Microsoft: DirectX 12 performance up to 50% better than DirectX 11

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*insert witty gif here*.....if I had one :/

Anyways.....stuff!

http://gamingbolt.com/wardell-explains-microsofts-silence-regarding-xbox-one-dx12-benchmarks

Wardell Explains Microsoft’s Silence Regarding Xbox One DX12 Benchmarks


Since the announcement of DirectX 12 and its impact on the Xbox One, Microsoft have taken a rather silent approach as to how the new API will actually affect the console. Of course, we already know that DX12 will bring a new API for the eSRAM and make things easier for the Xbox One game developers but unlike the PC platform, Microsoft have not released any explicit benchmarks results. So why is this the case? In our last article in the month long coverage with Stardock CEO Brad Wardell, we asked him the reason behind Microsoft’s silence on Xbox One’s DX12 benchmarks.

“With the Xbox One we’re being pretty speculative right because there isn’t a game that’s using DirectX 12 on the console at this point in time, so I can’t even do a side by side comparison. Whereas on the PC we have Ashes of the Singularity. It is a game that’s been optimized for DirectX 11 and updated for DirectX 12, and you can run them side by side on the same hardware and get a 70% boost on DirectX 12 over DirectX 11.”

“So it’s pretty easy for me to say yes you’ll get a huge impact on PC, but on the console it’s all a theory. They have nothing, they don’t even know. I mean I’ve talked to the development team there on this subject for a while and it basically boils down to, we don’t know how much of an effect it will have because so much of it is in the hands of the developer.”

“I mean that’s the thing I like about being able to make a prediction, is that something that’s on a visual medium like this is that we’ll be able to revisit this discussion a year from now and it will be pretty obvious. You’ll see the games that run on DirectX 12 and you’ll be able to compare them with games that run on DirectX11 on the Xbox One and you’ll be like ‘Oh, yeah there’s quite a difference’.”

On a related note, Wardell also spoke about the PS4 and Xbox One versions of Ashes of the Singularity. Right now, the game is only confirmed for the PC platform and Brad is not sure whether the game will launch on the consoles.

“We don’t know, I don’t want to do any sacrifices on the game itself to support other platforms. We’ve seen strategy games try to do that in the past and they end up kind of gimped. We are looking at porting Nitrous Engine to the PlayStation 4 and the Xbox One in the future.”

The entire interview with Brad Wardell, which will include already published information as well as new details, will go live next week.
 
*insert witty gif here*.....if I had one :/

Anyways.....stuff!

http://gamingbolt.com/wardell-explains-microsofts-silence-regarding-xbox-one-dx12-benchmarks

Wardell Explains Microsoft’s Silence Regarding Xbox One DX12 Benchmarks


Since the announcement of DirectX 12 and its impact on the Xbox One, Microsoft have taken a rather silent approach as to how the new API will actually affect the console. Of course, we already know that DX12 will bring a new API for the eSRAM and make things easier for the Xbox One game developers but unlike the PC platform, Microsoft have not released any explicit benchmarks results. So why is this the case? In our last article in the month long coverage with Stardock CEO Brad Wardell, we asked him the reason behind Microsoft’s silence on Xbox One’s DX12 benchmarks.

“With the Xbox One we’re being pretty speculative right because there isn’t a game that’s using DirectX 12 on the console at this point in time, so I can’t even do a side by side comparison. Whereas on the PC we have Ashes of the Singularity. It is a game that’s been optimized for DirectX 11 and updated for DirectX 12, and you can run them side by side on the same hardware and get a 70% boost on DirectX 12 over DirectX 11.”

“So it’s pretty easy for me to say yes you’ll get a huge impact on PC, but on the console it’s all a theory. They have nothing, they don’t even know. I mean I’ve talked to the development team there on this subject for a while and it basically boils down to, we don’t know how much of an effect it will have because so much of it is in the hands of the developer.”

“I mean that’s the thing I like about being able to make a prediction, is that something that’s on a visual medium like this is that we’ll be able to revisit this discussion a year from now and it will be pretty obvious. You’ll see the games that run on DirectX 12 and you’ll be able to compare them with games that run on DirectX11 on the Xbox One and you’ll be like ‘Oh, yeah there’s quite a difference’.”

On a related note, Wardell also spoke about the PS4 and Xbox One versions of Ashes of the Singularity. Right now, the game is only confirmed for the PC platform and Brad is not sure whether the game will launch on the consoles.

“We don’t know, I don’t want to do any sacrifices on the game itself to support other platforms. We’ve seen strategy games try to do that in the past and they end up kind of gimped. We are looking at porting Nitrous Engine to the PlayStation 4 and the Xbox One in the future.”

The entire interview with Brad Wardell, which will include already published information as well as new details, will go live next week.
this sound more realistic, this guy knows what hes talking about.
 
*insert witty gif here*.....if I had one :/

Anyways.....stuff!

http://gamingbolt.com/wardell-explains-microsofts-silence-regarding-xbox-one-dx12-benchmarks

Wardell Explains Microsoft’s Silence Regarding Xbox One DX12 Benchmarks


Since the announcement of DirectX 12 and its impact on the Xbox One, Microsoft have taken a rather silent approach as to how the new API will actually affect the console. Of course, we already know that DX12 will bring a new API for the eSRAM and make things easier for the Xbox One game developers but unlike the PC platform, Microsoft have not released any explicit benchmarks results. So why is this the case? In our last article in the month long coverage with Stardock CEO Brad Wardell, we asked him the reason behind Microsoft’s silence on Xbox One’s DX12 benchmarks.

“With the Xbox One we’re being pretty speculative right because there isn’t a game that’s using DirectX 12 on the console at this point in time, so I can’t even do a side by side comparison. Whereas on the PC we have Ashes of the Singularity. It is a game that’s been optimized for DirectX 11 and updated for DirectX 12, and you can run them side by side on the same hardware and get a 70% boost on DirectX 12 over DirectX 11.”

“So it’s pretty easy for me to say yes you’ll get a huge impact on PC, but on the console it’s all a theory. They have nothing, they don’t even know. I mean I’ve talked to the development team there on this subject for a while and it basically boils down to, we don’t know how much of an effect it will have because so much of it is in the hands of the developer.”

“I mean that’s the thing I like about being able to make a prediction, is that something that’s on a visual medium like this is that we’ll be able to revisit this discussion a year from now and it will be pretty obvious. You’ll see the games that run on DirectX 12 and you’ll be able to compare them with games that run on DirectX11 on the Xbox One and you’ll be like ‘Oh, yeah there’s quite a difference’.”

On a related note, Wardell also spoke about the PS4 and Xbox One versions of Ashes of the Singularity. Right now, the game is only confirmed for the PC platform and Brad is not sure whether the game will launch on the consoles.

“We don’t know, I don’t want to do any sacrifices on the game itself to support other platforms. We’ve seen strategy games try to do that in the past and they end up kind of gimped. We are looking at porting Nitrous Engine to the PlayStation 4 and the Xbox One in the future.”

The entire interview with Brad Wardell, which will include already published information as well as new details, will go live next week.

according to puresouls in this thread, the xbox one is more powerful than any $2,000 pc.

Why would Wardell have to make sacrifices on the xbox one version.

Wardell must be paid off by Sony. What a pony. Or the other possibility, he is being paid by Microsoft. Microsoft is being humble this gen and trying to keep Sony from going out of business by not shipping a dx12 xbox at launch that would have out performed $2,000 pcs.
 
Major new features of Direct X12 by AMD

http://community.amd.com/community/...g/2015/04/22/major-new-features-of-directx-12

Before 'you know' comes in and writes all over them and add bits of other slides for no reason.



AMD Direct X12 ready hardware:

  • AMD Radeon™ R9 Series graphics
  • AMD Radeon™ R7 Series graphics
  • AMD Radeon™ R5 240 graphics
  • AMD Radeon™ HD 8000 Series graphics for OEM systems (HD 8570 and up)
  • AMD Radeon™ HD 8000M Series graphics for notebooks
  • AMD Radeon™ HD 7000 Series graphics (HD 7730 and up)
  • AMD Radeon™ HD 7000M Series graphics for notebooks (HD 7730M and up)
  • AMD A4/A6/A8/A10-7000 Series APUs (codenamed “Kaveri”)
  • AMD A6/A8/A10 PRO-7000 Series APUs (codenamed “Kaveri”)
  • AMD E1/A4/A10 Micro-6000 Series APUs (codenamed “Mullins”)
  • AMD E1/E2/A4/A6/A8-6000 Series APUs (codenamed “Beema”)
 
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DirectX 12 and the Xbox One, lol. The clouds have cleared up. The rain has washed away. All i see now is sunshine and the Summer of Sony is about to begin baby.
 
Yea it was leaked that The Witcher 3 will support DX12 after launch.
 
Phil himself just directly tweeted this article...the man loves to drop hints:

http://www.developer-tech.com/news/2015/apr/24/directx-12-unlocking-xbox-ones-potential

DirectX 12: Unlocking the Xbox One
Witcher-3.jpg.800x600_q96.png

(Image Credit: CD Projekt Red)

Yesterday we posted an article with details about the key benefits of DirectX 12, and we've since received a lot of questions regarding what features apply to Microsoft's own console and to what extent the latest collection of graphics APIs will provide a boost to its capabilities.

The Xbox One uses an architecture by AMD, and therefore the benefits we detailed yesterday will apply to the console. DirectX 11 has been a limiting factor in development for Microsoft's console as developers have been forced to use it, whereas on the PC (and PS4) other options have been available such as Mantle and OpenGL.

Async Shaders have been enabled in DirectX 12, which were not available in its predecessor. A few PS4 titles have gone to the trouble of implementing the feature - such as Infamous: Second Son and Battlefield 4 - with fantastic results. DirectX 12 aims to make this easy to implement, and therefore most large game developers are likely to use it for increased performance in their titles...

async_shaders.jpg


The above example is from a LiquidVR demonstration by AMD, but shows the performance benefits Async Shaders can have under certain conditions. In this scenario, we can see a 72 FPS benefit when the developer opts to use Async Shaders in tandem with a post-processing effect.

Such large performance gains are achieved through allowing the graphics queue to be spread across multiple threads to compute simultaneously and reduce the time in which hardware is left idle from having to wait for other parts of the graphics queue to finish before starting the next job.

This will deliver more solid framerates on the Xbox One and help to close the performance gap between multi-platform titles. There is a chance that resolution will also be improved, but at the least it will allow more effects to be used in games thanks to more headroom to implement them.

If a resolution bump is to be delivered, it's more likely that it will be due to DirectX 12's ability to efficiently break-down the "command buffer" into smaller tasks and spread them across multiple cores to process faster and relay to the GPU much quicker.

In yesterday's post, AMD highlights "new 'bandwidth' on the CPU allows for higher peak draw calls, enabling more detailed and immersive game worlds" which is how the Xbox One was designed and the decision to use ESRAM. In an interview with Digital Foundry, the Xbox One's architect Andrew Goossen spoke about the decision to increase the clock speed instead of increase the number of compute units: "The primary reason that the 6.6 per cent clock speed boost was a win over additional CUs was because it lifted all internal parts of the pipeline such as vertex rate, triangle rate, draw issue rate etc"

"The relationship between fill-rate and memory bandwidth is a good example of where balance is necessary. A high fill-rate won't help if the memory system can't sustain the bandwidth required to run at that fill-rate," said Goossen.

PS4 developers tend to use OpenGL, of which a spiritual successor called 'Vulkan' was announced at GDC back in March. Vulkan is cross-platform, but is not as "low-level" as PS4's own APIs. Developers who want to target just the PS4 - such as first party studios - will continue to use the console's own APIs for performance. Few other developers will want to learn or use this due to the difficulty of then bringing the title to other platforms.

Brad Wardell, CEO of Stardock, said: “If I can just learn Vulkan then I can get to a lot of platforms, I don’t want to have to learn Sony’s special API, even if I would gain a few frames-per-second in doing so.”

We've seen plenty of tests showing the huge benefits of DirectX 12 - including the one below comparing against both 11 and Mantle. Microsoft has a close partnership with all the major graphics manufacturers who are working to ensure DirectX 12 delivers every last ounce of performance out of their hardware, but Vulkan is likely to offer similar results.

dx12_api_perf_mantle-100575202-orig.png


Wardell said at GDC: "I've had a lot of meetings with Microsoft, AMD, and a little bit of NVIDIA and Intel - they really need to hit home the fact that DirectX 12, Vulkan, and Mantle, allow all of the cores of your CPU to talk to the video card simultaneously".

"But everyone's really iffy about that, because that means acknowledging that for the past several years, only one of your cores was talking to the GPU, and no one wants to go 'You know by the way, you know that multi-core GPU? It was useless for your games.'"

DirectX 12 will have a huge benefit to Xbox One. It is, essentially, unlocking its potential being held back by an age-old API's lack of understanding in how to utilise multiple threads and cores simultaneously. Vulkan will offer the same to PS4 game developers, and it should be relatively simple to port between each set of APIs. Everyone is a winner.
 
But of course, DX12 isnt going to do anything major for the Xbox One because....reasons. lol.
People trying to keep expectations resaonable doesn't equal saying it will do nothing. You try way to hard.:wink:
 
All my cores talk to my GPU. I locked them in a room and didn't let them out until they settled their differences.
 
Closing this thread, as it's getting a little long. I'll open a new one.
 
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