torok said:
walsufnir said:
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."
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That doesn't have nothing to do withh DX11 or DX12. It's just the API of both consoles that is fairly new and still immature and suffer with these kind of problems. This is pretty much apparent when PS4 is running early games like Lego Marvel in 1080p@30fps while my PC with a GTX650, a GPU much weaker than the PS4 one, do it at max in 1080p@60fps.
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Metro wasn't a launch game and we don't know the state of the xdk currently. No matter if it is dx12 or xdk, this was or is an issue with xbone. And we can also guess it is going to be addressed by ms, just like with the big dx12 on pc. It's up to ones personal believe if they go for the same approach on both.
I just wanted to reply as you specifically mentioned draw calls in your post.