@Zero_epyon: @arunsunk: @04dcarraher: thanks for the input fellas. The presentation next month should be interesting to say the least. Like I said though, i'm just hoping for a nice enough boost towards games in the future so they're more stable and optimized. PC/XB1 games that use it will probably benefit from it most, besides XB1 exclusives hopefully.
Also I got my thread title from the tweet in the OP, those aren't my words. he's a Dev thats working with the console and has had hands-on time with dx12.
@Wasdie: @clyde46: why are you two in here talking in this thread as if I wrote this article and posted this tweet? I just posted the links and text.
Also its hilarious to see anyone on here spouting off trying to discredit any of this. These guys have had hands on time with the tech and have ran their own experiments with it. Even if it was something I was hoping would fail i'd still give their comments on things more validity than you guys lol.
I mean, are you game devs...what games have you put out...do you work on ps4, XB1, or both? what are your credentials? You game on pc, you work on pcs'? How are you qualified to say this unreleased tech that hasn't even been fully dug into yet is bogus? Lets hear your resume that validates you two to discredit any of this?
hat being said I would be happy with a moderate boost to the console. Something that evens the playing field out a bit more. If it does a bit more than that, cool. But No one here, at least not me, is thinking Dx12 will make the XB1 eclipse the ps4. So you look silly trying tell me it won't. I never even suggested it would. I did say it would have a positive effect on the console though n it looks like I was right about that. So take it easy lol.
The folks at @anandtech deliver the goods again: Using XBO-like HW, they go from 13fps to 39fps with DX12. http://t.co/SxgKiTHQBd
— Brad Wardell (@draginol) February 13, 2015
After several requests and a week’s break from our initial DirectX 12 article, we’re back again with an investigation into Star Swarm DirectX 12 performance scaling on AMD APUs. As our initial article was run on various Intel CPU configurations, this time we’re going to take a look at how performance scales on AMD’s Kaveri APUs, including whether DX12 is much help for the iGPU, and if it can help equalize the single-threaded performance gap been Kaveri and Intel’s Core i3 family.
To keep things simple, this time we’re running everything on either the iGPU or a GeForce GTX 770. Last week we saw how quickly the GPU becomes the bottleneck under Star Swarm when using the DirectX 12 rendering path, and how difficult it is to shift that back to the CPU. And as a reminder, this is an early driver on an early OS running an early DirectX 12 application, so everything here is subject to change.
To get right down to business then, are AMD’s APUs able to shift the performance bottleneck on to the GPU under DirectX 12? The short answer is yes. Highlighting just how bad the single-threaded performance disparity between Intel and AMD can be under DirectX 11, what is a clear 50%+ lead for the Core i3 with Extreme and Mid qualities becomes a dead heat as all 3 CPUs are able to keep the GPU fully fed. DirectX 12 provides just the kick that the AMD APU setups need to overcome DirectX 11’s CPU submission bottleneck and push it on to the GPU. Consequently at Extreme quality we see a 64% performance increase for the Core i3, but a 170%+ performance increase for the AMD APUs.
The one exception to this is Low quality mode, where the Core i3 retains its lead. Though initially unexpected, examining the batch count differences between Low and Mid qualities gives us a solid explanation as to what’s going on: low pushes relatively few batches. With Extreme quality pushing average batch counts of 90K and Mid pushing 55K, average batch counts under Low are only 20K. With this relatively low batch count the benefits of DirectX 12 are still present but diminished, leading to the CPU no longer choking on batch submission and the bottleneck shifting elsewhere (likely the simulation itself).
Meanwhile batch submission times are consistent between all 3 CPUs, with everyone dropping down from 30ms+ to around 6ms. The fact that AMD no longer lags Intel in batch submission times at this point is very important for AMD, as it means they’re not struggling with individual thread performance nearly as much under DirectX 12 as they were DirectX 11.
Finally, taking a look at how performance scales with our GPUs, the results are unsurprising but none the less positive for AMD. Aside from the GTX 770 – which has the most GPU headroom to spare in the first place – both AMD APUs still see significant performance gains from DirectX 12 despite running into a very quick GPU bottleneck. This simple API switch is still enough to get another 44% out of the A10-7800 and 25% out of the A8-7600. So although DirectX 12 is not going to bring the same kind of massive performance improvements to iGPUs that we’ve seen with dGPUs, in extreme cases such as this it still can be highly beneficial. And this still comes without some of the potential fringe benefits of the API, such as shifting the TDP balance from CPU to GPU in TDP-constrained mobile devices.
Looking at the overall picture, just as with our initial article it’s important not to read too much into these results right now. Star Swarm is first and foremost a best case scenario and demonstration for the batch submission benefits of DirectX 12. And though games will still benefit from DirectX 12, they are unlikely to benefit quite as greatly as they do here, thanks in part to the much greater share of non-rendering tasks a CPU would be burdened with in a real game (simulation, AI, audio, etc.).
But with that in mind, our results from bottlenecking AMD’s APUs point to a clear conclusion. Thanks to DirectX 12’s greatly improved threading capabilities, the new API can greatly close the gap between Intel and AMD CPUs. At least so long as you’re bottlenecking at batch submission.
a difference...i don't know, what do you guys think? :)
After several requests and a week’s break from our initial DirectX 12 article, we’re back again with an investigation into Star Swarm DirectX 12 performance scaling on AMD APUs. As our initial article was run on various Intel CPU configurations, this time we’re going to take a look at how performance scales on AMD’s Kaveri APUs, including whether DX12 is much help for the iGPU, and if it can help equalize the single-threaded performance gap been Kaveri and Intel’s Core i3 family.
To keep things simple, this time we’re running everything on either the iGPU or a GeForce GTX 770. Last week we saw how quickly the GPU becomes the bottleneck under Star Swarm when using the DirectX 12 rendering path, and how difficult it is to shift that back to the CPU. And as a reminder, this is an early driver on an early OS running an early DirectX 12 application, so everything here is subject to change.
To get right down to business then, are AMD’s APUs able to shift the performance bottleneck on to the GPU under DirectX 12? The short answer is yes. Highlighting just how bad the single-threaded performance disparity between Intel and AMD can be under DirectX 11, what is a clear 50%+ lead for the Core i3 with Extreme and Mid qualities becomes a dead heat as all 3 CPUs are able to keep the GPU fully fed. DirectX 12 provides just the kick that the AMD APU setups need to overcome DirectX 11’s CPU submission bottleneck and push it on to the GPU. Consequently at Extreme quality we see a 64% performance increase for the Core i3, but a 170%+ performance increase for the AMD APUs.
The one exception to this is Low quality mode, where the Core i3 retains its lead. Though initially unexpected, examining the batch count differences between Low and Mid qualities gives us a solid explanation as to what’s going on: low pushes relatively few batches. With Extreme quality pushing average batch counts of 90K and Mid pushing 55K, average batch counts under Low are only 20K. With this relatively low batch count the benefits of DirectX 12 are still present but diminished, leading to the CPU no longer choking on batch submission and the bottleneck shifting elsewhere (likely the simulation itself).
Meanwhile batch submission times are consistent between all 3 CPUs, with everyone dropping down from 30ms+ to around 6ms. The fact that AMD no longer lags Intel in batch submission times at this point is very important for AMD, as it means they’re not struggling with individual thread performance nearly as much under DirectX 12 as they were DirectX 11.
Finally, taking a look at how performance scales with our GPUs, the results are unsurprising but none the less positive for AMD. Aside from the GTX 770 – which has the most GPU headroom to spare in the first place – both AMD APUs still see significant performance gains from DirectX 12 despite running into a very quick GPU bottleneck. This simple API switch is still enough to get another 44% out of the A10-7800 and 25% out of the A8-7600. So although DirectX 12 is not going to bring the same kind of massive performance improvements to iGPUs that we’ve seen with dGPUs, in extreme cases such as this it still can be highly beneficial. And this still comes without some of the potential fringe benefits of the API, such as shifting the TDP balance from CPU to GPU in TDP-constrained mobile devices.
Looking at the overall picture, just as with our initial article it’s important not to read too much into these results right now. Star Swarm is first and foremost a best case scenario and demonstration for the batch submission benefits of DirectX 12. And though games will still benefit from DirectX 12, they are unlikely to benefit quite as greatly as they do here, thanks in part to the much greater share of non-rendering tasks a CPU would be burdened with in a real game (simulation, AI, audio, etc.).
But with that in mind, our results from bottlenecking AMD’s APUs point to a clear conclusion. Thanks to DirectX 12’s greatly improved threading capabilities, the new API can greatly close the gap between Intel and AMD CPUs. At least so long as you’re bottlenecking at batch submission.
It's about f-n I'm I was wonder how far they were going to push before people got fed up.
heres the link
This game set in with lemmings they love this kind of rip off...
uhhh....didnt DriveClub just sell like a million copies? isn't that a Playstation exclusive game? that generic unfinished joke of a game. Sony even held back the free version of the game to sucker more people into wasting money on it.
This event isn't remotely comparable to PSX events. I am not even sure why that was brought up. These events are about development, API, developer tools operating systems, and ect...
The two highlights of the events will be MS's DX12, Valve's Opengl presentations, and possibly AMD's presentation (new hardware, and Mantle update)..
MS will show off on the new starswarm demo (coming really really soon). Highlighting the gains on the PC platform. They will focus on dx12 making it easier to develop simultaneously for the xboxone and PC. MS will not mess around. This is going to be the cleanest DX and new windows OS launch ever.
Valve will show off the brand new opengl, probably their OS, and steam machines.
AMD is showing something huge as well. My guess was Nintendo's new console, mantle updates, and the r9 300 series. The fact nintendo and AMD are sharing a booth area makes me like Nintendo is ready to announce it.
Its going to be a hell of a month.
it was brought up because PSX sucked and was a complete disappointment.
i agree with everything else you said though. except i think that they'll announce some games as well. they're putting some money behind this...there's bound to be a few surprises here and there.
Phil Spencer speaking at GDC in March, keynote will be made available online
Microsoft just released news details concerning their presence at the Game Developers Conference next month. The event takes place at the Moscone Centre in San Francisco and Microsoft’s gaming division will be there to share more news about what’s next for Xbox One and Windows 10.
Phil Spencer will also host a presentation about creating games on Xbox One and how Windows 10 and DirectX 12 will enhance development. This will take place on March 4, 2015 at 11:00 AM local time. While the event may not be broadcast live, it will be available on Xbox Live, Channel 9, Xbox Wire, and other sources later that day.
Microsoft has a multitude of presentations planned for the Game Developers Conference. They range from topics such as coding for Xbox Live to using DirectX 12 efficiently. The company also has a large presence on the show floor, flexing their commitment to developers.
GDC 2015 is approaching fast, and apparently Microsoft is bringing the big guns to bear at the developer-oriented trade show. Not only the house of Xbox and Windows has an unprecedented amount of sponsored panels, but it also secured the biggest booth in the expo area (110 by 60 feet), plus one of the biggest ones in the business area.
well this is exciting. i mean, this isnt Sony here like with that PSX crap...Microsoft delivers when they put their all into an event. wow...whats to come...whats to come...right? anyway...speculation anyone?
@tymeservesfate: lol that's a new one. So Sony is mean because they have exclusive games and MS is a saint because they have more multiplats? Give me a break.
It's not Sony's fault MS has literally no big name exclusives in the coming months.
I love this new excuse for the Xbone not having exclusives. "Microsoft cares about gamers."
what are you two guys talking about lol? you are boasting about games that havent even released yet or have succeeded in any way...and one of them is The Order 1886 LOL. like i said before...at least wait until SOME(plural) outstanding ps4 games release first before you try and say the XB1 has nothing. because its been a year and you cows basically still have nothing yet...in terms of big games.
do you see what i'm saying here? Xboxers have their past exclusives as well as the other games that were released last year. and they're are getting 3 more games over the next 3 months. cows basically just have their launch line-up and Infamous SS from last year...that's it. so you guys really have no ground to point at laugh at lems about not having games, not yet at least. because your "big games", all 2 of them, aren't out yet. and its still only 2/3 games coming over the next few months. no other game behind those has a release date for the Delaystation 4 lol.
so relax...stop counting your eggs before they're hatched.
nothing is super great or amazing about the ps4's game line-up this year. cows are just putting on a front because their 2014 was so bad. they took a lashing for it. so they're getting the fake hype out to public now before MS announces anything big(which they certainly will) and before some of the ps4's games release and flop/fail too(the order 1886).
they're just hyping it while they can basically. because they won't be able to soon. like the TC said though...the line-up really doesnt look that special, at all.
i find Ori, ScreamRide, and even State of Decay's re-release releasing over the next few months more exciting than anything the ps4 has coming honestly.
you realize that picture-post makes it look like you're calling yourself the crackhead right -_-? you should have put some text with it or something. you don't seem like you're capable of saying anything worthwhile anyway so...yea, just keep the pic there and giggle to yourself like a moron instead. at least you'll get some joy out of that. lol, simpleton.
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