HardOCP News
[H] News
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- Dec 31, 1969
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That guy is substantially bald.
I want to see the differences in game. So, bring on the games!
Maybe I've been in the PC game for too long, but after all these years I can't listen to all this marketing speak anymore. Blah, blah X percent, blah, blah N percent, as soon as I hear it my mind drifts away. On the surface it always sounds like the same bullshit with the names changed. /Last time I heard this speech it was for Mantle.
I'm not watching a video about DX12 from ATI. Wouldn't watch one either from Nvidia. Would rather watch one that I felt was objective.
The big takeaways which were already known are this:
1. DX11 can only use a single thread to send commands to the GPU
2. DX12 can use multiple threads (slides showed up to 8, but I am guessing it could use more)
3. DX11 is very high overhead
4. DX12 is low overhead
5. DX12 drawcalls/s possible is way higher - current benches show around a 15x higher number of drawcalls vs DX11.
6. Split Frame Rendering in SLI and CF configurations. Supposedly this will speed things up a lot.
It'll matter in 5 years when Xbox2 supports DX12. We'll see only a handful of PC games support it until then.
I just get the feeling that splitting half the screen across SLI is going to have screen sync problems.
I just get the feeling that splitting half the screen across SLI is going to have screen sync problems.
It'll matter in 5 years when Xbox2 supports DX12. We'll see only a handful of PC games support it until then.
every new version of DirectX is hyped to be the greatest thing ever...and then the games come out that barely take advantage of all its capabilities (DX11 tessellation seemed to take years before games started using it)
DX12 on the XboxTwo would allow for easier coding and porting
You say "every", but I recall DX 6,7,8, and 9 bringing a whole lot to the table. DX10 and 11 is where things really slowed the hell down, and you can thank MS for that by tying it to Vista upon release.every new version of DirectX is hyped to be the greatest thing ever...and then the games come out that barely take advantage of all its capabilities (DX11 tessellation seemed to take years before games started using it)
Hardware matters more than API when porting. This round of consoles are basically low end PCs. That makes things much easier than simply adding DX12 into the mix.
no love for my daughters HD 6950
..she is going to be sad
no love for my daughters HD 6950
..she is going to be sad
He is a substantial Moron as well.That guy is substantially bald.
The big takeaways which were already known are this:
1. DX11 can only use a single thread to send commands to the GPU
2. DX12 can use multiple threads (slides showed up to 8, but I am guessing it could use more)
3. DX11 is very high overhead
4. DX12 is low overhead
5. DX12 drawcalls/s possible is way higher - current benches show around a 15x higher number of drawcalls vs DX11.
6. Split Frame Rendering in SLI and CF configurations. Supposedly this will speed things up a lot.
Maybe I've been in the PC game for too long, but after all these years I can't listen to all this marketing speak anymore. Blah, blah X percent, blah, blah N percent, as soon as I hear it my mind drifts away. On the surface it always sounds like the same bullshit with the names changed. /Last time I heard this speech it was for Mantle.
Re 2: DX12 is optimized for 8 threads since the best usage scenario is single core <-> single thread <-> single GPU
Contrary to what the cynics and naysayers are telling, DX 12 is a huge step forward. Can be compared to switching from the 32-bit to 64-bit OS and likewise the impact will be seen over the years.
Lol. No.Re 2: DX12 is optimized for 8 threads since the best usage scenario is single core <-> single thread <-> single GPU. Thus to utilize the potential fully one needs 8 core CPU and 8 GPU SLI. Of course there is a niche with high-end 8 core CPUs but only there are only rumors about 8 GPUs SLI/CrossFire systems coming next year.
Consoles already have low level graphics APIs. There's no need for DX12 on the XboxTwo.
I think that's a myth, because I've talked to developers that say it doesn't translate. Even though PS4 and Xbox One may have essentially x86 under the hood, the API's are still insanely proprietary and stripped down and custom. That's why "console ports" are still such a struggle, to the point many companies are throwing their hands up and outsourcing the effort.
Really Dad?
Maybe it is a good time to teach her that the tech world moves forward and that a GFX card pushing 6 years old shouldn't make her Dad pout on a forum.
#rollmodel questionable!