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#1 |
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Junior Member
Join Date: Jun 2010
Posts: 97
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Is it true that when making an XBOX 360 game, DIRECT X must be used/employed and programing without Microsoft's API is forbidden?
I saw a posting where someone may have implied this months ago when my computer was down (my mobile browser will not allow me to post here for some reason), but I've been wanting to clarify this and perhaps get a little more information on this. Thank you. |
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#2 |
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Member
Join Date: Dec 2011
Posts: 379
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Yes but its much closer to the metal than Windows Direct X
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"WiiU will run any engine cause it has all the features!" lulz |
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#3 |
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Moderator
Join Date: Feb 2002
Location: Redmond, WA
Posts: 3,177
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You have to understand what DirectX really does on a console.
The GPU has a ring buffer (actually this isn't strictly true on all hardware, but it's close enough) When you execute a DirectX command most of the time it just copies the command into the ring buffer. The place where it gets "fiddly" is that there isn't a 1:1 correspondence between State and Hardware registers and shader constants aren't quite as neat as they appear in the API. The 360 version of "DirectX", exposes pretty much all of the additional functionality of the chip, including calling precompiled display lists. You'd get virtually nothing going straight to the hardware, you'd pretty much have to write the same wrapper and manage the circular buffer yourself. The only thing it has in common with DirectX on a PC is the API looks similar. On a PC it's different partly because of ring transitions, partly the old pre DX11 driver model and partly because PC Drivers try and optimize/fix bad useage patterns by the application when Draw Prim is called. |
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#4 | |
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Naughty Boy!
Join Date: May 2012
Posts: 200
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Quote:
So is he wrong?
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"If we look at this objectively, then color is definitely scientifically better." |
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#5 |
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Member
Join Date: Mar 2007
Location: Wroclaw, Poland
Posts: 578
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You use some form of API regardless of the console. Whether it's DirectX, libGCM or whatever else. On consoles these APIs are super thin and penalties are close to none (and you learn where they are not minuscule). There's no "coding to the metal" anymore, it's pretty much a myth. You'd have to build some reasonable layer on top of the "metal" anyways so instead of reinventing the wheel (and making many, many mistakes) you use the API provided. The only thing common between DirectX on Xbox 360 and PC is the look and feel of the API, but the core principals are different. There's no DXGI driver below because you don't need any abstraction for various hardware. There's no dynamic linking to the DLL - it's a static lib AFAIK and since you use WPO unneeded parts are stripped and stuff gets inlined nicely where possible. With PGO you get even more improvements. Your friend probably saw an API and assumed it's the same stack Windows has. It isn't.
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Shifty Geezer: I don't think the guy really understands the subject. PARANOiA: To be honest, Shifty, what you've described is 95% of Beyond3D - armchair experts spouting fact based on the low-level knowledge of a few. This posting is provided "AS IS" with no warranties, and confers no rights. |
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#6 |
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Member
Join Date: Jul 2005
Location: Austin, Tx
Posts: 417
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What about on the CPU side? Dot they let you code anything ASM? Or is the compiler considered good enough? I come from the DSP world where not writing ASM seems very foreign, lol.
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#7 |
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Member
Join Date: Nov 2007
Posts: 944
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Close to the metal programming is not forbidden. It's widely used.
For example you can program your shaders directly in GPU microcode, you can directly write to ring buffer, you can give GPU pure pointers to fetch data (instead of using DirectX managed objects), etc. Coding in assembler/intrinsics is of course allowed. How else could you write vectorized code (VMX128)? You also need asm/intrinsics for manual cache control. So basically you can't live without asm/intrinsics. VMX and manual cache control are both very much required for performance critical parts of the code. |
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#8 | |
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Naughty Boy!
Join Date: May 2012
Posts: 200
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Quote:
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"If we look at this objectively, then color is definitely scientifically better." |
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#9 | |
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Senior Member
Join Date: Jul 2008
Posts: 1,090
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Just came across this:
Quote:
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#10 |
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Naughty Boy!
Join Date: May 2012
Posts: 200
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This is the one case where the argument "it's just clever art" actually is true, but the developers now mention "untapped power"?
A real case of untapped power is comparing ZOE1 to ZOE2. Or Halo3 to Halo: Reach. In the case of Reach to 4; it's art.
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"If we look at this objectively, then color is definitely scientifically better." |
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#11 |
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Member
Join Date: Mar 2012
Posts: 804
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I don't think so... have you seen new gameplay? it doesn't looks like "it is only art".
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#12 |
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Naughty Boy!
Join Date: May 2012
Posts: 200
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I have only seen the beta footage where they removed the motion blur, the HDR, the lighting from the energy weapons, explosions, while adding some shadows on characters and the player weapon, improving the horizontal resolution by 9-10% and switching AA method. But aside from that, yes, the improvements in the overall graphics are due to art.
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"If we look at this objectively, then color is definitely scientifically better." |
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#13 | ||
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Member
Join Date: Mar 2012
Posts: 804
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Quote:
Quote:
Last edited by XpiderMX; 06-Oct-2012 at 21:48. |
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#14 |
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Naughty Boy!
Join Date: May 2012
Posts: 200
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The AA comparison is a worst case scenario versus a downscaled image.
A 2D godrays effect was already present in a Halo title 11 years ago. The particle effects super are nice, but you see the missing lighting from the blue shit; though there are some yellow spots on the ground, I thought they were missing completely so thanks for bringing it to my attention. The really dark screenshots shows the lack of HDR quite nicely. The last shot is produced using an offline renderer. The lighting-'tech' in that shot does not have to be present in the final game, but it sure would look nice in the really dark screenshot please remember, nobody is claiming that H4 is NOT the best looking 360 title ever, so take it easy
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"If we look at this objectively, then color is definitely scientifically better." |
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#15 |
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super willyjuice
Join Date: May 2005
Location: Astoria, NY
Posts: 986
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Please remember halo 4 has nothing to do with this thread.
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#16 |
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member
Join Date: Feb 2002
Posts: 7,507
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Antwan has something against Halo, this is like the third or fourth thread where he's rambling about it. One had to be closed, I wonder what'll happen next.
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My opinions do not represent that of my employer blah blah etc. |
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#17 |
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...
Join Date: Feb 2002
Location: Cleveland
Posts: 4,286
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I'm predicting a temp-ban for antwan .... Just sayin'.
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IBSL: 2835, 6541, 8531, 9299, 20484, 86985, 87130 FBSL: 7221, 9255, 15892, 20484 |
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#18 |
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Senior Member
Join Date: Mar 2009
Location: Europe
Posts: 2,649
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Lol, seems that you guys hate Antwan...
On topic: I always wonder what exclusive devs can bring out of the box! But I guess that Sebbi and his team already hit some metal with their games
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I bid farewell with a rebel yell... |
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#19 |
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Member
Join Date: Mar 2012
Posts: 804
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#20 |
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Registered
Join Date: Sep 2005
Location: France
Posts: 291
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Now that may not be untapped power, but power used differently from a game to another.
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#21 | ||
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Senior Member
Join Date: Aug 2010
Location: Ohio
Posts: 1,339
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Quote:
Also studios have been hitting the metal with their games for some time now. Quote:
I thought the one interview/video with the engineer was surprisingly honest since he commented on giving the illusion of extracting more power out of these boxes. |
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#22 |
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Naughty Boy!
Join Date: Jan 2008
Posts: 110
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Companies just want you to think that close to the metal is bad thing. Managed code is all the rave now. They have been trying to force silly APIs on people for decades and for the most part it has worked. But as you can see that all dev kits/tools are not created equal and first party game will always look better than third party. Either they know more that 90% of the world's developers or they are coding to the metal. Win for them / fail for you.
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#23 | |
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a.k.a. Ingenu
Join Date: Feb 2002
Location: Apsley, U.K.
Posts: 2,738
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Quote:
(Now if you meant that API are unnecessarily fat and ugly, true and unfortunately nothing new, which makes me wonder what those API designers are thinking...)
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So many things to do, and yet so little time to spend... |
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#24 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,045
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APIs come in handy for forwards compatibility though, which could be useful on a console. Or cross device compatibility, such as running your same game on XB3 and Win Mobile phone.
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#25 | |
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Senior Member
Join Date: Aug 2010
Location: Ohio
Posts: 1,339
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Quote:
Based on this and other related threads, I thought APIs were a necessary evil in game development today, even on consoles. |
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