LOL. That obviously doesn't even make sense. But much of it is being reported by mainstream media that obviously doesn't have a clue.
Yeah, I guess that was the point of it.
LOL. That obviously doesn't even make sense. But much of it is being reported by mainstream media that obviously doesn't have a clue.
I don't know but...
http://wccftech.com/microsoft-unveiels-directx-12-api-gdc-2014-mantle-level-features/
EDIT:
Scott Michaud: Hmm, from ~8ms to ~4. That's an extra 4ms for the GPU to work. 20 GFLOPs for a GeForce Titan.
I thought it was crazy at first but if you consider that early XB1 dev kits were running on NV hardware too then it may not be that big a deal
"Xbox One games will see improved performance, and we’ll bring the same API to all Microsoft platforms,” Microsoft development manager for graphics Anuj Gosalia said during his presentation.
I'm not fully sure what you are alluding to here:
Are you implying that X1 haven't been using their move engines and it will only now be used in DX12?
Or that Move engines are part of the DX12 hardware spec?
http://www.onlysp.com/microsoft-has...-theyre-having-to-move-stuff-out-of-the-show/DX12 will have impact on XBOX One games written for DX12. Some DX12 features are already in XBOX One but full DX12 coming.
If true, I can only conclude the API on XB1 is fairly unfinished, or inefficient. Or very much 'Direct X' to allow for porting/compatibility. We have been told that XB1's API doesn't allow devs to make as much use of the hardware as PS4's. Maybe we are looking at a fairly thick, slow system level that's holding XB1 back, and DX12 will release that? That'd tie in with what appears to be underperforming hardware relative to the competition. Maybe it'll take DX12 next year to fully release XB1? Quite a lot of business implications if that's how it pans out (not for this thread).Apparently it will improve performance on xb1 as well:
If true, I can only conclude the API on XB1 is fairly unfinished, or inefficient. Or very much 'Direct X' to allow for porting/compatibility. We have been told that XB1's API doesn't allow devs to make as much use of the hardware as PS4's. Maybe we are looking at a fairly thick, slow system level that's holding XB1 back, and DX12 will release that? That'd tie in with what appears to be underperforming hardware relative to the competition. Maybe it'll take DX12 next year to fully release XB1? Quite a lot of business implications if that's how it pans out (not for this thread).
How badly do people want us to believe Microsoft are incompetent?
Last year... There have been several updates since then each boosting performance sometimes as much as 10% according to dev sources.
How badly do people want us to believe Microsoft are incompetent?
Small gains may be made with optimizations sure but talk of it making up the deficit with the ps4 with a physical hardware advantage are surely well wide of the mark.
Our work with Microsoft on DirectX 12 began more than four years ago with discussions about reducing resource overhead. For the past year, NVIDIA has been working closely with the DirectX team to deliver a working design and implementation of DX12 at GDC. - See more at: http://blogs.nvidia.com/blog/2014/03/20/directx-12/#sthash.c7HxM7io.dpuf
I cant remember which show it was but there was definitely at least one show where XB1 games were being demonstrated where it turned out they were running on PC's powered by NV graphics. I think it was GTX 780's.
It's not about incompetance. It's about the choices of the software layer and how that's impacting games. Up to this point, everyone has been working on the assumption, founded in decades of consoles, that the abstraction of the hardware from the system API's was fairly low overhead and efficient. There was no apparent need for MS to use a full-fat Direct X when an API using the same calls but much more efficient, hardware specific implementations to eliminate the overhead. Now that we're told DX12 is all about efficiency and low overhead, and we're told it's going to speed up XB1, that suggests that XB1 has the same sort of high overhead as PC. Why is that? Is this true, and XB1 isn't as low-level as typical consoles to the point it notably impacts performance? Or is the talk of DX12 speeding up XB1 inaccurate, and the gains will be minimal as XB1 already has a fairly efficient software layer?Last year... There have been several updates since then each boosting performance sometimes as much as 10% according to dev sources.
How badly do people want us to believe Microsoft are incompetent?
It's not about incompetance. It's about the choices of the software layer and how that's impacting games. Up to this point, everyone has been working on the assumption, founded in decades of consoles, that the abstraction of the hardware from the system API's was fairly low overhead and efficient. There was no apparent need for MS to use a full-fat Direct X when an API using the same calls but much more efficient, hardware specific implementations to eliminate the overhead. Now that we're told DX12 is all about efficiency and low overhead, and we're told it's going to speed up XB1, that suggests that XB1 has the same sort of high overhead as PC. Why is that? Is this true, and XB1 isn't as low-level as typical consoles to the point it notably impacts performance? Or is the talk of DX12 speeding up XB1 inaccurate, and the gains will be minimal as XB1 already has a fairly efficient software layer?
It's not about incompetance. It's about the choices of the software layer and how that's impacting games. Up to this point, everyone has been working on the assumption, founded in decades of consoles, that the abstraction of the hardware from the system API's was fairly low overhead and efficient. There was no apparent need for MS to use a full-fat Direct X when an API using the same calls but much more efficient, hardware specific implementations to eliminate the overhead. Now that we're told DX12 is all about efficiency and low overhead, and we're told it's going to speed up XB1, that suggests that XB1 has the same sort of high overhead as PC. Why is that? Is this true, and XB1 isn't as low-level as typical consoles to the point it notably impacts performance? Or is the talk of DX12 speeding up XB1 inaccurate, and the gains will be minimal as XB1 already has a fairly efficient software layer?
Major Nelson’s newest podcast features Xbox chief product officer, Marc Whitten. Whitten had some meaty details to share about the current state of the hardware. First off, the company has upgraded the Xbox One GPU from 800MHz to a custom AMD GPU that clocks 853MHz, which sounds like a small improvement, but it does promote higher performance. Whitten goes on to describe another, possibly more important addition to the Xbox One. A new graphics driver internally referred to a “Mono” is said to be 100% optimized for the Xbox One hardware. Whitten explains the updated driver in layman’s terms,
“Since E3, an example is that we’ve dropped in what we internally call our mono driver. It’s our graphics driver that really is 100 percent optimised for the Xbox One hardware. You start with the base [DirectX] driver, and then you take out all parts that don’t look like Xbox One and you add in everything that really optimises that experience. Almost all of our content partners have really picked it up now, and I think it’s made a really nice improvement.”
The Mono driver improvement reportedly allows developers to “write to the metal” meaning they’ll have more direct access to the hardware and theoretically be able to improve graphics performance. However, the presence of a driver alone means that devs aren’t actually “writing to the metal”. There’s no question that Microsoft is painstakingly working on the Xbox One prior to it’s release. Some reports state that the hardware is being tweaking on nearly a daily basis at this point. With Sony‘s PlayStation 4 already delighting the FCC and being greenlit for import, it’s our hope that Microsoft can nail down it’s final submission soon.