The main draw of DX12 is to give PC devs a console like API to work with. What does that mean? Low level coding with less driver overhead, a.k.a coding closer to the metal.
"DirectX 11 introduced the ability to put together sequences of instructions for the GPU on multiple threads. However, actual dispatch to the GPU was still performed on a single thread, and the design of DirectX 11 means that some of the work must be done on that single thread. Moreover, not all GPU drivers support this capability. DirectX 12 will increase the amount of work that's performed on the different cores, and similarly reduce the burden on the main thread.
Microsoft also discussed new CPU indexing algorithms in DirectX 12 that choose which core to use for specific tasks with no overhead. This lets those cores work completely asynchronously, Gosalia said, and maximizes the power of today's multi-core processors. In a demonstration running on an Intel i7 processor, he showed a scene that leaned heavily on the primary core under DirectX 11, with the other three cores only helping out a little bit. After porting to DirectX 12, the system load was balanced almost perfectly evenly over all four cores, leading to an almost five-times reduction in total CPU times and much more overall overhead"
Console hardware and software (OS) is fairly static, unlike PC's where your hardware choices vary. Static hardware and proprietary software make the use of API's completely different in consoles and PCs.
They are saying it can support DX features. Not that it's running DX.
Form a tech analysis by the need for speed devs
A more crucial issue is that, while the PS4 toolchain is designed to be familiar to those working on PC, the new Sony hardware doesn't use the DirectX API, so Sony has supplied two of their own.
"The graphics APIs are brand new - they don't have any legacy baggage, so they're quite clean, well thought-out and match the hardware really well," says Reflections' expert programmer Simon O'Connor.
Wow, all you guys seem pretty smart. I just throw idea's out there n shyt
But bruh, I already destroyed basically everything you said. You only reply to one talking point
Basically after all else failed, he wants to revert back to the same bullshyt he never did/could prove?
I'll do it again if that is what the people want
This post right here, just proved that you're wildly Googling any thing that you can find. Low level console programming has been happening since the Atari.
Yeah, but here's where your knowledge fails you bruh.
Back then when consoles were more simplistic (NES, Genesis, SNES), developers had to write their own low level operating system. When making a game for a PC, you programmed for MacOS, DOS, or Windows.
Nowadays, systems have more fleshed out dev tools and a choice of operating environments. They're too complicated for developers to program to the metal anymore. Developers could never program to the metal on a PC, due to the infinite number of configurations.
It's still done today, to an extent. Operating systems are, in affect, programmed to the metal. But that's about it. Programming to the metal is writing something that the hardware understands directly, bypassing any operating system(s) in the hardware.
So when I dropped this good link on you www.gamasutra.com/blogs/SimonRoth/20130522/192814/Coding_quotTo_The_Metalquot_is_a_dangerous_ideal.php
All you did was fail at discrediting it by posting this line
This article is not a technical discussion, but one of a business point.
And you thought I'm in the clear here bruh?
Why didn't you post the first line before that which says...
It seems a lot of people have really taken this light hearted jab the wrong way, and quite a few others need to perhaps actually read the words that I have written.
I'm not avoiding any questions because you're not really asking any questions in regards to what YOU posted.
You managed to prove that:
1. You just saw a OGL vs DX headline and figured you could use it in a PS4 vs X1 debate. But didn't realize the article was referring to PC development.
Funny, cuz if you read the article, or even looked at the last post I made.. I quoted the console portion
Not that it matters too much since the XB1 is based off of Windows aka PC/XB1 is the exact same development process. Not "porting" happens on Xbox. But all games do get ported to the PS4
So, here's the same article going in about consoles... which you said the article didnt talk about
So you didn't read it, why are you still talking now
CLICK ON THE SPOILER TO SEE THE INFO
Shifting the topic to the new consoles, the Xbox One has an extremely fast memory in eSRAM which can reach up to a bandwidth of 204 Gb/s. There is this potential of using DX 11.1 along with eSRAM to achieve better results for PC and the Xbox One. The PlayStation 4 supports Partially Resident Textures which is the equivalent of tiled streaming using DX 11.1 for the Xbox One. Both of them are collectively called as Hardware Virtual Texturing. Aljosha explains how Granite SDK uses these two different APIs in order to maximize its potential on consoles.
“The Granite SDK supports both software and hardware virtual texturing. The latter is also called “Tiled Resources” in DX 11.2 or Partially Resident Textures in OpenGL. The benefit with hardware virtual texturing is that the hardware now takes care of filtering across tile borders as well as fetching the correct pixel from the cache. This makes the shaders less complex and faster to execute. Another big advantage is that you don’t need to add pixel borders to your tiles so that the memory usage can be reduced. The Granite SDK will automatically switch to hardware virtual texturing if it is available on your system, or it will fall back to software virtual texturing if it’s not.
At this year’s Game Developer Conference, Microsoft announced the next version of DirectX, namely DirectX 12, will be hitting next year across mobiles, Xbox One and PC. DirectX 12 will supposedly reduce CPU overload by 50% and aims to remove bottlenecks, especially for dual GPU configurations. Aljosha believes that this could definitely have a positive impact on the SDK’s performance.
“DX12 continues to build on DX11.1+ and as such, also includes the Tiled Resources feature. DX12 is however closer to the metal and gives more control to the developer. This allows us to further optimize our tiling backend (for DX12) that takes care of loading texture tiles into video memory. Also, we get more access to how data is stored in video memory, which is very important for us.Specifically for our tiling backend, we expect a performance increase compared to DX11.1+ but we don’t have any hard numbers on this yet.
But where does this leave AMD’s Mantle? Mantle is a low level API that gives a more console like access for PC games development. Technically speaking, Mantle provides direct access to the GCN architecture resulting into superior draw calls. And again, just like DX12, the SDK will see benefits when used with Mantle.
“We are always excited to see new technologies emerge. We love low-level access through an API-like mantle because then we can get the most out of every system. This is essentially the reason why the old generation consoles could render decent graphics, even years after their initial release. Having more low-level access to the GPU does make it more difficult to program for. But, for texture streaming at least, we aim to provide a highly optimized system that is easy and quick to setup for a game application.
Perhaps the biggest benefits of using the Granite SDK is less taxation on the GPU side of things. This is especially relevant in case of PS4 and Xbox One who have far less compute units available [18 and 12 respectively] compared to a high end PC GPU. So the question of whether those GPUs have enough compute units to fully utilize the potential of Granite SDK is irrelevant according to Aljosha.
“Tiled streaming does not really tax the GPU much, unless you’re decoding on the GPU. Support for this is not active in our current Granite SDK release. We are considering it because game developers love the flexibility of being able to choose between CPU-side decompression and GPU-side decompression. On the CPU side, decoding our tiles on the fly actually doesn’t take up much processing power. We spent a long time optimizing this!
The PS4 doesn't use DX bruh Microsoft confirms DirectX 11.2 is a Windows 8.1, Xbox One exclusive | bit-gamer.net
You need video?
Now when you look, make sure you have an article that isn't from March 2013. Cuz the sony fanboys created that lie for you around then
And this is where you go "Well OpenGL is the same if not better!!!"
I'm glad you champions of thangs know so much
Oh I get it, and if you would ever read articles on the subject. Well, let an actual DEV tell you...
At this year’s Game Developer Conference, Microsoft announced the next version of DirectX, namely DirectX 12, will be hitting next year across mobiles, Xbox One and PC. DirectX 12 will supposedly reduce CPU overload by 50% and aims to remove bottlenecks, especially for dual GPU configurations. Aljosha believes that this could definitely have a positive impact on the SDK’s performance.
“DX12 continues to build on DX11.1+ and as such, also includes the Tiled Resources feature. DX12 is however closer to the metal and gives more control to the developer. This allows us to further optimize our tiling backend (for DX12) that takes care of loading texture tiles into video memory. Also, we get more access to how data is stored in video memory, which is very important for us.Specifically for our tiling backend, we expect a performance increase compared to DX11.1+ but we don’t have any hard numbers on this yet.
I know, you wanna play blind and cry because it didn't go into console limitations enough for you?
Well they actually cover that at the beginning of the same article you never read
The size of the tiles is configurable but a commonly used setting is 128×128 pixels. When using virtual texturing, you will only load the texture tiles into memory that are actually viewed by the virtual camera. The main benefit is that you can save on the amount of video memory that you need for you texture data, but there are a bunch of side benefits. Loading times are reduced and disk access is more constant and predictable. The bottom-line is that you can really increase the graphical fidelity of games, while staying within the limited of the current hardware.
4. That you'll spend an enormous amount of time Googling key words and searching random links in an attempt to avoid admitting you had no idea what you were talking about and were simply trolling.
His kids asked why they gotta sleep in a piss stained mattress and have a shytty Lbox but not a ps4 like everyone else and da fakkit broke down. He jerked off to bill gates and regained his confidence tho unfortunately
MachineGames, developer of Wolfenstein: The New Order, has said that by building an engine made to scale, the team was able to hit 1080p, 60fps on both the Xbox One andPS4- which could be key for games having parity across consoles in the future.
Andreas Ojerfors, senior gameplay designer on The New Order, told TechRadar that developing across the new platforms was actually easier than it was on the last generation.
"There was a much bigger difference in making a game for both PS3 and Xbox 360 back in the day than what it is now," he said.
"The new platforms are much, much more similar to work with than what we're used to. So it is less of a challenge this time than it has been before."
And cousin, business is a-boomin' Wolfenstein: The New Order runs at 1080p, 60fps on both the Xbox One and PS4, putting it into a minority of titles that achieve the higher resolution and frame rate on Microsoft's console. Ojerfors told us that this was thanks to the scaling that the id Tech 5 Engine was designed to achieve.
"It's about creating an engine that is from the very bottom up built to scale," he said. "I think from the beginning when we got our hands on id Tech, we realised it was an engine that was built to scale very well between different platforms.
"And it's been an ongoing effort both among the engineers here at Machine games but also with a great deal of help from id's software to make sure it's an engine that continues to scale on the next generation of platforms."
PS4, I don't know you, but you seem like a very anti Sony/ps4 individual who seems hellbent on proving Xbox is better.
It's not that I think Sony is better (I have a ps3 but that's not important), but you are a sad fukk, and should kill yourself. Nobody giving a fukk about your desperate attempts to dikkride Bill Gates.
During the Direct X12 presentation at GDC, Microsoft talked about DirectX 12 — Microsoft’s multimedia and game programming API — and its features. This update will also hit the Xbox One and is said to help boost the graphical quality of its games.
One game that was demoed on PC was Forza 5. It took a “4 man-worth effort to port our core rendering engine from Xbox One D3D11.X to D3D12,” said Chris Tector, Chief Architect at Turn 10 Studios.
Coincidentally Forza 5 is among a short list of titles able to achieve 60FPS on the Xbox One since its launch. Xbox One games have struggled to run at 60fps — but later this year, Direct X 12 will be making its appearance on the console and will help to alleviate that problem. This is possible because the CPU workload will be down 50% as DX12 takes advantage of multi-core utilization.
Moving forward, it’s possible that games will utilize DX12 features from the beginning and take advantage of its features. This could provide a potential benefit to Xbox One games down the road.
His kids asked why they gotta sleep in a piss stained mattress and have a shytty Lbox but not a ps4 like everyone else and da fakkit broke down. He jerked off to bill gates and regained his confidence tho unfortunately
During the Direct X12 presentation at GDC, Microsoft talked about DirectX 12 — Microsoft’s multimedia and game programming API — and its features. This update will also hit the Xbox One and is said to help boost the graphical quality of its games.
One game that was demoed on PC was Forza 5. It took a “4 man-worth effort to port our core rendering engine from Xbox One D3D11.X to D3D12,” said Chris Tector, Chief Architect at Turn 10 Studios.
Coincidentally Forza 5 is among a short list of titles able to achieve 60FPS on the Xbox One since its launch. Xbox One games have struggled to run at 60fps — but later this year, Direct X 12 will be making its appearance on the console and will help to alleviate that problem. This is possible because the CPU workload will be down 50% as DX12 takes advantage of multi-core utilization.
Moving forward, it’s possible that games will utilize DX12 features from the beginning and take advantage of its features. This could provide a potential benefit to Xbox One games down the road.
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