@delta3074 said:
What are you doing TY? you know better than most that you don't need to upgrade the hardware itself on consoles to get a performance boost, thats why games look so much better at the end of a generation compared to the beginning of a generation.
And honestly, do you think MS would bother to go to the trouble of putting DX12 on the Xbone for Zero benefits to performance?
It wouldn't make any sense for them and every gamer worth there salt knows that optimising console Code can give considerable boosts to performance.
EXAMPLE: developers really struggled with the Ps3 to begin with because of a bloated operating system that gave developers far less useable RAM than was available on the 360, they lowered the Overhead on the operating system and gave more RAM back to developers, the 360 still ended up having more usable RAM but the gap was closed, a classic example of a performance boost from optimising there code.
http://www.playstationlifestyle.net/2009/12/18/ps3-reduces-os-footprint-by-more-than-half/
Also, SONY learned to offload certain tasks that the RSX couldn't handle onto the RSX, another Example of optimising your code increasing hardware performance.
I find it funny that when a DEV says the Xbone CANNOT do something that the Developer should be believed and they know what they are talking about but wehn developers say the Xbone CAN do something the same Developers are called unreliable or biased.
Completely agree with that first bold part.
The second bold part is wrong,DX12 is already on xbox one,it has been since before launch,DX12 is basically MS xbox one API ported to PC,they bring those gains of having lower over head and better multithreading to PC,basically it was also on xbox 360 last gen,obviously with less features because the xbox 360 hardware didn't have PRT and other things as well that GCN has.
But the API is always very streamline on consoles,it is the reason it wasn't demo on xbox one,and rather PC because on PC the gains would show,on xbox one they would not.
The struggle with the PS3 wasn't just OS been bloated,it was also the total lack of use of SPE and extremely hard to code Cell.
The time to triangle a PS3 game was from 6 to 12 months,compare that to the PS2 which was say to be difficult but only took 3 to 6 months for a game to triangle,and on PS1 it was from 1 to 2 months.
But yeah i get your point optimization will help get better performance,but that also apply to the PS4,so if you have a difference of 4 between both consoles on launch,and the xbox one cut that to 2 with optimization,when the PS4 also get optimize the difference will be again 4,this is why i say the gap is here to stay,sure we could see fewer or even no more 720p but 900p probably will be the norm on demanding games,because there is a hardware disparity between both units.
The difference here is that Jaguar doesn't = Cell,Cell was a hybrid CPU it could handle GPU task and was very powerful when it came to power and parallelism, The Jaguar on the xbox one and PS4 sadly doesn't have the same power,is more efficient running things,but is not as strong as cell,hell GT6 has adaptive tessellation that can't be done by RSX it was done by Cell.
In this case i have been saying all alone that DX12 was playing catch up,i have months saying that Tile Resources was nothing more than Partially Resident Textures with another name,MS wasn't been upfront like always and they did imply that Tile Resources was a windows 8 and xbox one exclusive feature,when every one knows is not true,when you have MS doing thing like that,any one you see defending them in subject like those will seem suspicious.
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