Relevant:
http://imgur.com/a/iL1s7
http://imgur.com/a/iL1s7
Only Ryse comes close to be what you could expect from next gen.
Of course, NBA 2k14, FIFA 14, are 1080p and look amazing, but next gen shouldn't be about bumping the resolution alone, but better sound too.
On a different note, this guy explains in great detail why he thinks Xbox One is DirectX 12 compatible. The console could have a secret sauce.
No, I was just sharing. Aren't you curious about DirectX 12 and how it relates to Xbox One? Did you start to get and idea of how it will be? I didn't yet.You're serious right now? Again with 'secret sauce'? A random Xbox fanboy on YouTube? Tell me you aren't serious.
Don't make the mistake of judging a console by the quality of the launch window games. Let's have this discussion again in two years when we have games that are actually using engines designed for next gen hardware instead of ported last gen engines adapted for next gen.
We haven't seen anything truly next gen yet...
No, I was just sharing. Aren't you curious about DirectX 12 and how it relates to Xbox One? Did you start to get and idea of how it will be? I didn't yet.
The guy represents a gaming news channel. Maybe somewhere along the way something got lost, but the console seems to be DirectX 12 compatible, whatever that means, and people are curious about why.
Sign-up for “Direct3D & the Future of Graphics APIs” on March 20, learn about our partnership with @Microsoft http://bit.ly/OqjwE0 #AMDGDC
Not Xbox One related I guess, but it is interesting:
https://twitter.com/AMDRadeon/status/444518454842761216
Relevant:
http://imgur.com/a/iL1s7
That's the idea, yes.Pretty cool pic.
From what I'm understanding (as unfortunately I don't follow Ridge Racer)
Beginning of the console cycle and then following up with the end of the cycle?
http://schedule.gdconf.com/session-id/828412?cmpid=social19884994In this session AMDs Dave Oldcorn, Frostbite technical Director Johan Andersson and Oxides Dan Baker will look at how new Direct3D advancements enhance efficiency and enable fully-threaded building of command buffers. They will demonstrate how AMD is using its recent experience in efficient graphics API design and its partnership with Microsoft to provide developers with the infrastructure to render next-generation graphics workloads at full performance. This presentation also discusses the best ways to exploit AMD hardware under heavy load and will invite developers to influence driver and hardware development.
http://www.eurogamer.net/articles/digitalfoundry-the-complete-xbox-one-interviewAndrew Goossen: To a large extent we inherited a lot of DX11 design. When we went with AMD, that was a baseline requirement. When we started off the project, AMD already had a very nice DX11 design. The API on top, yeah I think we'll see a big benefit. We've been doing a lot of work to remove a lot of the overhead in terms of the implementation and for a console we can go and make it so that when you call a D3D API it writes directly to the command buffer to update the GPU registers right there in that API function without making any other function calls. There's not layers and layers of software. We did a lot of work in that respect.
We also took the opportunity to go and highly customise the command processor on the GPU. Again concentrating on CPU performance... The command processor block's interface is a very key component in making the CPU overhead of graphics quite efficient. We know the AMD architecture pretty well - we had AMD graphics on the Xbox 360 and there were a number of features we used there. We had features like pre-compiled command buffers where developers would go and pre-build a lot of their states at the object level where they would [simply] say, "run this".We implemented it on Xbox 360 and had a whole lot of ideas on how to make that more efficient [and with] a cleaner API, so we took that opportunity with Xbox One and with our customised command processor we've created extensions on top of D3D which fit very nicely into the D3D model and this is something that we'd like to integrate back into mainline 3D on the PC too - this small, very low-level, very efficient object-orientated submission of your draw [and state] commands.
http://schedule.gdconf.com/session-id/828412?cmpid=social19884994
I saw sth similar on XB1 technical interview with Digital Foundry:
http://www.eurogamer.net/articles/digitalfoundry-the-complete-xbox-one-interview
Are they speaking about two different things or we will see Xbox One's customized command processors in AMD DX12 GPUs in future?
Xbox's Phil Spencer: Fireside Chat
In this candid and informal conversation, Phil Spencer, Head of Microsoft Studios, will talk with Gamasutra's Kris Graft about the development and launch of Xbox One, the ID@Xbox program for independent developers, and what the future holds for creators on Xbox.
Maybe this is the reason for Xbox One logo on the DX12 site:
http://schedule.gdconf.com/session-id/828229
Internet would be much better w/o videos like this. Before he gets to anything interesting we get golden reasoning like: first Xbox was supposed to be called DirectX Box... which clearly has a lot to do with Xbox One performance in relationship to DX11/12, right? Man, it hurts me when I waste my time on stuff like this. Then quoting DX12 twitter account that is as legitimate as DX13 account I could create in two minutes. And on, and on...On a different note, this guy explains in great detail why he thinks Xbox One is DirectX 12 compatible. The console could have a secret sauce.
//video//
And it was impossible to use. It was poorly designed and it doesn't give you any tangible performance boost if you use it. So nobody did.I'm likely writing something completely wrong. help ;0
I was under the impression that DX11 brought multi-threaded command buffers and that was the 'big thing' for that release.
Yeah... the deferred context support in PC DirectX was a joke. It didn't increase performance at all, because it didn't remove the shared synchronization point. Console developers have been unhappy with PC DirectX because of this.And it was impossible to use. It was poorly designed and it doesn't give you any tangible performance boost if you use it. So nobody did.
Yeah... the deferred context support in PC DirectX was a joke. It didn't increase performance at all, because it didn't remove the shared synchronization point. Console developers have been unhappy with PC DirectX because of this.
Depends on the focus and each DX release has one-two major points to deliver (like, say, mobile features and better multitasking in WDDM1.2/DX11.1). If it's mobile then multithreading would not be the bulk of optimizations performed. If it's PC then perhaps. If it's XO then IDK.