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torok said:
shikamaru317 said:

There's nothing stopping devs from having a DX12 build of a game for PC and Xbox One, and a separate build for PS4 that uses it's graphics API. Of course there's risk because having a seperate PS4 build adds to a game's budget, but there's also the risk of Xbox One users ignoring your game if you don't support DirectX 12. People want the most out of their console, ignoring that is a mistake imo. AAA devs and most AA devs ultimately can afford seperate PC/Xbox One and PS4 builds, I only see this being an issue for the smaller indie devs, and most indie games don't have good enough graphics to need DX12's benefits on Xbox One anyway.


99% of the users don't even know how the game was made and simply don't care. If visuals were that important, everybody would be gaming on PCs with Titans and CoD wouldn't sell 20M.

Despite that, DX12 brings almost none performance improvements for X1. The new API tries to remove mainly the draw call limit on PC graphics and optimize the use of CPUs, like Mantle. None of these improvements will help X1, because it already has a "close to the metal" API and isn't suffering with ny of these issues.

 

http://www.eurogamer.net/articles/digitalfoundry-2014-metro-redux-what-its-really-like-to-make-a-multi-platform-game


"Digital Foundry: DirectX 11 vs GNMX vs GNM - what's your take on the strengths and weakness of the APIs available to developers with Xbox One and PlayStation 4? Closer to launch there were some complaints about XO driver performance and CPU overhead on GNMX.

Oles Shishkovstov: Let's put it that way - we have seen scenarios where a single CPU core was fully loaded just by issuing draw-calls on Xbox One (and that's surely on the 'mono' driver with several fast-path calls utilised). Then, the same scenario on PS4, it was actually difficult to find those draw-calls in the profile graphs, because they are using almost no time and are barely visible as a result."