Xbox One to get Direct X12 support.

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I'd be surprised if Xbox One doesn't support most (if not all) of the features DX12 is expected to bring already, the hardest part about doing it on PC (and probably the reason they've never done it) is the sheer amount of different GPU's they have to cater for.
 
Yeah this doesnt seem to be news unless it leads to a less headroom taken up by HAL and API. Its not like the XO was just using standard DX11.2 anyway and no doubt already features aspects of DX12.

Far more interesting in its move to Snapdragon and what additional support that will bring to mobile platforms...

ps3ud0 :cool:
 
DX12 May Allow Xbox One To Save GPU Time, Render Ray Tracing, SuperFog And Custom Effects

The Xbox One hasn’t been having a good time as far as graphical prowess goes – several months after its release and it’s still faltering behind the PlayStation 4 in terms of high resolution textures, output resolution and frame rate. While we know that DirectX 12 will be heading to the console soon enough, there could be more to the API than just trying to help with the frame rate and resolution.

Read more at http://gamingbolt.com/dx12-may-allo...perfog-and-custom-effects#xgmO7KfLU5fd7odj.99
 
So now DX12 is the new 'secret sauce' that is suddenly going to make up for a 16 ROP, 2 CU and a crap load of memory bandwidth deficiency.

Delusional comes to mind.
 
I look forward to seeing real-time ray tracing then - been waiting for that since the quarter-scale Quake 3 demo over a decade ago...

ps3ud0 :cool:
 
AFAIK Xbox 360 and now one effectively ran a low level version of DX and a almost normal versions of windows DX(of the time). One for serious developers to have the option to get every piece of performance possible and one for dev costs, largely for indie games, to be able to target one API that is also simpler. As the majority of indie games are less performance intensive the ability to have low level access, control every aspect of memory(I'm not sure if this would be abstracted out on the higher level API on the console or not) and less potential problems.

So DX12 being put on the console really just potentially helps more likely indie devs who can use one api across windows/xbox and potentially choose a few more features that enable performance if they want to. But due to costs, potential for screw ups with more control it's unlikely to offer much of anything as the guys using the higher level api on the Xbox One probably aren't looking for the new lower level features of DX12.

In terms of DX12 low level access vs the specifically designed low level API currently on the Xbox one, I would think best case scenario is there is no actual difference IE it would be no better but offer a different route to the console, more likely is it will still abstract things significantly further than the existing low level API.

PS3 was the same and I presume with PS4, in that they had options for different devs/markets/requirements. They had low level api to get the maximum possible and a higher level "easier" API to use for those that didn't require low level access. AMD has said the same for Mantle, if you want the power and control it's great, but if you need neither, there isn't a huge amount of reason to implement your game in Mantle(or any low level API).
 
I actually mistakenly took his post to be sarcastic when I posted that - I should have made that far more obvious, in hindsight, but was completely gobsmacked by the reply. :o

ps3ud0 :cool:
 
I actually mistakenly took his post to be sarcastic when I posted that - I should have made that far more obvious, in hindsight, but was completely gobsmacked by the reply. :o

ps3ud0 :cool:

Whatever, in hindsight you realised that I could have RTM :p

Luckily your opinion doesn't really matter to me.

RedStarRiot :cool: (pointless sign off)
 
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