Lucky DX12 which will nullify this problem will be along in a year or two then
This is great news, so we basically get the best of both worlds - graphics hardware continues to progress at the feature level while even older GPU's get the full benefit of the more efficient API.
This does raise some interesting questions though...
1. Will these features merely be the DX11.2 features already included in GCN 2.0?
2. If they go beyond that then presumably XB1 will only be 'partially' DX12 complaint.
3. Will Maxwell support the new features or will we have to wait for Volta?
1. I didn't even know GCN2.0 spec was revealed? Are they jumping from 1.0->1.1 -> 2.0? Must be a large jump if this is true.
2. I don't know if this is anecdotal proof because it's not as people have been known to say the wrong things (Xbox One will receive full DX12) https://twitter.com/XboxP3/status/446873135594225664 - Phil Spencer
There's not really an official designation but I was using 2.0 to refer to the IP in the consoles and Bonaire/Hawaii.
I wouldn't take too much heed from that statement. The XB1 getting the "full DX12 API" could mean almost anything. Since it's going to almost certainly be a custom version of the API for the console in the first place it doesn't really say anything about it being a feature match for the PC version. One thing we do know is that the XB1 has the same graphics IP as Hawaii so if Hawaii doesn't support the full DX12 featureset (and we don't know whether it does or doesn't at the moment - just that Kepler doesn't) then neither will the XB1.
"Just like our friends we're based on the Sea Islands family. We've made quite a number of changes in different parts of the areas...
http://www.eurogamer.net/articles/digitalfoundry-vs-the-xbox-one-architects
And X1 is hawaii?? Are you sure it isn't Sea Islands?
The way I understand it is that Bonaire aka Sea Islands is GCN 1.1. Volcanic islands is gcn 1.0 which includes 7750,7770,7850,7870,7950,7970. Hawaii is Sea Islands based like bonaire. So technically the X1 and Ps4 are from the same arch as the 7790 and the R9 290.
Other than the Xbox One and the JPEG move engine, do any other current DX11 GPU which now claim to be DX12 compatible actually have hidden hardware for ASTC and JPEG acceleration which just hasn't been exposed up to now? If not, is ASTC and JPEG acceleration going to be emulated either on GPU with shaders or by the CPU for older GPUs or will it simply be an optional part of the DX12 spec?There are other optimizations to reduce system loads in DirectX 12 as well, Gosalia said. Since "most apps and games have a lot of similarity in what they draw from one frame to another," DirectX 12 has algorithms to reduce the overhead from recalculating minor state changes in a scene. A new heap implementation will amortize the creation and destruction of resources, limiting system costs. DirectX 12 will introduce a new, faster resource binding model and allow for faster reuse of memory freed up by used resources that are no longer needed. Developers will also be able to decompress ASTC and JPEG images in hardware.
It's 3 because nvidia support bindless resources(not textures) and drawindirect since Fermi - http://developer.download.nvidia.com/opengl/tutorials/bindless_graphics.pdf , but I suppose Fermi will have limited support(some feature level like DX11's feature level 10 for compute shaders on DX10 cards)The possibilities seem to be:
1. AMD's VLIW GPUs and Intel's Ivy Bridge are hardware compatible with DX12 afterall, but AMD and Intel for whatever reason don't want to write DX12 drivers for them.
2. Just as AMD helped drive tessellation into DX11 and tiled resources into DX11.2, nVidia may have successfully lobbied this round to define DX12 in a way that supports Fermi.
3. nVidia's GPU architects are actually able to anticipate the direction of graphics technology years in advance of others.
I'm guessing it's more likely some combination of 1 and 2.
It's 3 because nvidia support bindless resources(not textures) and drawindirect since Fermi
Since it's going to almost certainly be a custom version of the API for the console in the first place
The "4 years" was more like chatting in the coffee table "you know, we prolly should do another API after all this DX11 stuff, too"Assuming DirectX was in planning 4 years ago, as they said in the DirectX blog and NVidia post, then chances are the design of the api influenced the design of the Xbox One architecture..
The "4 years" was more like chatting in the coffee table "you know, we prolly should do another API after all this DX11 stuff, too"
I'll dig for the link, but it was mentioned at GDC that the DX12 has been actually "in active development" for about a year or so.
I find it curious how you disregard AMD from that completely, despite the fact that they're behind XB1 too and have just as heavy involvement with DX development in the past as the rest of the big players
Worth noting is that it's Qualcomm who was the 4th "big player" on the announcement, rather than PowerVR for example