| freedquaker said: The good thing about the DirectX 12 is now that it's implemented on XB1, it will also be implemented on the PC. And in this way, we can actually measure / see if there will be any improvements with hardware similar to XB1. Just you wait. But don't also forget that Sony will be updating their own APIs as well (and history tells us that they are better at it), but it won't just be as publicized. |
Sony is actually way ahead of MS on this one, to the point that this is so obvious, that Sony have not use it as PR tool.
First, highlevel API - as of now XB1 uses only DX11 from 2009. DX counterpart on Sony console, OpenGL, evolves much faster and PS4 already support OGL 4.2 from 2011 (2 years of evolution ahead of DX11), but Sony is expected to add support to OGL 4.3 from 2012, since gpu does support it.
But fun starts with lowlevel apis, like mantle, which are preferred because they allows to optimise much further. Sony had mantle-like API in ps3 already, libgcm, and this lib was crucial part of achiving results as good as uncharted series graphics. Libgcm is standard part of SDK for ps4, and it already is used for getting better performance:
So right now even if hardware of PS4 and XB1 is the same, PS4 will still yield better result.
DX12 is just a way to catch up with Sony on software front and provide access to gpu similar to mantle and libgcm. Thish may provide a little better performance, so gap will shring to "only" hardware difference.
Better explanation http://www.eurogamer.net/articles/digitalfoundry-directx-360-performance-blog-entry
It's about X360, but it still apply to DX11, and DX12 is meant to fix this at the very least.







