So if hardware prt is NOT the reason Durango devkits used hd7970s then why? Penello definitely ruled out the presence of a dgpu.
Could it be that it was to simulate the computing power of the cloud? At the Xbox One unveiling MS engineers said that the power of XB1 is 10X XB360 w/o the cloud and 40X with the cloud. 4*1.3TF = 5.2 TF.
I don't know about the reason, but the two tiers are both hardware implementation of prt, tier 2 has additional hardware support though.So if hardware prt is NOT the reason Durango devkits used hd7970s then why?
So if hardware prt is NOT the reason Durango devkits used hd7970s then why? Penello definitely ruled out the presence of a dgpu.
Could it be that it was to simulate the computing power of the cloud? At the Xbox One unveiling MS engineers said that the power of XB1 is 10X XB360 w/o the cloud and 40X with the cloud. 4*1.3TF = 5.2 TF.
It was pointed out before that the earliest development occurred before Durango physically existed.So if hardware prt is NOT the reason Durango devkits used hd7970s then why? Penello definitely ruled out the presence of a dgpu.
Could it be that it was to simulate the computing power of the cloud? At the Xbox One unveiling MS engineers said that the power of XB1 is 10X XB360 w/o the cloud and 40X with the cloud. 4*1.3TF = 5.2 TF.
Ubisoft said:A more crucial issue is that, while the PS4 toolchain is designed to be familiar to those working on PC, the new Sony hardware doesn't use the DirectX API, so Sony has supplied two of their own.
I've been out of the loop for a while on these consoles but I'm confused as to why people keep referring to the PS4 as using the DirectX 11 API? Sony's PS4 hardware uses two new API's, one of which is called GNM and i don't recall the second name but I'm quite sure both are derived from OpenGL/CL/ES
http://www.eurogamer.net/articles/digitalfoundry-how-the-crew-was-ported-to-playstation-4
That being the case, it clearly pokes a bunch of holes in the claim by Charlie that the PS4 uses DX11.2 and is a "newer" tech chip than what Microsoft is using.
It doesn't use the API, but the hardware is designed to implement the features of DX11.2. that means it has various technologies like partial resident textures and hull shaders not present in older GPUs which have hardware designations for earlier DirectX levels. Putting it another way, put the Liverpool SoC in a laptop and it'll be capable of running DX11.2 games with full hardware acceleration. Same for XB1 - the DX designation only describes the hardware features in relation to a very popular API. Put the XB1 SoC in a Linux laptop running OGL and it'll still be a DX11.2 part even if it's not running DirectX code.I've been out of the loop for a while on these consoles but I'm confused as to why people keep referring to the PS4 as using the DirectX 11 API?
What level of GCN doesn't matter as all levels of GCN are Dx 11.2 compliant.
There is a difference, but it doesn't mean that they all aren't DX11.2 and therefore can be categorised as such, just different tiers.That isn't what I took away from this thread. All GCN architectures will support 11.2 but only a subset implement all features natively in hardware. May be a trivial performance difference, may not, but it seems there IS a difference.
How do you know that PS4 supports hardware features necessary to implement 'global stencil inversion'?AMD knows that DX 11.3 will support 'global stencil inversion', which requires certain hardware functions which are present in PS4 hardware...
How do you know that PS4 supports hardware features necessary to implement 'global stencil inversion'?
I don't know how you can say that unless you know something about the next DX spec.The term was just made-up (unless it's real lol) to illustrate it. Because they clasified the GPU as DX11+ simply means that they know it can and or will support features which will be present in the next DX revision/specification.