At the bottom it says 50K batches/sec using D3d vs 1M batches/sec using his (closer to metal) lib.
Ah, thanks. I just saw the Russian and skipped it.
Anyway, 20us for just a draw call is mighty expensive. I have little experience on the 360, but I did profile a renderer on it once or twice and I have not seen anything close to 20us average draw call time.
I remember 1.6us average draw call time for the PS3 at some point and the 360 was not that much slower. Maybe 2us.
Could be that he is testing really expensive draw calls with lots of state change, or something like that.
No sure how Xenos reacts to redundant state changes, on RSX it's not a terribly good idea, in my experience.
Sorry to disturb the nice Halo backwards compatibility thread Here's something related to the OP:
http://blog.gamedeff.com/?p=235
Brief translation: by dropping D3DX/FX and going to manually assembled precompiled command buffers, this guy achieves a significant increase in drawcall throughput, reaching the absolutely astronomical 1 mln drawcalls/sec. Can't wait to hear if this passes certification...
They recommend avoiding it too.
Actually it was based on direct discussion with someone producing an Xbox 360 game in the here and now, and the follow-ups here are certainly interesting in how other developers perceive the API.
I realize this is ancient, but since this article just hit NeoGaf and people may wander here I'll explain my main qualms with the blog post.
First, backwards compatibility is a red herring here. If Microsoft makes their next console backwards compatible they won't do it at the API level. I think people might have this PC-like understanding of the Xbox 360 where there are vendor-supplied dynamic libraries and driver layers and everything is a magical happy land of forwards compatibility, but it's not like that. Look at Xbox 1 backwards compatibility... it also used Direct3D to some extent but does not emulate perfectly, so why would we assume that it will be any better the next time around?
That would have been much less of an issue had they stuck with Nvidia, but they weren't happy with the licensing model with Nvidia. Thus the switch to ATI, and no longer being able to fully support backwards compatability without paying Nvidia tons of cash per title for BC emulation.
That's the whole point! If every game (or even most games) on Xbox were written purely to the DirectX API, without any machine-specific optimizations, then the switch from nVidia to ATI would have been a non-issue. Instead, many Xbox games were written to the nVidia hardware, hence the need to emulate the nVidia GPU (and continue to pay royalties to nVidia) for Xbox 360.
low blow I know, but it sounds as if hes just wrapped PC opengl from 5 years agoAt the bottom it says 50K batches/sec using D3d vs 1M batches/sec using his (closer to metal) lib.