I think that was one of the best things Rory did at AMD, pushing heavily for the console market and for all of them.Yes, it's just that in the past, the majority of extensions used were Nvidia specific with AMD/ATI being mostly left out. I wonder if it's the console effect here where AMD is finally getting more extension support than Nvidia for once.
Regards,
SB
Not just Khronos, this extensions (or hacks) are available in D3D11 and D3D12 as well. And it's not that I have a problem with NV or AMD introducing them.
It does get seriously weird to compare Vulkan (or DX12) game on vendor A vs. vendor B where huge parts of rendering pipeline are simply ifdefed based on vendor id and then claiming how architecture X is better suited for Vulkan/DX12 then architecture Y.
It's a great time for wccf tech and the likes though: one game, bunch of news for each patch.
I think that was one of the best things Rory did at AMD, pushing heavily for the console market and for all of them ...
I do not think it is that clear considering the H/W development history between Sony/Nvidia/IBM, and reports also suggest it was not clear where Nvidia were in the next gen bid; the CPU-GPU SoC in PS4 and XBox-one were not exactly cutting edge, but I do get there would be weighted advantages to the AMD solution and decision.NVIDIA could not offer 64 bit ARM CPU/GPU SOC. It was out of the game from start, cost wise. Paying 2 Chips vs 1? even if it was, AMD could have then offered an APU + a second GPU, obliterating any NVIDIA+Intel CPU offer. For not talking of the advantages of HSA on development.
Intel was not interested at that time on high volume, low margin business (maybe now with their fabs not filled they reconsidered the mistake... but it is too late: backward compatibility has become a key for BOTH platform from now on).
I do not think it is that clear considering the H/W development history between Sony/Nvidia/IBM, and reports also suggest it was not clear where Nvidia were in the next gen bid; the CPU-GPU SoC in PS4 and XBox-one were not exactly cutting edge.
And if Nvidia had realised the risk of allowing AMD total control of the multi-platform development strateg and the results it is having now, I bet they would had foregone nearly all their margins to ensure they kept the Sony contract in some fashion...... Actually, AMD was the only one offering the best price/performance wise. If ARM64 were existing, then you'd bet NVIDIA would have been on the tender with AMD.
NVIDIA could not offer 64 bit ARM CPU/GPU SOC. It was out of the game from start, cost wise. Paying 2 Chips vs 1? even if it was, AMD could have then offered an APU + a second GPU, obliterating any NVIDIA+Intel CPU offer. For not talking of the advantages of HSA on development.
Intel was not interested at that time on high volume, low margin business (maybe now with their fabs not filled they reconsidered the mistake... but it is too late: backward compatibility has become a key for BOTH platform from now on).
Yeah,According to Sony, other architectures were under consideration up until the last moment. It was greatly hinted or assumed that this meant ARM + something else (most likely NVidia). But the performance was significantly behind what they were getting with the AMD SOC. I think it was also hinted that AMD was more willing to make/implement custom changes at Sony's request and that factored into things as well.
Considering PS Vita used an ARM based core, many people were surprised when Sony didn't go with an ARM based solution for PS4.
Regards,
SB
Does AMD do any devrel for console developers?[...] to get the most out of consoles with developers engaging more actively with AMD [...] on utilising the architecture.
Just quickly Square Enix, and Crystal Dynamics comes to mind with several of their recent or soon to be released games.Does AMD do any devrel for console developers?
Time Spy uses DirectX 12 feature level 11_0. This lets Time Spy leverage the
most significant performance benefits of the DirectX 12 API while ensuring
wide compatibility with DirectX 11 ha
rdware through DirectX 12 drivers.
Game developers creating DirectX 12 titles are also likely to use this approach
since it offers the best combination of performance and compatibility.
Maybe I misunderstand the context.I'm talking specifically about consoles, not the game in general. As far as I know, AMD doesn't do any console-specific devrel.
You said "[...] to get the most out of consoles with developers engaging more actively with AMD [...] on utilising the architecture." And I assert that AMD does not work directly with console developers on their console-specific code.Maybe I misunderstand the context.
Right,You said "[...] to get the most out of consoles with developers engaging more actively with AMD [...] on utilising the architecture." And I assert that AMD does not work directly with console developers on their console-specific code.
AMD does work with developers on PC implementations of games. Many of which are console games, too. But that is not the same as console-specific devrel.
So, I'm asking if there are instances of AMD working on console-specific code.