Just to clarify. "To the metal" means unimpeded access to all hardware with no layers in between managing what you can and can't do.
When you take RAM and reserve it for the OS, giving devs free reign over everying else is no longer "to the metal"
The term is quickly becoming a marketing gimmick. You're going to hear every idiot repeating it now.
For the record I know what "Coding to the metal" means, I was just correcting them on their assumption
that "Coding to the metal" was a new thing by pointing out that this has been done on consoles several times
including this current generation.
Though I imagine that it's a little more difficult with the new machines being introduced to the market.
I'm guessing that has to do with the complicated set ups they're running that allow multiple applications
and an OS to run alongside games.
Well the Xbox One is using a windows kernal for the apps and and xbox kernal for the games. Then a third kernal is used to assist both kernals like its a backup generator
So on xbox one, games will be made with the same "everything" they can access for PC games. Only the PS4 will have to port to its OS
Are PC games are coded to the metal?
No PC games aren't coded to the metal, the reason for this is because
there are so many different set ups out there.
Graphics API's like Direct X (D3D) and Open GL were created to
allow developers to write games for a variety of different GPU's.
On console it's a different, they don't have to worry about that, they write
for one machine and one machine only, and when doing so they can
optimize the experience and explore all the things that they normally
can't do using an API.
I know of the set up that they use for the Xbox One but I don't know any specifics,
the most I know is that it behaves similar to a virtual machine (basically a program
that simulates a computer within a computer).
AS for porting I think it'll be pretty easy across the board now that all
three platforms use x86 processors and both use GPU's that are pretty much'
off the shelf.
All those insults and none of those stone throwers come back when the truth is revealed. Throwing stones and hiding hands, is the order of the day.
That's because you have no idea what those developers are talking about.
You CAN do things on the console beyond what would be dictated by the
API for that specific generation.
Both the Ps3 AND 360 are currently doing things that a PC
from 2005/2006 wouldn't be able to do, due to the inherent
restrictions of Direct X. ( a lot of those GPU's if not all
of them are no longer supported by Direct X 10/11).
And yet here we are seeing things done on both machines
that are within the realm of Direct X 10 and 11.
Believe what you want to believe but there are certain
things you can ONLY DO if you write for that GPU specifically.
Not to mention your source is four years old, who knows though
I could be wrong and maybe microsoft has some sort of a
different implementation of Direct X that allows certain things
to be implemented on the 360 that wouldn't be possible otherwise.
Tessellation is a good example because it wasn't really taken advantage of
until it was written into Direct X DESPITE it being a feature in certain
lines of GPU's for several years.
There is no reading between the lines. "Coding to the metal" is using the hardware to its fullest capacity, without ANYTHING standing in the way. Not one console has EVER done this, so when you hear someone use the term it's almost ALWAYS inaccurate. Therefore if you hear the term it's almost ALWAYS that persons interpretation, not reality. This was pointed out to you by previous posters but you seem to not understand it because you'd rather believe individual articles that you've read since they support your agenda.
Nah pretty much all consoles have done this.
Developers were practically coding in assembly on the ps2
to get the best performance out of it.
The same thing happened with the N64, near the end of the N64's life.
it was putting out some impressive looking games.
The reason for this being that getting performance out of those
two with standard tools was practically a nightmare. So they had to
come up ways to extract everything out of those machines and that
usually meant writing their own tools to interface with the CPU and GPU.
That's why there's such a start contrast visually between titles
like Golden Eye vs Perfect Dark or Super Mario 64 vs Conkers Bad
Fur Day.