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

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GDC 2015
Quantum Break SOund processing (amazing) you have to hear the sound from the video
Hint a bit about Nortlight
http://www.gdcvault.com/play/1022402/

xHz1YA
 
GDC 2015
Quantum Break SOund processing (amazing) you have to hear the sound from the video
Hint a bit about Nortlight
http://www.gdcvault.com/play/1022402/

xHz1YA
Regardless of what anyone else says, the conference video is awesome! I especially like the demonstration of the sound propagation :) I love how much sound variation based on surrounding geometry there is as well as how they are handling the sound occlusion! Very cool, but it makes the wait for QB even worse!

If you have any more links to interesting GDC vids, please share :)
 
Regardless of what anyone else says, the conference video is awesome! I especially like the demonstration of the sound propagation :) I love how much sound variation based on surrounding geometry there is as well as how they are handling the sound occlusion! Very cool, but it makes the wait for QB even worse!

If you have any more links to interesting GDC vids, please share :)

It is awesome, it just has no place here. It needs to be in the QB thread.
 
I understand Microsoft's demonstration was to showcase the ease of porting, but indie devs are a very different story. Workforce size is very relevant. Too small of a team, and the indie dev team can't make a proper multiplayer game. Too small of a team, and you have to rule out the possibility too ever do a C++ conversion of their game. Many indie games are ridiculously unoptimized and riddled with way, way too many draw calls because they lack a bigger team to tackle some of these problems. If that is too much for them, then DX12 porting may be another thing that they just can't do. And Microsoft's idea of "small" may be 30 or do people in a team. I'd rather hear from actual indie devs on this matter rather than hear "Microsoft's small team of experts ported their game to their own platform they created.

What makes more sense.

DX12 is so foreign and so alien that only the biggest studios will be able to bother with it, let alone utilize it and the rest will screwed and won't be able to make a decent game (and thus even more games that run worse than PS4 versions...somehow I doubt that's MS' end goal with DX). Or DX12 is nowhere near as foreign and hard to code to as you keep believing? And that if anything it's going to be deadpan simple to develop on DX12 so that they can leverage not only the ease of porting between PC and XBO (making PS4 the odd API out. which gives more incentive to develop on DX12 first, everything else second) but also to grab those indie developers who can cross publish their games on both XBO and Windows Store. If developers could wrap their heads around assembly programming for PS2 and low level programming on multithread setups for PS3 then they're not going to suddenly s*** themselves and quit life because DX12 arrived...which is more of the same.

If you really want to know, then all one needs to do is hop over to Beyond3D or Gamedev and ask actual developers or even NeoGAF's indie developer thread where there are 18 members making XBO games.
 
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http://gamingbolt.com/ride-dev-dx12...ne-current-api-already-has-some-dx12-features

RIDE Dev: DX12 Will Bring In Slight Benefit For Xbox One, Current API Already Has Some DX12 Features

Italy based Milestone S.r.l. has a rich pedigree of games development on PC and consoles for the last two decades. So as someone who has developed quite a few PC games in the past, what is their take on DirectX 12 and what kind of benefits it could potentially have for PC and X1 games development.
“We haven’t had the time to get deep into it yet, but there are some upcoming events we’re going to participate that will show some of the potential of it,” game’s director Andrea Basilio said to GamingBolt. “It should be noted that the custom DX11 API of Xbox One partly incorporate some future DX12 features already, and they’re mostly performance related.”
“So what we expect is a slight benefit for Xbox One, and some major performance boosts on PC hardware, making the overall development pipeline more similar and tighter.”
 
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Wait for the "I rather trust MS engineers, than some unknown random game developer."

On a serious note, from the article

“So what we expect is a slight benefit for Xbox One, and some major performance boosts on PC hardware, making the overall development pipeline more similar and tighter.”


Wasn't that what many people has been saying! Big boost to PC, & moderate boost to X1.

The latter is probably more interesting. This could means shorter development time on cross platforms (x1<>PC) games
 
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Wait for the "I rather trust MS engineers, than some unknown random game developer."

On a serious note, from the article

“So what we expect is a slight benefit for Xbox One, and some major performance boosts on PC hardware, making the overall development pipeline more similar and tighter.”


Wasn't that what many people has been saying! Big boost to PC, & moderate boost to X1.

The latter is probably more interesting. This could means shorter development time on cross platforms (x1<>PC) games
It's what Phil Spencer told us from MS. So developers say it, and MS say it. Forum dwellers avoid it.
 
http://www.redgamingtech.com/directx-12-api-overhead-test-shows-17x-dx12-17x-faster-than-dx11/
DirectX API Overhead Feature Test | Shows DX12 17X Faster Than DX11

"The conclusions are pretty clear – running the synthetic API overhead testing on 3dMark shows a rather profound difference in API performance. It’s not exactly real world, but serves to illustrate to a wider audience (since you can try it yourself, providing you’re willing to install W10 beta and have the right hardware for it) the benefits of a new and shiny API."
 
Regardless of what anyone else says, the conference video is awesome! I especially like the demonstration of the sound propagation :) I love how much sound variation based on surrounding geometry there is as well as how they are handling the sound occlusion! Very cool, but it makes the wait for QB even worse!

If you have any more links to interesting GDC vids, please share :)
yep indeed the sound processing based on Culling data is awesome !!!!
 
EA exec says he wants all holiday 2016 Frostbite games to have a minimum spec of windows 10/dx12. Says he knows it is an aggressive step but the benefits are worth it.
Asked wether it will benefit Xbox One games he says "Yes".

 
@digitalsyrup @JCrookedSmile the image attached really says it all. but im sure there is more then what we see here:) http://t.co/s6YaFmKTub

can someone post the image?

It's an image of a tech slide that says:

DX12 and Frostbite

  • We are building a DX12 renderer for Frostbite!
    • Will work on GPUs from all vendors - Benefits a wide set of gamers
  • Expected benefits over DX11
    • More stable and consistent performance
    • Higher overall performance
    • Move our design target - more richer and more detailed game worlds
    • Thinner drivers - easier to work with / less of a black box
    • More control for us developers - new techniques and optimizations
  • Really happy that the full Windows & Xbox eco systems are moving to low-level graphics API!
 
@digitalsyrup @JCrookedSmile the image attached really says it all. but im sure there is more then what we see here:) http://t.co/s6YaFmKTub

can someone post the image?

That makes no sense, because isn't the xbox one graphics api already low level? Did Microsoft really f*** up the xbox that badly that they had a graphics api as inefficient as pcs because of the plethora of hardware configs?
 
That makes no sense, because isn't the xbox one graphics api already low level? Did Microsoft really f*** up the xbox that badly that they had a graphics api as inefficient as pcs because of the plethora of hardware configs?

What makes no sense?

The current API is low level, and features some of the performance features of DX12 already. However, that doesn't mean that DX12 will be 100% worthless to the platform. It just means it likely will not be as profound as that seen on PC.
 
What makes no sense?

The current API is low level, and features some of the performance features of DX12 already. However, that doesn't mean that DX12 will be 100% worthless to the platform. It just means it likely will not be as profound as that seen on PC.

I never said dx12 would be worthless to the xb1. I am asking about the last sentence:
  • Really happy that the full Windows & Xbox eco systems are moving to low-level graphics API!

Hasn't the xbox api always been low level?
 
It's an image of a tech slide that says:

DX12 and Frostbite

  • We are building a DX12 renderer for Frostbite!
    • Will work on GPUs from all vendors - Benefits a wide set of gamers
  • Expected benefits over DX11
    • More stable and consistent performance
    • Higher overall performance
    • Move our design target - more richer and more detailed game worlds
    • Thinner drivers - easier to work with / less of a black box
    • More control for us developers - new techniques and optimizations
  • Really happy that the full Windows & Xbox eco systems are moving to low-level graphics API!

I love being F'n right.
 
I never said dx12 would be worthless to the xb1. I am asking about the last sentence:
  • Really happy that the full Windows & Xbox eco systems are moving to low-level graphics API!

Hasn't the xbox api always been low level?

I know you never said that, hence my question. Plus, the answer I gave goes for the last sentence anyway.

However, perhaps we have a misunderstanding about what level console APIs are. We know they are better than the PC API, but perhaps they are not an exact definition of Low-level?
 
Do most people here even know what an API is or what low level means?
 
I do agree though. It's still a year and a half away, a year after Win 10 launches for free for just about everyone and their mother including pirates. Plus all the video cards worth a damn are already DX12 compatible.
 
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