DirectX-12-Demo von Final Fantasy 15 (Build 2015)

Dirty Mcdrawz

Your girl loves em....
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Of course that shyt looks amazing it's running on 4 powerful graphic cards
 

PS5 Pro

DC looking a 1/2 seed right about nuh
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:mjlol: Like xbox has that raw power sitting in that flabby ass box?!
Hey, did you know that Microsoft is a billions upon billions of dollars a quarter profit company that sorta has the PC know how game on lock :dahell:

So while you felt your system of choice has what it takes to run thangs, Microsoft has all along said something different.
And you know what you would say in return? You, with no knowledge on how anything works.
You would say they were lying. When asked how, nobody, not even the developers who doubted. Nobody could explain why its not true
Just that, they didn't think it was possible. Sounds good, but we'll see was the approach.

Well sir, now you are seeing. But the question is how can the Xbox 1 produce such goodness?

Well, here ya go...

http://www.eurogamer.net/articles/digitalfoundry-in-theory-can-xbox-one-cloud-transform-gaming

It wont be limited to Xbox, but all windows platforms will take advantage of this. Xbox One is just the console side of the equation. Now don't feel too bad, sony got a little mini cloud that can store and I guess stream PS2 games to you :mjlol:
 

SupaHotIce

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Kamikaze Revy

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BUILD 2015: The Final DirectX 12 Reveal
microsoft-dx12-logo.png

Author: Scott Michaud
Date: May 4, 2015
Subject: Graphics Cards
Manufacturer: Microsoft
Tagged: windows 10, microsoft, DirectX 12, DirectX
DirectX 12 Has No More Secrets
The DirectX 12 API is finalized and the last of its features are known. Before the BUILD conference, the list consisted of Conservative Rasterization, Rasterizer Ordered Viewed, Typed UAV Load, Volume Tiled Resources, and a new Tiled Resources revision for non-volumetric content. When the GeForce GTX 980 launched, NVIDIA claimed it would be compatible with DirectX 12 features. Enthusiasts were skeptical, because Microsoft did not officially finalize the spec at the time.
Last week, Microsoft announced the last feature of the graphics API: Multiadapter.
We already knew that Multiadapter existed, at least to some extent. It is the part of the specification that allows developers to address multiple graphics adapters to split tasks between them. In DirectX 11 and earlier, secondary GPUs would remain idle unless the graphics driver sprinkled some magic fair dust on it with SLI, CrossFire, or Hybrid CrossFire. The only other way to access this dormant hardware was by spinning up an OpenCL (or similar compute API) context on the side.
Read on to see what DirectX 12 does differently...
Apart from RAGE, which transcoded textures with CUDA, I do not know of a high-performance game that did that. I am not sure that the task even ran on a non-primary GPU (if you even installed a secondary graphics card that was from NVIDIA).
Introducing Multiadapter for DirectX 12

In OpenCL, a developer needs to explicitly separate their tasks between all compute devices. In DirectX 12, Multiadapter comes in both “Implicit” and “Explicit” varieties. Implicit Multiadapter tells the graphics driver that you do not want to deal with load balancing. Like SLI and CrossFire, this means Alternate Frame Rendering (AFR). I also expect that Implicit Multiadapter would also mirror all memory between devices and graphics cards of different models will not qualify, but neither of these two points were mentioned in the keynote. Of course, Microsoft still recommends that developers collaborate with hardware vendors to create a profile, like SLI and CrossFire do today with various driver updates and the GeForce Experience application.
It is unknown if Vulkan, the competing graphics API from the Khronos Group, will have a feature similar to Implicit Multiadapter. We will probably learn more about that later this year.

DirectX 12 also provides an alternative, called Explicit Multiadapter. This is a new concept for DirectX. Like OpenCL, individual GPUs can be separately addressed, send unique commands, and store unique data in memory. They do not even need to be similar in performance. One possible application is for integrated GPUs to draw a layer of objects, such as a cockpit or a 3D HUD, over what the main graphics card draws. Max McMullen, Principle Development Lead for Direct3D and DXGI at Microsoft, specifically mentioned calculating VR/AR perspective warp on integrated graphics. He also showed the Unreal Engine 4 Elemental Demo with an integrated GPU drawing some of the post-processing effects while the primary GPU worked on the next frame.
Multiadapter then breaks down Explicit further into two groups: Linked and Unlinked.

Linked GPUs allow special pairings of graphics hardware to collaborate more closely. They can share resources in each other's rendering pipeline and they are presented to the engine as a single GPU that has multiple command processors. We don't know how similar GPUs need to be for this classification though. “Look like a single GPU” sounds like it excludes pairing cards from different vendors, because that sounds painful to implement across multiple, independent GPU drivers. It might be less strict than SLI and (non-Hybrid) CrossFire, but even that seems doubtful. Again, “look like a single GPU” implies similar compute capabilities, and several of the other assumptions that make SLI and CrossFire possible to do automatically.
The other group, Unlinked Explicit Multiadapter, is interesting because it is agnostic to vendor, performance, and capabilities -- beyond supporting DirectX 12 at all. This is where you will get benefits even when installing an AMD GPU alongside one from NVIDIA.
On the other hand, Unlinked Explicit Multiadapter is also the bottom of three-tiers of developer hand-holding. You will not see any benefits at all, unless the game developer puts a lot of care in creating a load-balancing algorithm, and even more care in their QA department to make sure it works efficiently across arbitrary configurations. We do not yet know how many developers will care that much. After all, as stated earlier, developers could have launched an OpenCL kernel to secondary graphics cards for years, except on Windows Vista because of its multiple graphics driver bug. They didn't. Will that change? Maybe.

Unlinked Explicit Multiadapter could be important for newer systems with integrated graphics though, which makes me wonder about HSA and similar technologies. Since a graphics processor is co-resident with the CPU, some of them can collaborate with less costly set-up work. Some on-processor GPUs can operate on system memory in-place. This saves the time required to copy and overwrite buffers between two segments of the same memory, which benefits workloads that alternate between GPU- and CPU-friendly tasks. Otherwise, a developer is left wondering whether the performance that they gain in offloading will be nullified, or even negative, because of the overhead. Hopefully DirectX 12 allows graphics vendors to skip irrelevant operations to their specific architecture, but it might not, and a representative from AMD was unable to clarify (granted this was by Twitter on a weekend).
The Final Result on Gaming
DirectX 12 will probably lead to several beautiful games, especially as developers optimize their asset creation process to it. We should be able to justify more objects with unique materials. This will make for more lively scenes and hopefully less person-hours of development for equivalent results. It could take a little while before we see production houses making big changes, except maybe parts of Ubisoft, so the quality might slowly ramp up over time.
As mentioned on last week's TWiCH, Microsoft presented a high-end technology and art demo from Square Enix. It was rendered at 4K, downsampled to 1080p, on four Titan X graphics cards in Implicit Multiadapter, which is the driver-controlled version that is similar to CrossFire and SLI than something like OpenCL. I found the hair and feather cape to be exceptionally well done, although I didn't really find anything else in the demo to be surprising. The hair was really the only thing that felt like, for instance, when Unreal Engine 4 Elemental Demo was shown at E3 2012 alongside the Unreal Editor walkthrough. Maybe I'm being too critical.
At the very least, we can put to the doubt to rest over what Direct X 12 will be. We know every feature and just a few small details elude us. While the specification is finalized, \we are still waiting on content, samples, more than a few tools, or documentation. Those are still in early access only. Microsoft is doing the finishing touches on those, so they say.

Final reveal video in link
http://www.pcper.com/reviews/Graphics-Cards/BUILD-2015-Final-DirectX-12-Reveal
 
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Kamikaze Revy

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Dev Suspects That Xbox One Performance Gains Due To DX12 Won’t Be As Noticeable Compared To A PC
Vicious Cycle’s Eric Peterson suspects that high end PCs have more to gain from DirectX 12.





Vicious Cycle are currently working on Kung Fu Panda: Showdown of Legendary Legends which is set for a launch on a number of platforms including the Xbox One and PC. The game is similar to other brawler games like Super Smash Bros. and will come packed with a ton of content including Tournament Of Legends, Team Play, Tag Mode and more.

GamingBolt recently got the chance to interview President and CEO of Vicious Cycle Eric Peterson to talk about how the game’s development is shaping up. In our in-depth interview with Eric, we asked his thoughts on DirectX 12 and whether he thinks it will improve games visuals and development on Xbox One and PC.

“We don’t really want to speculate that until we get our products running on DX12. But, we suspect that some performance improvements will occur on the Xbox One and more will be likely to occur on PC,” Eric said to GamingBolt.

He then explains how PC can gain more performance due to the upcoming API. “Additional performance should be visible on PCs simply because they can be upgraded to house more memory, run better processors and include higher end video cards; whereas the Xbox One will have the same standard hardware specs it has had since it shipped–therefore, the gains on the console most likely won’t be as noticeable compared to a high-end gaming rig. Either way, we welcome any improved efficiencies that can be gained on either system.”

What are your thoughts on DirectX 12? Sound off in the comments section below and stay tuned for our full interview on Kung Fu Panda: Showdown of Legendary Legends in the coming days. The game is due for Nintendo 3DS, Wii U, Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and Microsoft Windows later this year.


Read more at http://gamingbolt.com/dev-suspects-...ticeable-compared-to-a-pc#oMMCS5Mj8PLlBkKF.99
 

King Sun

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Dev Suspects That Xbox One Performance Gains Due To DX12 Won’t Be As Noticeable Compared To A PC
Vicious Cycle’s Eric Peterson suspects that high end PCs have more to gain from DirectX 12.





Vicious Cycle are currently working on Kung Fu Panda: Showdown of Legendary Legends which is set for a launch on a number of platforms including the Xbox One and PC. The game is similar to other brawler games like Super Smash Bros. and will come packed with a ton of content including Tournament Of Legends, Team Play, Tag Mode and more.

GamingBolt recently got the chance to interview President and CEO of Vicious Cycle Eric Peterson to talk about how the game’s development is shaping up. In our in-depth interview with Eric, we asked his thoughts on DirectX 12 and whether he thinks it will improve games visuals and development on Xbox One and PC.

“We don’t really want to speculate that until we get our products running on DX12. But, we suspect that some performance improvements will occur on the Xbox One and more will be likely to occur on PC,” Eric said to GamingBolt.

He then explains how PC can gain more performance due to the upcoming API. “Additional performance should be visible on PCs simply because they can be upgraded to house more memory, run better processors and include higher end video cards; whereas the Xbox One will have the same standard hardware specs it has had since it shipped–therefore, the gains on the console most likely won’t be as noticeable compared to a high-end gaming rig. Either way, we welcome any improved efficiencies that can be gained on either system.”

What are your thoughts on DirectX 12? Sound off in the comments section below and stay tuned for our full interview on Kung Fu Panda: Showdown of Legendary Legends in the coming days. The game is due for Nintendo 3DS, Wii U, Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and Microsoft Windows later this year.


Read more at http://gamingbolt.com/dev-suspects-...ticeable-compared-to-a-pc#oMMCS5Mj8PLlBkKF.99

Phil Spencer himself said this a year ago but ldog knows more than the ceo
 
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