DirectX 12: The future of it within the console gaming space (specifically the XB1)

The way he's mentioned those things do seem to imply he doesn't really know what's new and what's not.

He doesn't seem to really know much that's for sure. Yes PIX was fairly barebones in the first iterations of the ONE XDK. It has only now started to come into shape and support most of the ESRAM related uses cases and features.
 
He doesn't seem to really know much that's for sure. Yes PIX was fairly barebones in the first iterations of the ONE XDK. It has only now started to come into shape and support most of the ESRAM related uses cases and features.

damn, thats brutal. I'm still shocked Crytek did what they did with Ryse in that case. I didn't really get to use TargetSN, but I can imagine life without it doing low level stuff would be hell.

Man it's really hard to believe XO shipped so bare bones
 
damn, thats brutal. I'm still shocked Crytek did what they did with Ryse in that case. I didn't really get to use TargetSN, but I can imagine life without it doing low level stuff would be hell.

Man it's really hard to believe XO shipped so bare bones

Yup, Ryse would most probably be locked at 30fps if it was developed with the current tools and XDK. This game was definitely development hell for Crytek from start to finish and through all of its iterations... came out fairly well though,,, frankly looked like a miracle IMO.
 
Can you link to that tweet?

But maybe it´s not confusing at all! Xbox One is also 100% DX 11 compatible. And in pure DX 11 there are no low level optimizations. So from that pesrpective, Xbox One can also improve about 20%!

I am to embarrassed to admit I was in some of those tweets. Haha

@Jwm931 is my twitter, link to one thread. https://mobile.twitter.com/Jwm931/status/573227873546440704

I got bored, so I am sticking with that line for now. Don't think I have ever spent that much time on twitter before. Got some networking done though. Ha!

@Scott_Arm were you meaning things brad has talked about? Then you find out he mainly only has second hand info from his team related to PC, etc. Mixed in with a bit of first hand knowledge. If you go back a bit in his tweet history you see him admit to not seeing X1 directly in cases of dx12. Lots of info provided to him from his teams. New game looks fun though, and I guess they still have one to announce?
 
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Why there is not Tiled resources tire 3 in FL 12.1 ?

Just guessing here, but iirc maxwell 2 (980/970/960) doesn't support tier 3. I suspect they wanted maxwell 2 to be the baseline for 12_1 (thus tier 3 had to be omitted).
 
We were talking about multidraw-indirect. Or batches essentially.
@30 minutes
It's now a standard on DX12 - available on all FL11 cards
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I think this Multi-Engine here around 39 minutes is one example of what Phil Spencer was referring to as improving on Xbox One's strengths. I could be wrong though. But this is really good for any game that is constantly copying in and out - additional emphasis on streaming. Which we can see X1 seems already quite capable at with it's memory setup.

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Last post for a while.

The 20% increase in performance in Fable Legends is not PC specific. It's API specific. The 20% gain was the result of proper UAV in D3D12. Unless someone knows that XO is already running without UAV barriers with their DX11 Fast Semantics, then XO will also gain 20% (wrt to this demo) @44minutes of that presentation.

I'd almost argue that on Xbox One it would gain more than 20%. Stalling a 12CU GPU should be much more detrimental than stalling a very large GPU.

To prove/disprove would not be hard. We'd just need to find out how UAV works on Xbox prior to D3D12. And whether or not hardware is required for this specific implementation of UAV. If XO passes these tests then it should also gain benefit from this.
 
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LOL that's fair. Im going to edit my above post. This was just a showcase demo, so it's hard to know the setup but I imagine they managed to isolate just the UAV part of it.
 
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