Still doesn't mean much. There still might be requirements attached to this "can" that would make it technically possible but not viable for commercial purposes.Was only referring to the "can be supported by any store" line
That's what DX12 is supposed to fix with SFR.SLI/Crossfire makes use of an additional buffer. It is, essentially, a triple buffer-like solution. Windows does not, it will only take advantage of two buffers at once. You gain no advantage of your second GPU when in windowed mode.
I honestly don't know how to say this...but you're wrong. Windowed sli is less performant but it definitely works.
"less performant" is an understatement. Windows Compositor fucks with load balancing like crazy. Some public desktop examples using an SLI 970 configuration and nvidia benchmark application:
windowed:
fullscreen:
WTF? One card sitting at 90% use while the other hovers around 50%? Nope.
You gain no advantage of your second GPU when in windowed mode.
And that isn't true
in crossfire your second card is just ignored in windowed. Its actually how I handle games that are launched with bad crossfire scaling. I just turn the game to windowed mode instead of taking the time to disable crossfire for that specific game.It is true, because the difference in load results in stuttering because A) one card is being pushed at fucking 90% load and B) your frame pacing becomes a joke. All this means, in real world terms, is that my performance actually nose dives when in windowed mode. I've actually seen applications perform better with a single card in windowed mode than an SLI configuration.
Except that you didnt read what I wrote. At the time, Spencer said it wasnt coming BECAUSE they cant developp it at the same time. He never said it wasnt coming but basically said its not coming until we finish the Xbox version.
This is going to sound condescending, but it it's meant that way. What you wrote and what you meant were not the same. Now that you've cleared it up, it makes a bit more sense, but even then it's still not true. Notice this quote "Going to those teams mid-cycle and saying: Hey, by the way, I want to add a platform,. He never mentions that the platform wasn't already added, especially since he talks about "mid-cycle".
Spencer is experienced, and if you read his words with the same pedantic thinking as people read Microsofts press-releases, you'll notice a lot of very carefully chosen words.
The Kinect isn't abandoned. It still works, doesn't it, even after the Windows 10 update for the XB1?
When it comes to Steam, what makes you think that Microsoft doesn't support Steam any longer?
So PR spinning as I said. Basically, what Spencer says is as valuable as a PR talk.
As for Microsoft not supporting steam, I could say the fact that they're not releasing their games there but much more simple:
You cant add UWA to Steam the same way you can add non Steam games to Steam. You need to go throught a tedious and long process, and in the end, the Steam overlay doesnt work.
I think in the context of this discussion, the difference is not meaningful
Of course it's PR talk. But that doesn't make them untrue, as you claimed.
The latter doesn't really have anything to do with supporting Steam. It's a limitation in the format and isn't specific in any way to Steam. Microsoft should be (and most likely are) grateful for Steam, since it keeps a lot of customers in the MS ecosystem.
Of course it is untrue. Or more like, it's spinned to arrange their matter. The reality was QB is coming on PC day and date and is developped at the same time. Good luck to spin on that.
The reality is Kinect has been abandonned, relegated.
The reality is Microsoft is trying to compete wIth Steam and doesnt support the platform in any way.
It is true, because the difference in load results in stuttering because A) one card is being pushed at fucking 90% load and B) your frame pacing becomes a joke. All this means, in real world terms, is that my performance actually nose dives when in windowed mode. I've actually seen applications perform better with a single card in windowed mode than an SLI configuration.
Also UWA is completely designed for games...
Of course it's PR talk. But that doesn't make them untrue, as you claimed.
The latter doesn't really have anything to do with supporting Steam. It's a limitation in the format and isn't specific in any way to Steam. Microsoft should be (and most likely are) grateful for Steam, since it keeps a lot of customers in the MS ecosystem.
It's like you didn't read my post. I don't think we will get any closer to one another, so I'll end it here by saying that you can find the answer to the above in my last post. If you have any new arguments you wish to present, let's take it to PM, since it's getting off-topic.
Except they forgot native OpenGL or Vulcan support.
Also UWA is completely designed for games...
Ehh, no, allowing UWAs to be sold through other application stores is technically an issue that MS created. Microsoft COULD grant licenses to other stores such as Steam, Origin, GoG to sell UWAs and grant them whitelist licenses to do installs of UWAs without sideloading warnings. Microsoft would never do that, but "technically" they could .
According to Costia, this is not true: http://www.neogaf.com/forum/showpost.php?p=197862209&postcount=340 - that's how I understand his post at least.
You argue for solutions you don't understand. Now we're going to be asking users to sign certificates at installation? Then what the fuck is the point of UWA and all these supposed security measures? This is such a round about and backwards way of accomplishing the current status quo.
No, this isn't a realistic or probable solution. At all.
Aren't universal apps basically the same thing that we've had for Android and IOS phone for a long time? Why is it such a big surprise that people are acting like MS is doing something horrible never before seen?..smh
Aren't universal apps basically the same thing that we've had for Android and IOS phone for a long time? Why is it such a big surprise that people are acting like MS is doing something horrible never before seen?..smh
Where are you seeing this? UWA allows packaging of C+ (what they did with rise of the tomb raider) why wouldn't it support opengl?
Because you cannot load arbitrary .dlls in a UWA. If you could, half of the issues would be gone.Where are you seeing this? UWA allows packaging of C+ (what they did with rise of the tomb raider) why wouldn't it support opengl?
We already discussed this in the other thread.Go get em gaf:
Ehh, no, allowing UWAs to be sold through other application stores is technically an issue that MS created. Microsoft COULD grant licenses to other stores such as Steam, Origin, GoG to sell UWAs and grant them whitelist licenses to do installs of UWAs without sideloading warnings. Microsoft would never do that, but "technically" they could .
Objective. Right....
Simply not true. Valve could install their certificate during steam's installation and distribute UWA's just like the windows store, without any MS gatekeeping. (My bet would be that valve wouldn't want to sign and take responsilbility for the games/software they sell on their store)
The unfair part is that the MS certificates and store come pre-installed with windows 10.
From the tests i did, I didn't actually see any restrictions on interfering with the executable at runtime. Cheat engine works, WinDbg works, and as far as i can tell dll injection works as well.
A new API will require a new set of tools. Expecting the old set of tools to work, and when it fails claiming it's impossible seems like rushing to conclusions to me.
Oh wait, he forgot to mention another very common use of this type of interoperability: malware and keyloggers. I would even argue that more people are negatively impacted by those than by the lack of an fps counter (assuming, for the sake of argument, those things are really impossible).
I see UWA as the xbox ecosystem on PC, in addition to the standard win32 API.
I can't imagine companies dumping 20 years worth of code to switch to a new, financialy unproven store/platform. And I can't see MS forcing devs to do that either, it's just not financially viable.
Maybe over a period of ~10 years, MS could decide to deprecate win32. But I expect that by then, either UWA will be changed to be more developer friendly, or it will be dumped in favor of another format (like linux's ELF, or something similar to android's VM).
I guess the biggest fear In this scenario would be that the vast majority of people wouldn't care about UWA's restrictions, and it will get adopted "as is" as standard. Personally, I don't see this happening.
Edit: UWA has it's negatives. But ithink that people are grossly over reacting.
But think of it from Microsoft's perspective: they don't need hardcore gamers and modders and Steam users. Not really. Every game we install from Steam helps them very little. They will still provide an avenue for games to be played on PC (UWA), and any lost revenue from the hardcore gamers "not buying Windows" gets made up by the $ they earn from storefront publishing fees that they never would have seen otherwiseI guess I just have a hard time thinking that Microsoft isn't aware of Steam's (massive) success. And that they'd then say "OK, let's make a more restrictive version of that, force everyone to use a proprietary tool to publish software, and then slowly take Steam and GOG and these platforms people love away... and no one will care!"
They can practically ask Valve for a cup of sugar they're so close by. Lots of smart people in that part of Washington. I just don't think Microsoft is that dillusional.
Very well said.Microsoft's policies don't endanger Win32, they endanger GAMING Win32. They control DirectX, the OS, and the APIs that can severely limit the Win32 gaming experience
The uproar boils down to how realistic that "can" is to "will". At best, Win32 gaming seems to have advanced due to Microsoft's disinterest and general neglect. And now instead of "how can we improve PC gaming for gamers", they're asking "how can we improve PC gaming for Microsoft"
Yes. Objective.Objective. Right....
That's part of my job actually.I would love for Peter to teach college courses. His essays are always so logical, thoughtful, and argue a position without becoming combative. Very good work Durante.
I have addressed specific points which you removed when quoting me in you reply....
Yes. Objective.
...
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Because a PC isnt a phone ?
Android and IOS run on the tiny walled gardens known as smartphones.
Most here don't want their gaming PCs to have the same restrictions as smartphones. UWP apps are a step in that direction, and that's a fine reason for Durante to have written his article.
I have addressed specific points which you removed when quoting me in you reply.
I will be very surprised if UWP won't have an adtaptive frame rate API.
SLI/Crossfire should work well with DX12, which UWP was built to be used with.
Yes, current Win32 API hacks won't work on non-win32 API programs.
The steam controller's software is a mess. When i ran Fallout with the wireless module plugged in and the controller off - it didn't accept any input - not any of my other controlers or even keyboard, untill i unplugged it.
It's not a random problem with Fallout. The steam controller works by emulating a bunch of devices. It's ok if sw that is written more or less as a hack, is broken, expected even.Well your random problem with Fallout certainly means it's ok for Steam Controller Support to be broken across the board for all UWP applications /s
You don't need the source code to sign it. You can sign the binaries.devs could start supplying source codes through Steam and let users build their own UWA executable from that, but it'll never happen.
Specific points which have nothing to do with the objective part of the article.I have addressed specific points which you removed when quoting me in you reply.
So basically, for every single point that I raise you agree that it will not work with UWAs.Exclusive fullscreen is not a required feature by itself. It enables certain things, some of which can be implemented differently. The only actual problem is lack of "Vsync-off".
I will be very surprised if UWP won't have an adtaptive frame rate API. I dont see AMD/NVIDIA abandoning the idea.
SLI/Crossfire should work well with DX12, which UWP was built to be used with.
Yes, current Win32 API hacks won't work on non-win32 API programs.
The steam controller's software is a mess. When i ran Fallout 4 with the wireless module plugged in and the controller off - it didn't accept any input - not any of my other controlers or even keyboard, untill i unplugged it.
Yes, the Steam controller is capable of doing that (among other working modes) which is extremely useful for gamers who want to use it in the wealth of thousands of games available on Steam.The steam controller works by emulating a bunch of devices.
It's not a random problem with Fallout. The steam controller works by emulating a bunch of devices. It's ok if sw that is written more or less as a hack, is broken, expected even.
I wasn't saying PC wasn't a phone or not. Durante argued that it was something that first came to their attention with UWMP which is not true since we've had that in phones before. And yes PC is a phone because a phone is a type of PC.
One thing I don't get is why people think that UWP and or Xbox should be now open to everyone to do whatever they please just because it is now on PC. It is still their platform thing or whatever. Just like how developers don't want MS to tell them ow to run their thing why does everyone want to tell Ms how to run their Xbox platform.
It's not a random problem with Fallout. The steam controller works by emulating a bunch of devices. It's ok if sw that is written more or less as a hack, is broken, expected even.