It's Xbox One and most likely Windows 9 (and please, please don't start yet another [post=1830752]"but Mantle works on Windows 7" [/post] argument or ask [post=1830789] "why they can't backport D3D12 to Windows 7, 8, or 8.1"[/post] )
When Windows 9 will be released next Spring, Windows 7 will be almost six years old. This fact alone should make users consider a newer OS, not to mention things like SATA Express/NVMe for SSDs (since Windows 8.1 FYI), Direct3D 12 (and WDDM 2.x?), and other yet undisclosed improvements.
Look, Microsoft is on a new yearly OS release schedule for a foreseeable future. There won't be major service packs that add significant features. Tablet/phone consumers don't understand it, they want simple numbers in the product name, not mumbo-jumbo like "Windows Vista SP2 with Platform Update OEI DSP" etc. which is decipherable only by tech-support junkies. The casual users see Android going from 2.2 to 4.4 or Chrome going from 7 to 22 in just two years and think "hey, that's probably cool". So Microsoft will play this game too. No more beating the dead horse, no backporting - if you want new features, get a newer OS.
They say there will be a new Start screen/menu and a windowed mode for "modern" apps.You forgot to mention the godamm awful ui
By what, exactly?I think you will get surprissed.
The ACEs have more bearing for GPU compute, and potentially more so for HSA in particular.
http://www.hardware.fr/news/13553/amd-catalyst-14-1-beta-avec-mantle-ligne.html
I'll try to find a source in English later. Obviously, GCN 1.0 is still supported, but it required more work, presumably significantly different codepaths here and there. I'm not saying GCN 1.0 and/or Kepler is likely to lack DX12 support, just that nothing is certain.
And while having broad initial support for a new API is a good thing, there's also something to be said for trying to design the best possible API by ignoring what hardware features are currently available and aiming for what ought to be available. Sometimes, this kind of approach pays off in the long term, even if it can mean slow initial adoption.
Hopefully Windows 7. Otherwise there's a big risk that DX12 will become the next DX10 (= will be skipped by most developers). Huge majority of gamers will be using Windows 7 for a long time (as they have just upgraded to it from Windows XP).In what OS DX12 will appear.
64-bit Windows still has a 32-bit compatibility layer and each system component comes in both 64-bit and 32-bit flavours. If you also consider GDR/LDR/QFE branches and the number of already supported Windows releases (Vista RTM/SP1/SP1, 7 RTM/SP1, 8, 8.1) Microsoft will be buried under support problems if they decide to backport such a major feature.It could be posible to have DX12 just for 64 bits OS?
DX10 was "skipped" by the developers because it wasn't available on the consoles, so they had to produce assets and tools that are cross compatible and run to the lowest common denominator. D3D11 feature level 11_0 is now the lowest common denominator on next-gen consoles, the PC and soon in the mobile world.Hopefully Windows 7. Otherwise there's a big risk that DX12 will become the next DX10 (= will be skipped by most developers).
I hope it's Win7 too but this is a bit of an unfair characterization of DX10. I know devs like to say they "skipped" it and went "straight to DX11" but they didn't... I don't think even a single game requires feature level 11 yet. Just because Microsoft made it so that you can use both via the same interface and the API calls have "D3D11" in them doesn't mean it's "feature level 11"Otherwise there's a big risk that DX12 will become the next DX10 (= will be skipped by most developers).
then why were even so many PC exclusives DX9 only?
If consoles were the main reason it took so long for DX10/11 to be used, then why were even so many PC exclusives DX9 only? Plenty of games have required DX10 cards, yet still stuck with DX9
Hardware features are only a part of the equation - game assets and developer tools are another equally important and often-overlooked part.If consoles were the main reason it took so long for DX10/11 to be used, then why were even so many PC exclusives DX9 only?
DDI10 is more efficient and scales up well for D3D9 content and HLSL shaders.I think the reason you see D3D10 cards required for D3D9 games is driver support for ATI's D3D9 cards was dead in 2009.
Whatever work Tahiti needed for performance optimization, the limited testing thus far shows its percentage improvement with Mantle is in the same range as Hawaii. That's better than the non-improvement or regression with Bonaire.http://www.hardware.fr/news/13553/amd-catalyst-14-1-beta-avec-mantle-ligne.html
I'll try to find a source in English later. Obviously, GCN 1.0 is still supported, but it required more work, presumably significantly different codepaths here and there. I'm not saying GCN 1.0 and/or Kepler is likely to lack DX12 support, just that nothing is certain.
Anything specific you guys want me to try and cover in my Mantle talk at GDC next week?
http://schedule.gdconf.com/session-id/828212