My general impression of Xbox One was that it was not fully ready at launch on the software side of things. The hardware seems to be complete and without issues, but the OS, the development kits, the APIs and other tools all seemed to be in a poor state, and things have been changing rapidly. It's almost like they just slapped Windows and directx as-is(generalizing) on the thing, and have only been able to optimize it post launch. A lot of assumptions were made about Direct3D being low overhead on Xbox One, but that doesn't appear to be the case. I wonder if they thought Direct3D 12 would be ready earlier, or something like that.
I found this pretty interesting from a PC gamers point of view:
That makes it sound as though more future games are going to be tailored to the idiosyncrasies of GCN which in thry would give that architecture a big leg up over Nvidia's in the future. Strange that we still don't seem to be seeing that though in the games so far released. Metro Redux comparisons between AMD and NV on the PC should be very interesting in light of that interview though.
Also this:
Is that really still applicable in a world where DX12 is about to bring close to the metal programming to the PC and developers are clearly making low level optimizations to game code that will directly benefit x68 AVX enabled CPU's and GCN GPU's?
Yes this benchmark also shows a strange swing in Nvidia's favour in the new version:
http://www.pcgameshardware.de/Metro-2033-PC-143440/Specials/Technik-Test-1131855/
How completely bizarre for a game that was previously not optimized for GCN and now is! I'd love to hear the devs take on that one.
GCN stuff like lane swizzles can be really efficient vs the alternatives that you're required to use on PC. So, yes, it's still applicable.Is that really still applicable in a world where DX12 is about to bring close to the metal programming to the PC and developers are clearly making low level optimizations to game code that will directly benefit x68 AVX enabled CPU's and GCN GPU's?
I think there is a bit of exaggeration here, At any rate, the limiting factor in current consoles is the lowly CPU, which means that "2X performance" will be nowhere near any of the top medium end PC hardware, and that's before we factor in DX12.
Digital Foundry: In our last interview you were excited by the possibilities of the next-gen consoles. Now you've shipped your first game(s) on both Xbox One and PlayStation 4. Are you still excited by the potential of these consoles?
Oles Shishkovstov: I think what we achieved with the new consoles was a really good job given the time we had with development kits in the studio - just four months hands-on experience with Xbox One and six months with the PlayStation 4 (I guess the problems we had getting kits to the Kiev office are well-known now).
But the fact is we haven't begun to fully utilise all the computing power we have. For example we have not utilised parallel compute contexts due to the lack of time and the 'alpha' state of support on those consoles at that time. That means that there is a lot of untapped performance that should translate into better visuals and gameplay as we get more familiar with the hardware.
Can't wait until they're are fully up to speed with the hardware... their next project will be awesome.
Also curious is how the new low-level access fits in the with VMs and overall original design. Was there always going to be a low level option and DX was just a stop-gap, or have MS abandon something like forwards compatibility in order to release more for the XB1 games?
GCN doesn't love interpolators? OK, ditch the per-vertex tangent space, switch to per-pixel one. That CPU task becomes too fast on an out-of-order CPU? Merge those tasks. Too slow task? Parallelise it. Maybe the GPU doesn't like high sqrt count in the loop? But it is good in integer math - so we'll use old integer tricks. And so on, and so on.
Great interview, it sheds some more light on why the XB1 is coming off worse in CPU benchmarks; looks like virtualisation overhead (as suspected) or DirectX is the culprit here - it'll be interesting to see if driver improvements and lower level access can see the CPU realise its 150 mhz clock advantage over the PS4's.
Ballot and cubeface are very nice as well. Both are available on PC as a platform specific OpenGL extension (https://www.opengl.org/registry/specs/AMD/gcn_shader.txt). But pretty much no games support OpenGL, so these are in practice not available on PC either.GCN stuff like lane swizzles can be really efficient vs the alternatives that you're required to use on PC. So, yes, it's still applicable.
GCN stuff like lane swizzles can be really efficient vs the alternatives that you're required to use on PC.
Ballot and cubeface are very nice as well. Both are available on PC as a platform specific OpenGL extension (https://www.opengl.org/registry/specs/AMD/gcn_shader.txt). But pretty much no games support OpenGL, so these are in practice not available on PC either.
well apart from stuff like minecraft but thats easily missed cause its only the biggest selling pc game of all timeBut pretty much no games support OpenGL
First Light takes place predominately across the first of the two islands available in Second Son while also offering a slew of indoor areas within the DUP containment facility. Prior to testing, we had hoped that, by utilising more confined environments, we might actually see frame-rates improve, perhaps even closing in on that 60fps mark. That turned out to not be the case at all, however, with the average frame-rate during these sections remaining mostly under 40fps. While the visuals in these sections remain quite detailed and impressive in their own right, it does suggest that their engine is not entirely bottlenecked by handling large environments.
Conversely, we were surprised to find that gameplay set within the city itself actually seemed to operate at a slightly higher average frame*-rate. While exploring the city we found that the frame-rate stuck more closely to a 40fps average. There is a palpable sense while moving about that performance is indeed faster than the original game. If you take a look at the performance analysis comparing the two releases the difference becomes pretty clear; First Light has a good 5fps advantage, give or take, over Second Son for much of the duration. As with the first release, the frame*-rate reaches its lowest points during combat sections, once again suggesting that the game's bottlenecks may have more to do with enemy encounters than anything else. Changes made to the city include the removal of DUP outposts, which aren't installed yet in this timeline, but it's hard to imagine those changes alone accounting for the difference.