Yep. Even my FX6300 does consistently better than the consolesAnd not to mention that in spite of a very heavy API DX11 games on mid-range PCs perform better than on consoles, there are edge cases of course.
Yep. Even my FX6300 does consistently better than the consolesAnd not to mention that in spite of a very heavy API DX11 games on mid-range PCs perform better than on consoles, there are edge cases of course.
Since the Xbox One uses DX11.X(box) which already features a lot of the improvements which will come with DX12 for PC and mobile.One Xbox One the CPU was never the bottleneck. What that does that mean for all those shoddy ports?
Any games on PC using DX 12 now?
My Surface Pro 3 agrees. Good news is, I wont have to run my electric bill up this winter, cause this fucker heats my house![]()
Also, for XBOX ONE Users. The xbox one supports a lot, if not all, DX12 features. So when a dev developes a DX12 game for PC, he can easily port the game to Xbox One. Wasnt Forza 5 ported like in 2 month from Xbox One to PC?
I just fucking want DirectX 12 ArmA.
Also, for XBOX ONE ® Users. The xbox one ® supports a lot, if not all, DX12 ® features. So when a dev developes a DX12 ® game for PC, he can easily port the game to Xbox One ®. Wasnt Forza 5 ® ported like in 2 month from Xbox One ® to PC?
Since the article is focusing on draw calls then the performance gains seen in mantle also apply here.
It doesn't only help AMD CPUs. It even helps Intel CPUs that are 6 years old. I've seen FPS go up around 50% on aging Intel cpus in Mantle.
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If you want a sober look at what low-level APIs really mean on PC, you can also read my article at PC Gamer, particularly its page 2.
It's a bit engineering-heavy I guess![]()
Sorry, that is how it read, lol.
Not sure that would do any good for ArmA (3) considering how badly engine in threaded and barely uses anything outside of one core. Engine needs a lot rewrite, not just graphics renderer.
Who promised that?
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Not really a promise but what I was reading about X12 was that SLI will be changed and that games will be rendered on those cards differently and eliminating a lot of problems of SLI.
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Not really a promise but what I was reading about X12 was that SLI will be changed and that games will be rendered on those cards differently and eliminating a lot of problems of SLI.
Well PCGaf will refer you to the Nvidia CEO claim of GTX680 installed base.I love the stereotypes surrounding PC gamers.
"PC gamers are the ones who love 60 fps and have high-budgeted Nvidia card." Do people seriously think there are more high-end PC gamers in the world than lower-end ones?
DX12 offer three different approaches for multi-gpu processing.Not really a promise but what I was reading about X12 was that SLI will be changed and that games will be rendered on those cards differently and eliminating a lot of problems of SLI.
Thats of course not quite right, you shouldn't expect approaches with zero data-sharing which would lead to exactly the double amount of available memory.Which also allows VRAM to stack as I understand, which is a nice bonus. So if you have 2 4GB cards in SLI, in supported games you'd have 8GB VRAM available and not 4.
Let me also claim, that your explanation is not how it will work in practise.I'll try to explain again why DX12 expectations may be overblown, as it always happens, when you focus on the technical aspects and not on the practical ones.
Optimizing a game is a never-ending process that takes development time. Development time = money.
For a game company the first priority is to do things QUICKLY, because doing things fast becomes money you spare. That's why Batman game tanked: they didn't want to allocate it enough time. They wanted it done FAST because PC isn't worth long develop times.
That means that in a lot of cases the hypothetical speed of DX12 WILL NOT be translated in faster FPS for the end users, but shorter optimization phases for the developer.
So, DX12 = same performance of DX11 with shorter development time (eventually), but at a lesser cost for the developer.
That's how it works. The speed of an engine isn't solely due to technology, but also to time spent on it. In practice, TIME is more an important variable for the developer than performance for the end-user.
That means, again, that in practice DX12 will end producing just about the same performance you see now in DX11. Every improvement in tech, in the HISTORY OF PC has always been eaten very quickly by rising requirements. Always and without exception. The moment you give developers some gains, they fill them up on their side.
That's not even the whole picture. As everyone knows video drivers are increasingly complex and optimized only for the newest cards. See Witcher 3 performing very badly on 7xx cards. That means that even if DX12 theoretically bring benefits to ALL cards, as time passes the engineers writing drivers will only have time (and motivation to do so) to optimize them well on newer hardware.
Their interest is to sell hardware. That means that all gains that DX12 will be used to sell hardware, and not to make your current hardware live longer. It will mean less engineering effort to develop new cards while showing bigger performance gaps.
This is how things work in practice, since the world isn't simply run by theoretical technology. What you expect from DX12 just WON'T HAPPEN.
This is will not be a cheap and fast solution, to make the same result possible with DX12 in a shorter amount of time than in DX11.
Every developer will pay first time, money and serious effort to make a DX12 back-end and I can guarantee you,making a crappy-back-end will costs more than saving anything, so it's not in the interested of any developer developing a bad DX12 renderer.
Another point why you shouldn't expect disappointing results are the consoles.
Every developer already has a modern design-approach for rendering their games.
With the Xbox One we have a console which uses the same technology and basically same API, like PC-Users will with DX12.
DX12 needs a different rendering-design than DX11 and offloads many responsibility from the driver to the devs.
It's a game changer for PC gamers using low end AMD CPUs? Is that large enough market to be a 'game changer'?
I just hope that upcoming PC releases will adopt DX12 ASAP.
MGSV, No Man's Sky, Star Wars Battlefront, etc.
Did anything come of the rumors that the new mutli-GPU support would let you use your CPU's unused onboard GPU to give you standalone GPU a little extra oomph?
That's just not very realistic.[...]
This is how things work in practice, since the world isn't simply run by theoretical technology. What you expect from DX12 just WON'T HAPPEN.
Star Citizen, pc only game, will hopefully take advantage of it. If it doesn't...I'll stay Windows 7 for the foreseeable future.
I don't think Cloud Imperium has stated anything definitively yes or no.
That's just not very realistic.
What you are missing is the modern game development ecosystem, where engines are products which compete with one another. If e.g. Epic implements an effective low-level API path in UE4 (which they will, and soon), then you can bet that games will make use of it. And you can also bet that other engines will need to do the same, or get less attractive.
I just hope that upcoming PC releases will adopt DX12 ASAP.
MGSV, No Man's Sky, Star Wars Battlefront, etc.
What you are missing is the modern game development ecosystem, where engines are products which compete with one another. If e.g. Epic implements an effective low-level API path in UE4 (which they will, and soon), then you can bet that games will make use of it. And you can also bet that other engines will need to do the same, or get less attractive.
This is also now going to require the game developer to build in support for multi-gpu rendering as opposed to the IHV. So it is a wash, as not all developers will support it (thus not changing the situation from today). Those that do add support probably will use Split frame rendering.
Not sure that would do any good for ArmA (3) considering how badly engine in threaded and barely uses anything outside of one core. Engine needs a lot rewrite, not just graphics renderer.
Nope. The first will probably be Ashes of the Singularity EA, and perhaps a few others will come this holiday season.
It's completely misleading. And also misattributed.
The larger DX11 gains in Win12 are mostly on AMD, and because they seem to have a different driver branch on that OS currently.
I fundamentally disagree. One fucked-up example (or a handful of them) does not indicate the general case, just the exception.Optimization and actual good performance and smooth experience don't depend on the engine backbone, they depend on detail and actual fine-tuning.
This will be disproven shortly. There are absolutely a number of use cases (some of which I list in my article) for which DX12 will allow better and more consistent performance than possible with previous versions of the API.Going forward DX12 will bring useful innovations, but not in the form of better performance on current hardware. That's the false myth.
The thought of programming everything self-described as an "app" makes me recoil in disgustThe thought of programming a universal app for Hololens make my fingers tingle with joy.
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This will be disproven shortly. There are absolutely a number of use cases (some of which I list in my article) for which DX12 will allow better and more consistent performance than possible with previous versions of the API.
So far Ashes' DX12 demo refuses to launch (missing exe).
So far Ashes' DX12 demo refuses to launch (missing exe).
they won't care to add weeks and months of work to gain an handful of FPS here and there.
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Not really a promise but what I was reading about X12 was that SLI will be changed and that games will be rendered on those cards differently and eliminating a lot of problems of SLI.
If you want a sober look at what low-level APIs really mean on PC, you can also read my article at PC Gamer, particularly its page 2.
It's a bit engineering-heavy I guess![]()
Nifty chart and all but SLI is so fucked up these days... I'll stay clear away from it for future purchases, DX12 or not.