Can i ask does the documentation say anything about the capabilities of shape ?
There's definitely some stuff on SHAPE in there. If I have time I can try to look through and see if there's anything interesting.
Can i ask does the documentation say anything about the capabilities of shape ?
Thank you so much scott,
Theres a lot of confusion as to what shape does/doesnt do and afaik ms hasn't made any effort in publicizing shape to the general public other than "xb1 has an audio processor"
edit: why are the last 2 lines of my post in a different colour
When I went back to Microsoft to get a better sense of that difference a company spokesperson told me that there are a handful of rendering pipeline features that are new in DX12 that we will be outlined at GDC. They added: "The power and frame rate wins we demonstrated come from improvements in CPU usage in the OS runtime and device drivers. And this was on DX11 devices."
True. It is too vague to link to anything.
We also took the opportunity to go and highly customise the command processor on the GPU. Again concentrating on CPU performance... The command processor block's interface is a very key component in making the CPU overhead of graphics quite efficient. We know the AMD architecture pretty well - we had AMD graphics on the Xbox 360 and there were a number of features we used there. We had features like pre-compiled command buffers where developers would go and pre-build a lot of their states at the object level where they would [simply] say, "run this". We implemented it on Xbox 360 and had a whole lot of ideas on how to make that more efficient [and with] a cleaner API, so we took that opportunity with Xbox One and with our customised command processor we've created extensions on top of D3D which fit very nicely into the D3D model and this is something that we'd like to integrate back into mainline 3D on the PC too - this small, very low-level, very efficient object-orientated submission of your draw [and state] commands.
yes! good find! we are actually discussing this in the DX12 for Xbox One thread!Anandtech have an article up running early test on DX12.
http://www.anandtech.com/show/8962/the-directx-12-performance-preview-amd-nvidia-star-swarm/6
In an update to the section on Mantle versus DX12 Oxide says that because of the number of draw calls DX12 efficiencies allow, the command processor becomes the performance bottleneck. Same with Mantle. AMD chose a way to handle this with Mantle. Maybe the second command processor was Microsoft's way of handling it given Phil Spencer says they knew what DX12 was doing when they were designing Xbox One.