know he has no argument to counter it..hahahaa

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Zero_epyon

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#62 Zero_epyon
Member since 2004 • 20501 Posts

@blackace said:
@Zero_epyon said:

I don't believe it was all DX12. I'm sure they did some major improvements on their code. Maybe I'm missing it, but none of the sources state that they achieved that performance thanks to DX12. It's just implied..

Well, if this was only PES 2016, I would definitely agree with you 100%, but they also said MGS V: TPP would also be 1080P 60fps. Remember that MGS V: GZ was 720P 30fps on the XB1. How the hell did that jump to 1080P 60fps? The fact Microsoft said they would be released DX12/Win10 updated SDK in July makes me think this may be true. We'll wait and see what other devs say.

Did they really have enough time to rework their engine for the new SDK not a few weeks after the SDK came out? No In the case of MGS, they've had plenty of time to get the engine to run optimally on the Xbox One. Tomb Raider ran at 1080p on the xbox before, so it's not surprising that they got the new one to run at that resolution.

Look it's obvious that Konami had terrible engines for Xbox One. Not many games run at 720p on the Xbox One. It's more likely that they finally fixed their engine.

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delta3074

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#63 delta3074
Member since 2007 • 20003 Posts

@tormentos said:
@ronvalencia said:

Anyway, http://www.gamespot.com/articles/xbox-ones-rise-of-the-tomb-raider-demo-reaches-108/1100-6429149/

Xbox One's Rise of the Tomb Raider Demo Reaches 1080p

The other Tomb Raider game was 1080p to so is not like DX12 increased resolution over the previous one it just was 30 lock while the PS4 was unlock.

Here is what DX12 can't do.

1-Increase resolution.

DX12 is a CPU bottleneck API the xbox one GPU still is weaker and will not gain power to match the PS4 in most games.

2-Do anything significant.

DX12 is an API which biggest features are console like optimization something that already exist on the xbox one since day 1 because it was a console.

'Konami’s technology director, Julien Merceron, about the resolution and frame rate for PES 2016 and Metal Gear Solid V on Xbox One. Merceron stated that because of the new Xbox One SDK, the developers were able to bump up both games to 1080p 60 FPS'

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ronvalencia

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#64  Edited By ronvalencia
Member since 2008 • 29612 Posts

@tormentos said:
@ronvalencia said:

For traditional raster workloads, PS4 has more shader, more ROPS, larger with fast frame buffer memory resources e.g.

1. PS4 doesn't need ROPS workaround (XBO must use compute's TMUs to boost it's write to memory performance with small data types),

2. PS4 doesn't need split rendering workaround (XBO must use DDR3 and ESRAM at the same time, hence minimises multiple ESRAM access/cycle wastage/increase render time to build up a single frame).

From the start, PS4 can extract GPU's power faster than XBO.

PS4 is mostly memory bound i.e. you can't use the entire PS4 TMU and ROPS write resource at the same time.

To build up a full frame pass, titling with ESRAM is not free i.e. you haven't think about when doing multiple ESRAM access during the titling process will consume cycles, hence increases render time.

All of XBO's workarounds re-position it's results closer to FirePro W5000's level AND it's still inferior to R7-265 (nearest PS4's GPU solution).

Radeon HD 7770 doesn't have XBO's workarounds potential i.e. it's 72 GB/s memory bound and will stay that way. AMD has released faster 7770 variant with 96 GB/s memory bandwidth i.e. Radeon HD R9-M380 (1Ghz, 10 CU, 1.28 TFLOPS).

Async compute is useful when slotting additional shader work during CPU side frame setup stage and the benefits are available for both XBO and PS4. XBO gains it's full Async compute functionality with DX12.

The major bottleneck for PS4 are from multi-platform games with XBO's DX11.X and PC's DX11 design considerations e.g. doing multiple deferred context threads with a single immediate thread on PS4 is sloppy i.e. lazy port.

Straight port from DX11.X to DX12 has very little benefits i.e. the program's structure has to be restructured to maximise the benefits from DX12.

DX12 doesn't equal upgrading to a higher grade GPU type improvements i.e. DX11-to-DX12 improvements are like coding from X87 FPU to SSE2 FPU i.e. vectorizing program structures has to be embedded within the C++ code.

The 7770 is spanking the xbox one in most games dude even on Ryse it on low settings beat the xbox one quality wise and 1080p unlike the xbox one version.

You may say the 7770 72gb/s is a problem but in reality it isn't 72GB/s is enough to that GPU,the 7790 has 96GB/s and spank the xbox one with it 140 to 150 GB/s you can have all the bandwidth you want if you don't have the power is useless is like giving the PS4 300GB/s and expecting it to beat a R270X no matter how much bandwidth the PS4 had it would never beat that GPU because of lack of power.

So using the 7770 to the fullest is possible with 72GB/s while using the 7770 like GPU inside the xbox one is not because of its cumbersome hardware,this is a fact that will stay all gen long and i bet you my account that 2 years from now the xbox one will still trail the 7770 in games even after DX12.

The other factor is the CPU driving Radeon HD 7770 i.e. Intel Core I series CPU not some tablet/netbook CPU. Furthermore, Xbox One still has DX11.X's deferred context multithreads being serialized into immediate context thread model. PC's DX11 draw call issues are being workaround with batching feature.

It's clear you don't understand the relationship between CPU power vs empty slots opportunities for Async compute. Weaker CPU leaves gaps in the command stream dispatch that the Async compute (shader) can exploit. You missed my point on Async. Complex CPU workloads reduces the GPU commands dispatch rate, hence additional opportunities for Async compute.

Tessellation bound games gimps Radeon HD 7770's 1 triangle per cycle rate.

7790 has 96 GB/s *FLAT* and larger size 2GB GDDR5 model WITHOUT wasting cycles on multiple read/write ESRAM during tiling.

With a flat 2GB GDDR5 with 96 GB/s, the GPU could write 1920x1080p frame buffer in one pass.

With a 32MB ESRAM with 140 GB/s-to-150GB/s, GPU could write tiled segments of 1920x1080p frame buffer in multiple passes. You have failed to factor-in the importance on reducing ESRAM access iterations. Split rendering workaround enables frame buffer segments to be written in *one pass* i.e. 32MB ESRAM handles the majority of the frame buffer bandwidth consumption with DDR3 memory handles the residual frame buffer bandwidth consumption, hence minimising the tiling cost This workaround was shown in GDC 2015.

Tiling has a cost.

I have already shown you W5000's 1.28 TFLOPS 12 CU at 825Mhz with 2GB 153.6 GB/s memory bandwidth with inferior results to retail 7850, but superior to 7770's result.

ROPS has a workaround i.e. use TMUs for additional memory read/write operations. There are lost features with this workaround i.e. no access to ROP's other fix function features. Workarounds usually has a down side.

From http://gamingbolt.com/world-of-tanks-confirmed-to-run-at-1080p-on-xbox-one-dx12-will-make-the-console-more-powerful

Wagner also shared his opinion on the upcoming API, DirectX 12. He believes that it will have the same impact on the Xbox One as it will on a PC.”I certainly hope so. You can never have enough power in any console so it’s cool to think that in its second or third year the Xbox One will become more powerful.”

World of Tanks XBO build has 1080p resolution.

http://granitecoastentertainment.com/index.php/component/k2/item/126-technomancer-will-be-1080p-on-both-xbox-one-and-ps4

Jehanne Rousseau, CEO of Spider Studios, spoke to the outlet and stated that "For a RPG like The Technomancer we preferred to achieve the best graphic quality, so we decided to stick to 1080p and 30 fps on PS4 and Xbox One. The 60 fps is a very interesting technical challenge, but concentrate our efforts on it would not be reasonable for us, and there would have been too many sacrifices to do on the game.”

Phil Spencer spoke a while back that the new SDK improvements and the addition of Direct X12 will allow the Xbox One to maintain 1080P on more games.

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tormentos

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#65 tormentos
Member since 2003 • 33793 Posts

@delta3074 said:

'Konami’s technology director, Julien Merceron, about the resolution and frame rate for PES 2016 and Metal Gear Solid V on Xbox One. Merceron stated that because of the new Xbox One SDK, the developers were able to bump up both games to 1080p 60 FPS'

New SDK not DX12,that is the same thing Rebellion say about the xbox one almost 2 years ago for sniper elite 3 when they reach 1080p a new sdk update,and it wasn't so call DX12,so it wasn't DX12 it was a new SDK probably helping with the xbox one biggest problem which is ESRAM usage and which is what hurt the xbox one resolution in several games.

DX12 is already inside the xbox one most of the things about it are,which is why games on PC see gains with DX12 while xbox one games don't see it or see little.

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ronvalencia

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#66  Edited By ronvalencia
Member since 2008 • 29612 Posts

@tormentos said:
@delta3074 said:

'Konami’s technology director, Julien Merceron, about the resolution and frame rate for PES 2016 and Metal Gear Solid V on Xbox One. Merceron stated that because of the new Xbox One SDK, the developers were able to bump up both games to 1080p 60 FPS'

New SDK not DX12,that is the same thing Rebellion say about the xbox one almost 2 years ago for sniper elite 3 when they reach 1080p a new sdk update,and it wasn't so call DX12,so it wasn't DX12 it was a new SDK probably helping with the xbox one biggest problem which is ESRAM usage and which is what hurt the xbox one resolution in several games.

DX12 is already inside the xbox one most of the things about it are,which is why games on PC see gains with DX12 while xbox one games don't see it or see little.

Elite 3 uses tiling as their workaround for XBO's ESRAM size issue.

Please post your source on

1. Xbox One's current DX11.X build full Async compute features.

2. Xbox One's current DX11.X build removed immediate context thread and deferred context thread serialisation model.

3. Xbox One's current DX11.X build has full DX 12_0 features.

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#67 FoxbatAlpha
Member since 2009 • 10669 Posts

Just curious what the PS4 will be running at on MGSV. Anyone know if this has been announced or confirmed yet?

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#68  Edited By StormyJoe
Member since 2011 • 7806 Posts

@slimdogmilionar: Wait - I thought @tormentos said improved SDKs wouldn't make any difference?

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#69 delta3074
Member since 2007 • 20003 Posts

@tormentos said:
@delta3074 said:

'Konami’s technology director, Julien Merceron, about the resolution and frame rate for PES 2016 and Metal Gear Solid V on Xbox One. Merceron stated that because of the new Xbox One SDK, the developers were able to bump up both games to 1080p 60 FPS'

New SDK not DX12,that is the same thing Rebellion say about the xbox one almost 2 years ago for sniper elite 3 when they reach 1080p a new sdk update,and it wasn't so call DX12,so it wasn't DX12 it was a new SDK probably helping with the xbox one biggest problem which is ESRAM usage and which is what hurt the xbox one resolution in several games.

DX12 is already inside the xbox one most of the things about it are,which is why games on PC see gains with DX12 while xbox one games don't see it or see little.

But you said yourself that improved SDK would not make any difference, clearly it does.

You said that nothing they could do would enable the Xbone to increase the resolutions in its game.

Clearly you where very, very wrong.

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#70 tormentos
Member since 2003 • 33793 Posts

@ronvalencia said:

Elite 3 uses tiling as their workaround for XBO's ESRAM size issue.

Please post your source on

1. Xbox One's current DX11.X build full Async compute features.

2. Xbox One's current DX11.X build removed immediate context thread and deferred context thread serialisation model.

3. Xbox One's current DX11.X build has full DX 12_0 features.

Post your links proving DX12 will improve resolution on xbox one,and prove to me that a CPU over head API will increase a GPU related workload like resolution.

Resolution is a job of the GPU not the CPU,so a CPU over head API will help for shit no matter what.

Again Project Cars uses 7 cores of the xbox one the PS4 uses 6 and still is faster on PS4,not only that Project cars developer admit the xbox one was CPU bound so they use the 7 core,the game doesn't use async on PS4 and has 150mhz slower clock on all of its cores the xbox one cumbersome hardware and not true HSA design is the culprit here and there is no fix for it not that the weaker GPU help much either.

@FoxbatAlpha said:

Just curious what the PS4 will be running at on MGSV. Anyone know if this has been announced or confirmed yet?

Is the same engine so yeah 1080p 60FPS which the PS4 didn't have problems to begin with on the game unlike the xbox one.

@StormyJoe said:

@slimdogmilionar: Wait - I thought @tormentos said improved SDKs wouldn't make any difference?

Is not making a difference MGS5 and Pes should have never been 720p to begin with,Ghost was 720p and then rise to 1360x1080p on advanced war and the latest SDK had shit to do with it,fact is Foxengine is a multiplatform multigen engine it was almost 720p on xbox 360 so i don't see how in hell the xbox one should not run it on 1080p or at least 900p.

The xbox one has a shitty memory system which cause problems getting better grip over it doesn't mean DX12 did any shit and you will see that this holiday when several games come on inferior form even after the latest SDK,there is no fixing the problem is you target 1080p 60FPS on PS4 you will not get that on XBO because the xbox one has less power,reason why BF games are 720p is not just a question of ESRAM is a question of keeping up with the PS4 which the xbox one can't do because it has a weaker GPU,i remember how you made a parade for destiny claiming parity was achieve and asking what future games coming were inferior on xbox one and i told you to wait.

You didn't have to wait long Both Shadow Of Mordor and Dragon Age soon after destiny killed your argument then Advanced war as well,this is just PR like always fact is this engine has no problems running at 60FPS it was rock solid on PS4 even with dynamic skies which the xbox one version also lacked.

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#71 ronvalencia
Member since 2008 • 29612 Posts

@tormentos said:
@ronvalencia said:

Elite 3 uses tiling as their workaround for XBO's ESRAM size issue.

Please post your source on

1. Xbox One's current DX11.X build full Async compute features.

2. Xbox One's current DX11.X build removed immediate context thread and deferred context thread serialisation model.

3. Xbox One's current DX11.X build has full DX 12_0 features.

Post your links proving DX12 will improve resolution on xbox one,and prove to me that a CPU over head API will increase a GPU related workload like resolution.

Resolution is a job of the GPU not the CPU,so a CPU over head API will help for shit no matter what.

Again Project Cars uses 7 cores of the xbox one the PS4 uses 6 and still is faster on PS4,not only that Project cars developer admit the xbox one was CPU bound so they use the 7 core,the game doesn't use async on PS4 and has 150mhz slower clock on all of its cores the xbox one cumbersome hardware and not true HSA design is the culprit here and there is no fix for it not that the weaker GPU help much either.

@FoxbatAlpha said:

Just curious what the PS4 will be running at on MGSV. Anyone know if this has been announced or confirmed yet?

Is the same engine so yeah 1080p 60FPS which the PS4 didn't have problems to begin with on the game unlike the xbox one.

@StormyJoe said:

@slimdogmilionar: Wait - I thought @tormentos said improved SDKs wouldn't make any difference?

Is not making a difference MGS5 and Pes should have never been 720p to begin with,Ghost was 720p and then rise to 1360x1080p on advanced war and the latest SDK had shit to do with it,fact is Foxengine is a multiplatform multigen engine it was almost 720p on xbox 360 so i don't see how in hell the xbox one should not run it on 1080p or at least 900p.

The xbox one has a shitty memory system which cause problems getting better grip over it doesn't mean DX12 did any shit and you will see that this holiday when several games come on inferior form even after the latest SDK,there is no fixing the problem is you target 1080p 60FPS on PS4 you will not get that on XBO because the xbox one has less power,reason why BF games are 720p is not just a question of ESRAM is a question of keeping up with the PS4 which the xbox one can't do because it has a weaker GPU,i remember how you made a parade for destiny claiming parity was achieve and asking what future games coming were inferior on xbox one and i told you to wait.

You didn't have to wait long Both Shadow Of Mordor and Dragon Age soon after destiny killed your argument then Advanced war as well,this is just PR like always fact is this engine has no problems running at 60FPS it was rock solid on PS4 even with dynamic skies which the xbox one version also lacked.

You first made the claim, hence you post your source on

1. Xbox One's current DX11.X build full Async compute features.

2. Xbox One's current DX11.X build removed immediate context thread and deferred context thread serialisation model.

3. Xbox One's current DX11.X build has full DX 12_0 features.

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#72 ConanTheStoner  Online
Member since 2011 • 23838 Posts

Already a thread, but worst engine on X1? Fox Engine performs well on toasters, nothing about it was slacking on X1.

@FoxbatAlpha said:

Just curious what the PS4 will be running at on MGSV. Anyone know if this has been announced or confirmed yet?

1080p@60

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#73  Edited By tormentos
Member since 2003 • 33793 Posts

@delta3074 said:

But you said yourself that improved SDK would not make any difference, clearly it does.

You said that nothing they could do would enable the Xbone to increase the resolutions in its game.

Clearly you where very, very wrong.

Is making a difference on a game that should have never been 720p and that is what you don't understand,that engine was almost 720p on xbox 360 how in hell could not be 900p at least on xbox one which is suppose to be more powerful.

You will see that games will continue to be 900p and even 720p because some games are just to much for the xbox one GPU regardless of ESRAM usage,Foxengine is not that demanding i mean is lock 60FPS 1080p on PS4 without any single problem so been 720p on xbox one was an ESRAM problem,again DX12 is not what is rising the resolution of this game better usage of ESRAM or hell probably better understanding of it.

That is a lie since i say many times that all xbox one games can be 1080p it just depend on the quality and what your doing period and still is true fact is a CPU over head api will not raise resolution on xbox one.

NO i am not and you will see soon enough when the next game come and is inferior on xbox one,not even the PS4 can hold 1080p in all games and doesn't have ESRAM is a problem of its GPU.

@ronvalencia said:

You first made the claim, hence you post your source on

1. Xbox One's current DX11.X build full Async compute features.

2. Xbox One's current DX11.X build removed immediate context thread and deferred context thread serialisation model.

3. Xbox One's current DX11.X build has full DX 12_0 features.

Bullshit you are the one claiming DX12 is not on xbox one,you are the one holding tied to using multiple core for frames so you come and prove to me how DX12 will help the xbox one on a GPU task like resolution period...

The xbox one has long evolve since DX11.X not only that most of DX11.X was DX12 period,what you don't get is that DX12 is a freaking late ass API to copy AMD mantle,Mantle is a API that copy consoles API if you can tied those together then you are a bigger fool than even taught possible go flash your degree elsewhere your prediction have failed and the xbox one faile time and time again to gain parity again Sniper Eite 3 was your downfall.

You are to emotionally involve with DX and MS that you refuse to see the truth,Fable improved shit on xbox one,on PC 20% what bigger testament,there is not a single demo of DX12 on xbox one,yet even one for surface exist yet for the so call biggest beneficiary there isn't some how,is because the gains are total shit and Slightly Mad studios let the cat out of the bag 7% the win on DX12 hahahahaa 7% freaking % no wonder MS has go to great deals to avoid showing any demos comparing DX11.X and DX12 the gain were minimal 2 frame at best..lol

Oh and Slightly Mad actually claim that if sony used DX12 like code would also improve,which mean yeah gap never going away.

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#74 deactivated-5f26ef21d6f71
Member since 2006 • 2521 Posts

@tormentos said:
@delta3074 said:

But you said yourself that improved SDK would not make any difference, clearly it does.

You said that nothing they could do would enable the Xbone to increase the resolutions in its game.

Clearly you where very, very wrong.

Is making a difference on a game that should have never been 720p and that is what you don't understand,that engine was almost 720p on xbox 360 how in hell could not be 900p at least on xbox one which is suppose to be more powerful.

You will see that games will continue to be 900p and even 720p because some games are just to much for the xbox one GPU regardless of ESRAM usage,Foxengine is not that demanding i mean is lock 60FPS 1080p on PS4 without any single problem so been 720p on xbox one was an ESRAM problem,again DX12 is not what is rising the resolution of this game better usage of ESRAM or hell probably better understanding of it.

That is a lie since i say many times that all xbox one games can be 1080p it just depend on the quality and what your doing period and still is true fact is a CPU over head api will not raise resolution on xbox one.

NO i am not and you will see soon enough when the next game come and is inferior on xbox one,not even the PS4 can hold 1080p in all games and doesn't have ESRAM is a problem of its GPU.

@ronvalencia said:

You first made the claim, hence you post your source on

1. Xbox One's current DX11.X build full Async compute features.

2. Xbox One's current DX11.X build removed immediate context thread and deferred context thread serialisation model.

3. Xbox One's current DX11.X build has full DX 12_0 features.

Bullshit you are the one claiming DX12 is not on xbox one,you are the one holding tied to using multiple core for frames so you come and prove to me how DX12 will help the xbox one on a GPU task like resolution period...

The xbox one has long evolve since DX11.X not only that most of DX11.X was DX12 period,what you don't get is that DX12 is a freaking late ass API to copy AMD mantle,Mantle is a API that copy consoles API if you can tied those together then you are a bigger fool than even taught possible go flash your degree elsewhere your prediction have failed and the xbox one faile time and time again to gain parity again Sniper Eite 3 was your downfall.

You are to emotionally involve with DX and MS that you refuse to see the truth,Fable improved shit on xbox one,on PC 20% what bigger testament,there is not a single demo of DX12 on xbox one,yet even one for surface exist yet for the so call biggest beneficiary there isn't some how,is because the gains are total shit and Slightly Mad studios let the cat out of the bag 7% the win on DX12 hahahahaa 7% freaking % no wonder MS has go to great deals to avoid showing any demos comparing DX11.X and DX12 the gain were minimal 2 frame at best..lol

Oh and Slightly Mad actually claim that if sony used DX12 like code would also improve,which mean yeah gap never going away.

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#75 delta3074
Member since 2007 • 20003 Posts

@tormentos said:
@delta3074 said:

But you said yourself that improved SDK would not make any difference, clearly it does.

You said that nothing they could do would enable the Xbone to increase the resolutions in its game.

Clearly you where very, very wrong.


'Blah, Blah, Blah'

''Konami’s technology director, Julien Merceron, about the resolution and frame rate for PES 2016 and Metal Gear Solid V on Xbox One. Merceron stated that because of the new Xbox One SDK, the developers were able to bump up both games to 1080p 60 FPS''

'because of the new Xbox One SDK, the developers were able to bump up both games to 1080p 60 FPS'

So according to Konami, NEW SDK enabled them to increase framerates and resolution on there games=New SDK improving performance of games.

Tormentos 'New SDK will do nothing' =Bullshit according to Konami

don't try to muddy the water with Bullshit dude, it's as simple as that.

You claimed new SDK's would not improve anything, Konami says you are wrong therefore you are wrong.

It's not rocket science, your claim was debunked by Konami.

Dazzle people with Brilliance tormentos, stop trying to baffle people with bullshit

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#76 StrongBlackVine
Member since 2012 • 13262 Posts

Unfortunately Star Wars Battlefront will still be 720p(yes it will be if the PS4 version is still stuck at 900p).

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#77  Edited By ronvalencia
Member since 2008 • 29612 Posts

@tormentos said:

@ronvalencia said:

You first made the claim, hence you post your source on

1. Xbox One's current DX11.X build full Async compute features.

2. Xbox One's current DX11.X build removed immediate context thread and deferred context thread serialisation model.

3. Xbox One's current DX11.X build has full DX 12_0 features.

Bullshit you are the one claiming DX12 is not on xbox one,you are the one holding tied to using multiple core for frames so you come and prove to me how DX12 will help the xbox one on a GPU task like resolution period...

The xbox one has long evolve since DX11.X not only that most of DX11.X was DX12 period,what you don't get is that DX12 is a freaking late ass API to copy AMD mantle,Mantle is a API that copy consoles API if you can tied those together then you are a bigger fool than even taught possible go flash your degree elsewhere your prediction have failed and the xbox one faile time and time again to gain parity again Sniper Eite 3 was your downfall.

You are to emotionally involve with DX and MS that you refuse to see the truth,Fable improved shit on xbox one,on PC 20% what bigger testament,there is not a single demo of DX12 on xbox one,yet even one for surface exist yet for the so call biggest beneficiary there isn't some how,is because the gains are total shit and Slightly Mad studios let the cat out of the bag 7% the win on DX12 hahahahaa 7% freaking % no wonder MS has go to great deals to avoid showing any demos comparing DX11.X and DX12 the gain were minimal 2 frame at best..lol

Oh and Slightly Mad actually claim that if sony used DX12 like code would also improve,which mean yeah gap never going away.

Against your DX11.X = DX12 cow dung, you haven't addressed the following

1. Xbox One's current DX11.X build full Async compute features.

2. Xbox One's current DX11.X build removed immediate context thread and deferred context thread serialisation model.

3. Xbox One's current DX11.X build has full DX 12_0 features.

EA DICE was specific on which console API has influenced AMD's Mantle i.e. PS4 not XBO.

@StrongBlackVine said:

Unfortunately Star Wars Battlefront will still be 720p(yes it will be if the PS4 version is still stuck at 900p).

DX12 doesn't completely solve shader bound issues, but there are other issues that restricts XBO's 1920x1080p rendering targets.

The key part with rendering a frame at a certain resolution target is to reduce the time taken to render each layer.

At the same 1920x1080p resolution, XBO will have about 29 percent longer render time during it's shader layer stage when compared to PS4, hence less frame rates for XBO.

If the frame rate is less than 30 fps target, the dev has to lower the resolution or reduce the render time on other non-shader layer stages or making shader usage efficient by targeting areas that needs shading. Applying shader program on the entire frame resolution can be wasteful e.g. screen space shader processing.

XBO's split render combines DDR3 and ESRAM as a large frame buffer bandwidth i.e. 140GB/s + 54 GB/s. For memory writes with smaller data types, XBO would need use the TMUs to workaround 16 ROPS at 853Mhz issue.

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#78  Edited By tormentos
Member since 2003 • 33793 Posts

@delta3074 said:

''Konami’s technology director, Julien Merceron, about the resolution and frame rate for PES 2016 and Metal Gear Solid V on Xbox One. Merceron stated that because of the new Xbox One SDK, the developers were able to bump up both games to 1080p 60 FPS''

'because of the new Xbox One SDK, the developers were able to bump up both games to 1080p 60 FPS'

So according to Konami, NEW SDK enabled them to increase framerates and resolution on there games=New SDK improving performance of games.

Tormentos 'New SDK will do nothing' =Bullshit according to Konami

don't try to muddy the water with Bullshit dude, it's as simple as that.

You claimed new SDK's would not improve anything, Konami says you are wrong therefore you are wrong.

It's not rocket science, your claim was debunked by Konami.

Dazzle people with Brilliance tormentos, stop trying to baffle people with bullshit

First let start from the beginning my post was about DX12 not new SDK so you are spinning to win an argument you loss since you quote me buffoon.

Second is not a fu**ing SDK i don't care what they say is fu**ing PR let see if Starwars battlefront is 1080p because of the latest SDK then i say yes i loss.

According to PR crap which always end been the same shit lie don't you lemming get tire of been own.?

Will the process become easier over time as understanding of the hardware improves? “Definitely, yeah. They are releasing a new SDK that’s much faster and we will be comfortably running at 1080p on Xbox One. We were worried six months ago and we are not anymore, it’s got better and they are quite comparable machines.

http://gamingbolt.com/xbox-ones-esram-too-small-to-output-games-at-1080p-but-will-catch-up-to-ps4-rebellion-games#72MzstJjBraRq5Bw.99

This is the same shit that was say on early 2014 by Rebellion and which lemmings like Ronvalencia quoted religiously,is not the first time a developer claim the xbox one reach 1080p over an SDK is pure PR crap and we know after Rebellion Sniper Elite 3 several games were not only 900p but also 720p like BF hardline,when they achieve 1080p on hardline i believe it other wise is useless PR that has been stated over and over again and which has fail over and over.

Now before you say shit the xbox one should have been 1080p already on all games since on February 2014 a new SDK speed things up and make reaching 1080p easier in fact SE3 was 1080p it just was up to 30 FPS slower on xbox one..lol

As soon as the next sub 1080p game comes out you are getting quoted for fun...lol

@ronvalencia said:

Against your DX11.X = DX12 cow dung, you haven't addressed the following

1. Xbox One's current DX11.X build full Async compute features.

2. Xbox One's current DX11.X build removed immediate context thread and deferred context thread serialisation model.

3. Xbox One's current DX11.X build has full DX 12_0 features.

EA DICE was specific on which console API has influenced AMD's Mantle i.e. PS4 not XBO.

@StrongBlackVine said:

Unfortunately Star Wars Battlefront will still be 720p(yes it will be if the PS4 version is still stuck at 900p).

DX12 doesn't completely solve shader bound issues, but there are other issues that restricts XBO's 1920x1080p rendering targets.

The key part with rendering a frame at a certain resolution target is to reduce the time taken to render each layer.

At the same 1920x1080p resolution, XBO will have about 29 percent longer render time during it's shader layer stage when compared to PS4, hence less frame rates for XBO.

If the frame rate is less than 30 fps target, the dev has to lower the resolution or reduce the render time on other non-shader layer stages or making shader usage efficient by targeting areas that needs shading. Applying shader program on the entire frame resolution can be wasteful e.g. screen space shader processing.

XBO's split render combines DDR3 and ESRAM as a large frame buffer bandwidth i.e. 140GB/s + 54 GB/s. For memory writes with smaller data types, XBO would need use the TMUs to workaround 16 ROPS at 853Mhz issue.

You are the one who need to address this lemming.

1-Why no DX12 demo exist on xbox one,comparing DX11.X vs DX12 like on PC.?

2-Why PC games like Fable which use DX12 had 20% gain on PC but nothing on xbox one.

3-Why 7% is the win with DX12 on XBO in PC when MS and Wardell claim the xbox one would be the biggest beneficiary,and claiming xbox one owners would get a GPU twice as fast.?

4-Is 7% twice as fast.? How about 500% or 600% claimed as improvement.?

Is simple logic what you have to use to know that DX12 will do shit on xbox one only a true Moron will believe that if the API bring huge gains there would not be a demo already showing such gains and trying to use that as ammo vs the PS4 and is one of the biggest difference both platform have.

Funny thing is what you are saying to strong blackvine is what i told you and other lemmings as well for more than a year,in fact i argue that with lemmings like Stormy Joe,hdcarraher,Tessellation and many others,since before launch i told them that the xbox one would need to sacrifice resolution or frames if it wanted to match the PS4 i told you 100 times and you refuse to admit it because you claimed the 7770 didn't represent the xbox one because of bandwidth and wanted to use the firepro 5000,which doesn't represent the xbox one either as it has 32ROP.

In the end you loss the xbox one trails the 7770 miserably and gap recorded between both platforms had been as big as 30FPS in fact the difference in frames in Tomb Raider was as big as the difference from the 7770 to the 7950 on PC and i proved that.

The PS4 average like 50 but at time can run and sustain 60FPS and when it does it has a 30FPS gap over the xbox one which is equivalent to the difference between a 7770 and a 7950 which is huge.

Hell i say even bigger because this ^^ test is done with the same exact settings across all GPU,but on Tomb Raider not only the PS4 was faster it had higher quality effects to which make the gap even wider,and i predict it before it even happen,i remember when Stormyjoke claimed the difference would be 3 to 5 frames when hdcarraher claimed 10 and i was the only one claiming 20FPS or more based alone of the benchmarks existing on PC from the 7770 vs the 7850...I was right..

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#79  Edited By StormyJoe
Member since 2011 • 7806 Posts

@tormentos: Dude, face it - you are on the verge of having to eat some serious crow. More and more, your two years of "API changes won't do shit" tirades are coming back to bite you in the ass. You should have listened to us developers. But no - you who know nothing about software development apparently know more about API optimization than people who actually use APIs.

So, now you have delved into "Wait and see! The PS4 version will still look better!". Well, Stupid, that may be true - but the gap has certainly narrowed - which is what I have been telling you for two years.

Maybe you should get another screen name to save face... LMAO@U!

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tormentos

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#81 tormentos
Member since 2003 • 33793 Posts

@StormyJoe said:

@tormentos: Dude, face it - you are on the verge of having to eat some serious crow. More and more, your two years of "API changes won't do shit" tirades are coming back to bite you in the ass. You should have listened to us developers. But no - you who know nothing about software development apparently know more about API optimization than people who actually use APIs.

So, now you have delved into "Wait and see! The PS4 version will still look better!". Well, Stupid, that may be true - but the gap has certainly narrowed - which is what I have been telling you for two years.

Maybe you should get another screen name to save face... LMAO@U!

Will the process become easier over time as understanding of the hardware improves? “Definitely, yeah. They are releasing a new SDK that’s much faster and we will be comfortably running at 1080p on Xbox One. We were worried six months ago and we are not anymore, it’s got better and they are quite comparable machines.

http://gamingbolt.com/xbox-ones-esram-too-small-to-output-games-at-1080p-but-will-catch-up-to-ps4-rebellion-games#72MzstJjBraRq5Bw.99

Yeah i heard that one before... Hahahahaaaaaaaaaaaaaaaaa

Call me when Star Wars BF get announce as 1080 then i say i was wrong.

You are not a developer your are an idiot,who think .net is the same as making games fool,you were wrong on this so many times is not even funny from riding Destiny Parity to your 3 to 5 frames crap,again as soon as the next sub 1080p game come out on xbox one you are getting quoted and laugh at alone side Delta.

Foxengine run almost at 720p on xbox 360 which is a damn last gen there was no reason to run at 720p,but i bookmark this one since the xbox one from now on should be 1080p because konami achieve 1080p on a non demanding game,this reminded me of Diablo 3.

@StormyJoe said:

Typical cow fanboys. Time and time again, devs and "insiders" have said that the XB1 will have more and more parity with PS4. Now that it is happening with big titles like Diablo 3 and Destiny, they post stupid threads denouncing it - while constantly pointing out insignificant titles like Sniper Elite.

Oh look it is you celebrating diablo 1080p arrival on xbox one,you using Destiny lol and Diablo 3 as proof the xbox one was gaining parity.

You celebrating the xbox one been 1080p on this ^^ was hilarious the game should have never been lower

Loading Video...

And not even 60FPS could be keep on this game..lol

@StormyJoe said:

SNIPER ELITE? Are you goddamned kidding me? Who gives a shit about an A caliber game? Diablo 3, Doom 4, Destiny, Halo 5, the list goes on.

I am sorry to crush your dream of resolutiongate continuing forever, but it's not going to happen. I don't give a shit what charts you embed into your replies - the game are speaking for me. Get over it.

Hahahahaaaaaaaaaaa you failed and this was on August 2014,you were riding not only Destiny but Diablo 3 which is a freaking undemanding game as proof that parity would be achieve you even claim resolutiongate continuing for ever wasn't going to happen,and just a month latter Shadow of Mordor and dragon age make you eat your words,worse COD advanced war as well.

http://www.gamespot.com/forums/system-wars-314159282/diablo-3-is-1080p-60fps-on-xbone-after-all-31481947/

It wasn't only me making fun of your arguments...lol

So again i have read this shit before and see you ride it only to look stupid a few months latter when the next sub HD game hit the xbox one,you don't get it the xbox one will never CATCH UP IT WILL ALWAYS TRAIL THE PS4.

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#82  Edited By StormyJoe
Member since 2011 • 7806 Posts

@tormentos said:
@StormyJoe said:

@tormentos: Dude, face it - you are on the verge of having to eat some serious crow. More and more, your two years of "API changes won't do shit" tirades are coming back to bite you in the ass. You should have listened to us developers. But no - you who know nothing about software development apparently know more about API optimization than people who actually use APIs.

So, now you have delved into "Wait and see! The PS4 version will still look better!". Well, Stupid, that may be true - but the gap has certainly narrowed - which is what I have been telling you for two years.

Maybe you should get another screen name to save face... LMAO@U!

Will the process become easier over time as understanding of the hardware improves? “Definitely, yeah. They are releasing a new SDK that’s much faster and we will be comfortably running at 1080p on Xbox One. We were worried six months ago and we are not anymore, it’s got better and they are quite comparable machines.

http://gamingbolt.com/xbox-ones-esram-too-small-to-output-games-at-1080p-but-will-catch-up-to-ps4-rebellion-games#72MzstJjBraRq5Bw.99

Yeah i heard that one before... Hahahahaaaaaaaaaaaaaaaaa

Call me when Star Wars BF get announce as 1080 then i say i was wrong.

You are not a developer your are an idiot,who think .net is the same as making games fool,you were wrong on this so many times is not even funny from riding Destiny Parity to your 3 to 5 frames crap,again as soon as the next sub 1080p game come out on xbox one you are getting quoted and laugh at alone side Delta.

Foxengine run almost at 720p on xbox 360 which is a damn last gen there was no reason to run at 720p,but i bookmark this one since the xbox one from now on should be 1080p because konami achieve 1080p on a non demanding game,this reminded me of Diablo 3.

@StormyJoe said:

Typical cow fanboys. Time and time again, devs and "insiders" have said that the XB1 will have more and more parity with PS4. Now that it is happening with big titles like Diablo 3 and Destiny, they post stupid threads denouncing it - while constantly pointing out insignificant titles like Sniper Elite.

Oh look it is you celebrating diablo 1080p arrival on xbox one,you using Destiny lol and Diablo 3 as proof the xbox one was gaining parity.

You celebrating the xbox one been 1080p on this ^^ was hilarious the game should have never been lower

Loading Video...

And not even 60FPS could be keep on this game..lol

@StormyJoe said:

SNIPER ELITE? Are you goddamned kidding me? Who gives a shit about an A caliber game? Diablo 3, Doom 4, Destiny, Halo 5, the list goes on.

I am sorry to crush your dream of resolutiongate continuing forever, but it's not going to happen. I don't give a shit what charts you embed into your replies - the game are speaking for me. Get over it.

Hahahahaaaaaaaaaaa you failed and this was on August 2014,you were riding not only Destiny but Diablo 3 which is a freaking undemanding game as proof that parity would be achieve you even claim resolutiongate continuing for ever wasn't going to happen,and just a month latter Shadow of Mordor and dragon age make you eat your words,worse COD advanced war as well.

http://www.gamespot.com/forums/system-wars-314159282/diablo-3-is-1080p-60fps-on-xbone-after-all-31481947/

It wasn't only me making fun of your arguments...lol

So again i have read this shit before and see you ride it only to look stupid a few months latter when the next sub HD game hit the xbox one,you don't get it the xbox one will never CATCH UP IT WILL ALWAYS TRAIL THE PS4.

I've only been wrong a few times - and when I am, I admit it. Which is far more than can be said about you... Did COD go from 720p to 900p? Did Diablo improve with the new API? End of story.

Catching up and being equal are two different things. You are the one who said the API changes wold be "zero improvement".

Keep posting, Tormentos - we're all pulling for you, dumbass.

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tormentos

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#83 tormentos
Member since 2003 • 33793 Posts

@StormyJoe:

You should stop i already proved that shit your riding was already say more than a year ago by other developer as well and nothing change getting a boost of resolution in 1 or 2 games mean nothing when more sud hd games keep coming.

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#84 Shewgenja
Member since 2009 • 21456 Posts

I think the worst engines on the XBone are the ones where it is physically incapable of reaching 1080p.

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#85  Edited By StormyJoe
Member since 2011 • 7806 Posts

@tormentos said:

@StormyJoe:

You should stop i already proved that shit your riding was already say more than a year ago by other developer as well and nothing change getting a boost of resolution in 1 or 2 games mean nothing when more sud hd games keep coming.

LOL! You didn't prove anything. Did Diablo 3 go to 1080p? Yes, it did. So, you lost - again.

Again, you are the one who worshipped that CBOAT guy, all the way up until he said "Over time, the XB1 will start to hit 1080p/60FPS." Then, no more CBOAT quotes. Why is that, Tormentos? Did he burst your little bubble?

Look - no one is saying the XB1, via any SKD update, will be as fast as the PS4. What I have always said is that code and SDK optimization will close the gap. And, I was 100% correct. Suck it. I win.

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#86  Edited By 04dcarraher
Member since 2004 • 23858 Posts

@tormentos said:
@ronvalencia said:

You are the one who need to address this lemming.

1-Why no DX12 demo exist on xbox one,comparing DX11.X vs DX12 like on PC.?

2-Why PC games like Fable which use DX12 had 20% gain on PC but nothing on xbox one.

3-Why 7% is the win with DX12 on XBO in PC when MS and Wardell claim the xbox one would be the biggest beneficiary,and claiming xbox one owners would get a GPU twice as fast.?

4-Is 7% twice as fast.? How about 500% or 600% claimed as improvement.?

Is simple logic what you have to use to know that DX12 will do shit on xbox one only a true Moron will believe that if the API bring huge gains there would not be a demo already showing such gains and trying to use that as ammo vs the PS4 and is one of the biggest difference both platform have.

Funny thing is what you are saying to strong blackvine is what i told you and other lemmings as well for more than a year,in fact i argue that with lemmings like Stormy Joe,hdcarraher,Tessellation and many others,since before launch i told them that the xbox one would need to sacrifice resolution or frames if it wanted to match the PS4 i told you 100 times and you refuse to admit it because you claimed the 7770 didn't represent the xbox one because of bandwidth and wanted to use the firepro 5000,which doesn't represent the xbox one either as it has 32ROP.

In the end you loss the xbox one trails the 7770 miserably and gap recorded between both platforms had been as big as 30FPS in fact the difference in frames in Tomb Raider was as big as the difference from the 7770 to the 7950 on PC and i proved that.

1. lol you have to code the engines, and make graphical tech demos to use the new features your going to have to wait for it. Also MS does not do tech demos too often and they tend to focus on certain things like the cloud computing etc not really graphic demos . On Pc even with Windows and new DX features..... all tech demos are made by others not by MS. which is why we are not seeing your tech demos right now... nice try with that excuse.

2. lol its the engine and coding abilities of the dev's.... you goof using fable as a primary example of DX12 is hilarious, "DirectX 12 will not only improve CPU performance by up to 50% depending on how a game is developed, as previously announced, but it will also boost GPU usage by up to 20%, as revealed by tests done with Fable Legends." Its clearly a port job and most likely not gpu prone to begin with.

Now with 3Dmark DX12 benchmarking using a GTX 750ti with an A8 7800 going from DX11MT to DX12 went from 1.0m to 7.3m. that is over 700% gain. we know those type of gains wont be seen on consoles but X1 will see improvements, nothing huge but still a noticeable gain. Still wont be able to directly compete against PS4 lead in power.

3. You have no clue do you? If your running singled threaded gpu communication you cut your draw calls more than half by not using Multithreaded. Prime example is Alien Isolation where shows a clear sign of using a single core to talk to gpu limiting the game's frame rate to 30 fps with dips. If they used DX12 or PS4 API you could easily be able to achieve 60 fps frame rate on both consoles.

4. CPU power determines that 5-600% gains on Pc along with gpus that are multiple times faster.....

Your the moron believing that DX12 does not anything positive for X1.... for performance, efficiency and fixing issues....

lol using Pc version of Tomb raider to compare with 7770 is so flawed since X1 gpu does not have same design flaws or limits as 7770 architecture...... Plus to the fact that TressFX is not the modified updated version found on the new consoles.

Fact is that X1's DX11.x limitation affects PS4 as well with multiplats, so you should be happy DX12 is coming out since it will have positive gains for the PS4 as well. Improper cpu usage feeding gpu's affects everyone. its sad that with brute force from cpu allows a older and slower gpu(6850) perform better than consoles with stronger gpu's

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#87  Edited By XanderZane
Member since 2006 • 5174 Posts

@Zero_epyon said:
@blackace said:
@Zero_epyon said:

I don't believe it was all DX12. I'm sure they did some major improvements on their code. Maybe I'm missing it, but none of the sources state that they achieved that performance thanks to DX12. It's just implied..

Well, if this was only PES 2016, I would definitely agree with you 100%, but they also said MGS V: TPP would also be 1080P 60fps. Remember that MGS V: GZ was 720P 30fps on the XB1. How the hell did that jump to 1080P 60fps? The fact Microsoft said they would be released DX12/Win10 updated SDK in July makes me think this may be true. We'll wait and see what other devs say.

Did they really have enough time to rework their engine for the new SDK not a few weeks after the SDK came out? No In the case of MGS, they've had plenty of time to get the engine to run optimally on the Xbox One. Tomb Raider ran at 1080p on the xbox before, so it's not surprising that they got the new one to run at that resolution.

Look it's obvious that Konami had terrible engines for Xbox One. Not many games run at 720p on the Xbox One. It's more likely that they finally fixed their engine.

Komani didn't make Tomb Raider. You do know that right? MGS: GZ was running at 720P on the XB1. Now the new game will run at 1080P 60fps. That's a huge jump for an incompatible game engine.

I guess people completely forgot about this little article.

http://www.dsogaming.com/news/square-enix-on-dx12-it-took-around-three-weeks-to-get-the-basic-rendering-working-on-directx-12/

Not very hard getting previous game engines to work with DX12.

LMAO, watching El Tormo have another meltdown and get owned again and again. "El Tormo: DX12 will do nothing for the XB1." LOL!! What an idiot.

*********************************************************************************************************8

@StrongBlackVine said:

Unfortunately Star Wars Battlefront will still be 720p(yes it will be if the PS4 version is still stuck at 900p).

Microsoft is working with EA and DICE about that. We'll see. lol!!

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#88  Edited By Zero_epyon
Member since 2004 • 20501 Posts

@XanderZane said:
@Zero_epyon said:
@blackace said:
@Zero_epyon said:

I don't believe it was all DX12. I'm sure they did some major improvements on their code. Maybe I'm missing it, but none of the sources state that they achieved that performance thanks to DX12. It's just implied..

Well, if this was only PES 2016, I would definitely agree with you 100%, but they also said MGS V: TPP would also be 1080P 60fps. Remember that MGS V: GZ was 720P 30fps on the XB1. How the hell did that jump to 1080P 60fps? The fact Microsoft said they would be released DX12/Win10 updated SDK in July makes me think this may be true. We'll wait and see what other devs say.

Did they really have enough time to rework their engine for the new SDK not a few weeks after the SDK came out? No In the case of MGS, they've had plenty of time to get the engine to run optimally on the Xbox One. Tomb Raider ran at 1080p on the xbox before, so it's not surprising that they got the new one to run at that resolution.

Look it's obvious that Konami had terrible engines for Xbox One. Not many games run at 720p on the Xbox One. It's more likely that they finally fixed their engine.

Komani didn't make Tomb Raider. You do know that right? MGS: GZ was running at 720P on the XB1. Now the new game will run at 1080P 60fps. That's a huge jump for an incompatible game engine.

I guess people completely forgot about this little article.

http://www.dsogaming.com/news/square-enix-on-dx12-it-took-around-three-weeks-to-get-the-basic-rendering-working-on-directx-12/

Not very hard getting previous game engines to work with DX12.

LMAO, watching El Tormo have another meltdown and get owned again and again. "El Tormo: DX12 will do nothing for the XB1." LOL!! What an idiot.

*********************************************************************************************************8

Yeah TR was mentioned in this thread and it was claimed to be an improvement thanks to DX12. I'm very well aware of who makes what games.

Thanks for the link. It proves my point perfectly!

So personally I think it’s not very difficult, it wasn’t very difficult for us, to try the D3D12 but with any new platform and any new graphics API, you probably know that you need some time before you can utilize the API for 100%”

Rendering in DX12 is not what's going to improve the games since DX12's rendering techniques are similar to what was on the Xbox One in the first place, hence why it was easy to do. But, to really get the best out of the improvements of DX12 and the new SDK, you need way more time, time Konami didn't have. To make an engine go from 720p to 1080p 60fps without changing hardware requires major changes to the engine and isn't something a simple call to a new SDK is going to fix.

Also, TR was 1080p before. We need to see if anything else changed to measure the difference of DX12. They could have gotten there by using lower quality assets and other corner cutting techniques.

Forgot to mention that this was for PC as well. So it's not even concerning DX12 on Xbox One.

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#89 tormentos
Member since 2003 • 33793 Posts

@StormyJoe said:

LOL! You didn't prove anything. Did Diablo 3 go to 1080p? Yes, it did. So, you lost - again.

Again, you are the one who worshipped that CBOAT guy, all the way up until he said "Over time, the XB1 will start to hit 1080p/60FPS." Then, no more CBOAT quotes. Why is that, Tormentos? Did he burst your little bubble?

Look - no one is saying the XB1, via any SKD update, will be as fast as the PS4. What I have always said is that code and SDK optimization will close the gap. And, I was 100% correct. Suck it. I win.

Diablo 3 run in 1080p on a damn 7750...hahahaha Did the xbox one ran BF hardline in 1080p.? It came many months after Diablo 3,so the SDK should have help it.

No Cboat claimed that more 1080p 60FPS games would arrive not that the xbox one gained parity buffoon,and in fact it didn't was the Witcher 3 1080p.? Oh and that was way after Diablo 3 SDK in fact that was after the December SDK which even unlock the 7 core of the xbox one which Project Cars use and still the damn shitty console was 900p on that racing game..lol

You already claimed that resolution gate would not last for ever when in reality it will all gen long and the more they push the hardware the more the xbox one will go down.

So how did it close the gap for PC.? Or for Battlefield how about The witcher 3 or Batman.? will all games run at the same resolution now.? Yeah then the gap is not closing.

@04dcarraher said:

1. lol you have to code the engines, and make graphical tech demos to use the new features your going to have to wait for it. Also MS does not do tech demos too often and they tend to focus on certain things like the cloud computing etc not really graphic demos . On Pc even with Windows and new DX features..... all tech demos are made by others not by MS. which is why we are not seeing your tech demos right now... nice try with that excuse.

2. lol its the engine and coding abilities of the dev's.... you goof using fable as a primary example of DX12 is hilarious, "DirectX 12 will not only improve CPU performance by up to 50% depending on how a game is developed, as previously announced, but it will also boost GPU usage by up to 20%, as revealed by tests done with Fable Legends." Its clearly a port job and most likely not gpu prone to begin with.

Now with 3Dmark DX12 benchmarking using a GTX 750ti with an A8 7800 going from DX11MT to DX12 went from 1.0m to 7.3m. that is over 700% gain. we know those type of gains wont be seen on consoles but X1 will see improvements, nothing huge but still a noticeable gain. Still wont be able to directly compete against PS4 lead in power.

3. You have no clue do you? If your running singled threaded gpu communication you cut your draw calls more than half by not using Multithreaded. Prime example is Alien Isolation where shows a clear sign of using a single core to talk to gpu limiting the game's frame rate to 30 fps with dips. If they used DX12 or PS4 API you could easily be able to achieve 60 fps frame rate on both consoles.

4. CPU power determines that 5-600% gains on Pc along with gpus that are multiple times faster.....

Your the moron believing that DX12 does not anything positive for X1.... for performance, efficiency and fixes issues....

lol using Pc version of Tomb raider to compare with 7770 is so flawed since X1 gpu does not have same design flaws or limits as 7770 architecture...... Plus to the fact that TressFX is not the modified updated version found on the new consoles.

Fact is that X1's DX11.x limitation affects PS4 as well with multiplats, so you should be happy DX12 is coming out since it will have positive gains for the PS4 as well. Improper cpu usage feeding gpu's affects everyone. its sad that with brute force from cpu allows a older and slower gpu(6850) perform better than consoles with stronger gpu's

1-Bullshit there were demos of DX 11 vs DX12 on both PC and Surface you buffoon,how the fu** there wasn't one for the xbox one which is MS own primary gaming platform is beyond stupid.The reason there isn't one is because from DX12 to DX11.X there isn't much difference hell even a developer already stated that most of DX12 features related to performance were on xbox one already,so illustrating a gain on PC was easy on xbox one it isn't,because it already has most of what DX12 offer as benefit.

2-Bullshit the game improved 20% on PC on xbox one it improved shit hell we all still waiting for the confirmation of a gain on xbox one bufffoon so go ahead PROVE IT prove the 50% gain of DX12 apply to xbox one show me the links with the comparisons..

Prove to me those gains translate to the xbox which is a console and when DX12 is console like optimization brought to PC.

3-AI is a fu**ing broken ass game you MORON the fact that you dare keep using that shit show how little you know about the game,the fu**ing game is not CPU intensive that is for fu**ing starters even a Celeron will blast it at 90FPS on a great GPU without running into problems is mostly a corridor shooter it drops frames like a bitch when nothing is happening and is fu**ing 1080p on both platforms yet both run it at basically the same frame,if the CPU was the problem you idiot the xbox one would run it faster it has a faster CPU you know.

In Fact Project cars is more CPU intensive that Alien Isolation is,yet it run up to 14FPS faster on PS4 while using only 6 cores,the Alien Isolation was a quick cash grab done for 5 different platforms that was the real problem and you and ronvalecian using it like idiots as if the game was CPU intensive is a joke PROVE IT.

Now put your links were your mouth is PROVE AI is a CPU intensive game that need even at least 4 strong cores....

4-No you fool the whole 500 to 600% gain was vs DX9 which is what freaking Brad Wardell didn't tell people fact is DX11 is fu**ing ahead way wayyy ahead of DX9 in drawcalls it wasn't even close.

He claimed the xbox one would get a GPU twice as fact it was total vaporware and smoke screens,it was a total lie which he latter on backtrack on and slowed down.

WTF are you smocking.? The 7770 freaking beat the xbox one silly,hell it ran Tomb Raider at 1920x1200 at 29FPS average the xbox one does 1080p and does 29FPS to,Ryse on low setting in 1080p on PC actually beat the xbox one version to frame wise and quality wise.

Design flaw the only design flow is on the xbox one hardware you fool,the 7770 doesn't have 32MB of fast ram is has 1GB and with that beat the xbox one without problem,so i don't know what limitations your are talking but surely you are pulling them out of your ass,having 140GB/s on 32MB of fast ram is not quite better than having 72GB/s and 1GB the one with the flaws is the xbox one,oh and i don't even bring the 7790 which is the GPU the xbox one comes from with 2 disable CU that one kick the xbox one even further.

That is funny because most multiplaform games use the PS4 as lead platforms and there is no DX11.X on it,if you blame quick cash grabs or lack of trying you will be right but DX11.X is something you can't blame if a game has lower than expected performance.

The PS4 has use async shader since day 1 DX11.X hasn't there isn't a bigger proof than that is lack of effort,on AI that is a testament since is 1080p on both but some how with similar frames when the game is hardly CPU demanding.

@XanderZane said:

Komani didn't make Tomb Raider. You do know that right? MGS: GZ was running at 720P on the XB1. Now the new game will run at 1080P 60fps. That's a huge jump for an incompatible game engine.

I guess people completely forgot about this little article.

http://www.dsogaming.com/news/square-enix-on-dx12-it-took-around-three-weeks-to-get-the-basic-rendering-working-on-directx-12/

Not very hard getting previous game engines to work with DX12.

LMAO, watching El Tormo have another meltdown and get owned again and again. "El Tormo: DX12 will do nothing for the XB1." LOL!! What an idiot.

*********************************************************************************************************8

@StrongBlackVine said:

Unfortunately Star Wars Battlefront will still be 720p(yes it will be if the PS4 version is still stuck at 900p).

Microsoft is working with EA and DICE about that. We'll see. lol!!

High blackace..

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#90 GarGx1
Member since 2011 • 10934 Posts
@freedomfreak said:

Won't be long until this thread becomes pretty much everyone versus tormentos.

Quote chains ahoy!

Damn good call, +10 intuition points. :)

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#91 freedomfreak  Online
Member since 2004 • 52551 Posts

@GarGx1: Too easy lol

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#92 NyaDC
Member since 2014 • 8006 Posts

Damn tormentos is getting destroyed from every possible DirectXion.

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#93 delta3074
Member since 2007 • 20003 Posts

@tormentos said:
@delta3074 said:

''Konami’s technology director, Julien Merceron, about the resolution and frame rate for PES 2016 and Metal Gear Solid V on Xbox One. Merceron stated that because of the new Xbox One SDK, the developers were able to bump up both games to 1080p 60 FPS''

'because of the new Xbox One SDK, the developers were able to bump up both games to 1080p 60 FPS'

So according to Konami, NEW SDK enabled them to increase framerates and resolution on there games=New SDK improving performance of games.

Tormentos 'New SDK will do nothing' =Bullshit according to Konami

don't try to muddy the water with Bullshit dude, it's as simple as that.

You claimed new SDK's would not improve anything, Konami says you are wrong therefore you are wrong.

It's not rocket science, your claim was debunked by Konami.

Dazzle people with Brilliance tormentos, stop trying to baffle people with bullshit

First let start from the beginning my post was about DX12 not new SDK so you are spinning to win an argument you loss since you quote me buffoon.

Second is not a fu**ing SDK i don't care what they say is fu**ing PR let see if Starwars battlefront is 1080p because of the latest SDK then i say yes i loss.



'Second is not a fu**ing SDK i don't care what they say is fu**ing PR let see if Starwars battlefront is 1080p because of the latest SDK then i say yes i loss.'

So Konami are Lying?

You know what tormentos, i am done with you, even when people post evidence to debunk your claim you just call the evidence Lies or PR speak.

Getting fed up of you calling Credible game developers, who have more knowledge of coding games in there little finger than you have in your whole body, Liars or wrong when you have probably never even coded a rubbish 8 bit game.

What i Cannot stand is people who don't know how to do the Job claiming they know better than people who DO know how to do the Job.

You are NOT an expert when it comes to hardware, you probably have Zero Coding qualifications, you unload boats for crying out loud so please stop making out that you know better then the people at Konami about the Xbones hardware, you don't, they have access to xbone dev kits, you don't.

I was pretty sure a new SDK wouldn't increase resolutions, i thought the best they would get is an improvement in development, Check my posting history Because you are not the only one that was wrong, i was wrong as well.

Unlike you i just don't have a problem admitting i was wrong and i am no Game developer so i am not going to sit there and say Konami have no clue what they are talking about or they are Lying Because they know how to code games, i don't.

the closest i ever got to coding was a book i had for my Commodore 64, you copied the lines of code in the book and, hey presto, Space invaders.

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04dcarraher

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#94  Edited By 04dcarraher
Member since 2004 • 23858 Posts

@tormentos: Your so full of crap

1. no graphical tech demos are made directly by MS .... not even tech demo of the dark Sorcererwas made by Sony but makers of beyond two souls. You have to wait for devs to get a hold of the new SDK and work on it for the console to see. Tech demos and benchmarking tools on PC is common place not on consoles.

2. Using fable as an example is dumb because its a port job and a testing bed. DX12 and SDK in 2014 to early 2015 wasn't even done and ready to use on X1...... The game was originally using DX11 base by Lionhead. And MS had them port it over to DX12 , testing on PC is easier, and the fact that the since the new API is not ready for console to use.

Where in the hell where you get 50% cpu performance for X1........ they are talking about PC's DX11. X1's DX11.X has lower overhead but it still has the limitation of single and deferred outdated gpu communications. DX12 will help the on cpu side X1 but nothing like on PC.....

3. lol you cant stand the facts. Alien ISO used all six threads on consoles and on PC.... fact is that they only used one core to handle all gpu work is one problem that DX11 has. DX12 on X1 forces devs to use set standards and modern API features to overcome inherent flaws of DX11. Are you serious ? that Celeron G1820 is a haswell based intel dual core which still has the brute processing power to handle that single thread feeding gpus..... You can downclock a i7 4770k all the way to 2.5ghz and it would have same performance as 4.5 ghz with a 290x.

The lack of correct cpu usage to feed gpus with Alien ISO is the reason why you have sub 30 fps dips across both consoles. Project cars uses concurrent mutlithreading abilities on each console. That is why consoles perform better..... Never said shit about Alien ISO being demanding love how make shit up. But if you want proof

You can see the game using six threads using more than 45% of a 3.5ghz six core cpu.

4. Dx9 uses max 6000 draw calls vs 600,000 on dx12 is that what your talking about? because DX11 to DX12 tests on pc are showing alot more than 5-600% draw call limits gains

"FX 8350 where the R9 290X receives a frankly monumental boost to performance in the order of 2,000 per cent (!) when single-core DX11 and DX12 scores are compared."

Going from DX11 SP 0.7m drawcalls to DX12 14.7m drawcalls.

If your using Dx11 single threaded coding moving to DX12 yes you would almost double your gpu performance. as for example from Alien ISO.

Your totally over looking poor X1 hardware usage in the older SDK's along with that 7770 is being powered by intel cpu ie i7-3960X. Also wrong again el tormentos 7770 is not based on the same architecture as X1 nor PS4. the only freaking thing that 7770 and X1 has in common is the closeness of their total compute power. not their core design. FLOPS alone doesn't complete a GPU results doesn't factor in the additional TMUs with the two additional CUs that X1 has.

Your an idiot ignoring all the facts showing that DX11.X is not DX12. Also its funny that if X1 has had all this time DX12 abilities already why didnt a developer like DICE with BF4 also use async shaders hmm? Because they took the time to code for it on PS4 when they could have just copied Dx12 coding to PS4 and have same features. And why would AMD not include X1 aysnc abilities? because it does have the ability to use that feature until DX12.....

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StormyJoe

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#95 StormyJoe
Member since 2011 • 7806 Posts

@tormentos said:
@StormyJoe said:

LOL! You didn't prove anything. Did Diablo 3 go to 1080p? Yes, it did. So, you lost - again.

Again, you are the one who worshipped that CBOAT guy, all the way up until he said "Over time, the XB1 will start to hit 1080p/60FPS." Then, no more CBOAT quotes. Why is that, Tormentos? Did he burst your little bubble?

Look - no one is saying the XB1, via any SKD update, will be as fast as the PS4. What I have always said is that code and SDK optimization will close the gap. And, I was 100% correct. Suck it. I win.

Diablo 3 run in 1080p on a damn 7750...hahahaha Did the xbox one ran BF hardline in 1080p.? It came many months after Diablo 3,so the SDK should have help it.

No Cboat claimed that more 1080p 60FPS games would arrive not that the xbox one gained parity buffoon,and in fact it didn't was the Witcher 3 1080p.? Oh and that was way after Diablo 3 SDK in fact that was after the December SDK which even unlock the 7 core of the xbox one which Project Cars use and still the damn shitty console was 900p on that racing game..lol

You already claimed that resolution gate would not last for ever when in reality it will all gen long and the more they push the hardware the more the xbox one will go down.

So how did it close the gap for PC.? Or for Battlefield how about The witcher 3 or Batman.? will all games run at the same resolution now.? Yeah then the gap is not closing.

Stupid - the SDK update improved the game performance. End of story. You lose... again.

Yes, he did - you own f*cking link to his comments said so. Do you do selective reading?

It's won't last forever - Christ, more an more games are going to 1080p on Xb1. What the f*ck is the matter with you, do you even read game articles???

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XanderZane

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#97 XanderZane
Member since 2006 • 5174 Posts

@Zero_epyon said:
@XanderZane said:
@Zero_epyon said:
@blackace said:
@Zero_epyon said:

I don't believe it was all DX12. I'm sure they did some major improvements on their code. Maybe I'm missing it, but none of the sources state that they achieved that performance thanks to DX12. It's just implied..

Well, if this was only PES 2016, I would definitely agree with you 100%, but they also said MGS V: TPP would also be 1080P 60fps. Remember that MGS V: GZ was 720P 30fps on the XB1. How the hell did that jump to 1080P 60fps? The fact Microsoft said they would be released DX12/Win10 updated SDK in July makes me think this may be true. We'll wait and see what other devs say.

Did they really have enough time to rework their engine for the new SDK not a few weeks after the SDK came out? No In the case of MGS, they've had plenty of time to get the engine to run optimally on the Xbox One. Tomb Raider ran at 1080p on the xbox before, so it's not surprising that they got the new one to run at that resolution.

Look it's obvious that Konami had terrible engines for Xbox One. Not many games run at 720p on the Xbox One. It's more likely that they finally fixed their engine.

Komani didn't make Tomb Raider. You do know that right? MGS: GZ was running at 720P on the XB1. Now the new game will run at 1080P 60fps. That's a huge jump for an incompatible game engine.

I guess people completely forgot about this little article.

http://www.dsogaming.com/news/square-enix-on-dx12-it-took-around-three-weeks-to-get-the-basic-rendering-working-on-directx-12/

Not very hard getting previous game engines to work with DX12.

LMAO, watching El Tormo have another meltdown and get owned again and again. "El Tormo: DX12 will do nothing for the XB1." LOL!! What an idiot.

*********************************************************************************************************8

Yeah TR was mentioned in this thread and it was claimed to be an improvement thanks to DX12. I'm very well aware of who makes what games.

Thanks for the link. It proves my point perfectly!

So personally I think it’s not very difficult, it wasn’t very difficult for us, to try the D3D12 but with any new platform and any new graphics API, you probably know that you need some time before you can utilize the API for 100%”

Rendering in DX12 is not what's going to improve the games since DX12's rendering techniques are similar to what was on the Xbox One in the first place, hence why it was easy to do. But, to really get the best out of the improvements of DX12 and the new SDK, you need way more time, time Konami didn't have. To make an engine go from 720p to 1080p 60fps without changing hardware requires major changes to the engine and isn't something a simple call to a new SDK is going to fix.

Also, TR was 1080p before. We need to see if anything else changed to measure the difference of DX12. They could have gotten there by using lower quality assets and other corner cutting techniques.

Forgot to mention that this was for PC as well. So it's not even concerning DX12 on Xbox One.

Hhhmm.. Konami didn't say anything about TIME fixing anything. They specifically said the NEW SDK is what provided the fix. So either you're a blind fanboy who didn't read the article or your damage controlling. Microsoft had already announced that DX12 & Win10 would launch to devs in July 2015.

http://wccftech.com/microsoft-windows-10-os-expected-launch-july-2015-reveals-amd-earnings-call/

Don't think it's that hard to put two and two together. Konami didn't say anything about they fixed their engine or optimized it better. I don't think DX12 is a simple call to an SDK, epecially when the hardware in the XB1 has never fully utilized it. Tomb Raider isn't using DX12 and neither is Forza 6 (which runs as 1080P 60fps with weather effects). So if this new SDK doesn't have DX12 on it as you trolls keep claiming, I can only imagine what will happen when it arrives. I'm sure we'll know the whole story before the year is over.

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XanderZane

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#98 XanderZane
Member since 2006 • 5174 Posts

@tormentos said:
@XanderZane said:

Komani didn't make Tomb Raider. You do know that right? MGS: GZ was running at 720P on the XB1. Now the new game will run at 1080P 60fps. That's a huge jump for an incompatible game engine.

I guess people completely forgot about this little article.

http://www.dsogaming.com/news/square-enix-on-dx12-it-took-around-three-weeks-to-get-the-basic-rendering-working-on-directx-12/

Not very hard getting previous game engines to work with DX12.

LMAO, watching El Tormo have another meltdown and get owned again and again. "El Tormo: DX12 will do nothing for the XB1." LOL!! What an idiot.

*********************************************************************************************************8

@StrongBlackVine said:

Unfortunately Star Wars Battlefront will still be 720p(yes it will be if the PS4 version is still stuck at 900p).

Microsoft is working with EA and DICE about that. We'll see. lol!!

High blackace..

LOL!! Not BX4.

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Zero_epyon

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#99 Zero_epyon
Member since 2004 • 20501 Posts

@XanderZane said:

Hhhmm.. Konami didn't say anything about TIME fixing anything. They specifically said the NEW SDK is what provided the fix. So either you're a blind fanboy who didn't read the article or your damage controlling. Microsoft had already announced that DX12 & Win10 would launch to devs in July 2015.

http://wccftech.com/microsoft-windows-10-os-expected-launch-july-2015-reveals-amd-earnings-call/

Don't think it's that hard to put two and two together. Konami didn't say anything about they fixed their engine or optimized it better. I don't think DX12 is a simple call to an SDK, epecially when the hardware in the XB1 has never fully utilized it. Tomb Raider isn't using DX12 and neither is Forza 6 (which runs as 1080P 60fps with weather effects). So if this new SDK doesn't have DX12 on it as you trolls keep claiming, I can only imagine what will happen when it arrives. I'm sure we'll know the whole story before the year is over.

So now I'm a fanboy for being skeptical about an assumption? This would be the very first I've ever heard a simple SDK update make this big of a change to a game. So forgive me if I don't quite believe that they just changed a few calls here and there and magically made their game produce 1,336,320 more pixels at twice the rate. Think about that. That would mean that with the same treatment, a game already doing 1080p/60FPS can do around 1440p/120FPS just by using the SDK. That's MisterX stuff right there.

Now I'll say this again, I believe that Konami has been working on their engine all this time and were very close and the SDK pushed them over enough to achieve it. I'm not saying that the SDK did nothing, so I'm not damage controlling. I'm only putting things in perspective so that fanboys don't go foaming at the mouth expecting every game to have similar bumps.

Game engine improvements make a bigger difference than SDK improvements. This is a fact.

That link is for PC. Win10 features won't launch with PC Windows 10.

Win10 Xbox One

So it's legitimate speculation that DX12 is not present in the latest SDK, hence, if you read the article, the rep thanks the SDK, not DX12. You guys are the one interchanging the two and misleading other people.

The two games prove my point. Other games have no problems running at 1080p on the xbox one and some run at 60fps. It's due to their efficient engines, not a magical SDK.

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#100  Edited By babyjoker1221
Member since 2015 • 1313 Posts

Tormentos literally getting destroyed in this thread. I wouldn't be surprised if he fails to show his face in this thread again.

Lol at his thinking Project Cars is cpu intensive. The idiot has made that his bread and butter claim, but is completely oblivious to the fact that PC is gpu intensive.... not cpu. That's how racing games work. Lmao.