X360 GDC PPT presentations

I have a question regarding Dx10 and 360: Its been said that some feats in Dx10, specially Geometry Shaders would be possible on 360. Is it a know fact? If it is, does 360's Sdks already has libraries to use the advantages Dx10 provides?
 
[maven] said:
- File Decompression is "most common CPU heavy thread on the Xbox 360"

- Kameo Core Usage
C T Software Threads
0 0 Game Update
0 1 File IO
1 0 Rendering
1 1 ---
2 0 XAudio
2 1 File decompression

- PGR3 Core Usage
C T Software Threads
0 0 Update, physics, rendering, UI
0 1 Audio update, networking
1 0 Crowd update, texture decompression
1 1 Texture decompression
2 0 XAudio
2 1 ---

C = Core, T = (Hardware) Thread

Recommended use is one CPU intensive software thread per core, + many non-CPU intensive threads (e.g. blocking IO threads, intermittent tasks)

So much for the "early" titles only used a single core quib...

That is very simplified though and it would be interesting to know how much power they use or how optimized they are.
Ie can we expect devs that launch titles in 2 years from now with experience from the xCpu
to double the speed etz?

Edit
For ex also how much more optimized is a title like Gear of Wars that is not rushed. That have to wait though of course, i expect more of this kind of info at the next GDC atleast. :)
 
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