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Pemalite said:

nVidia will actually donate "code" to publishers and developers like Ubisoft, Activision etc'.
nVidia "The way it's meant to be played" Slogan is pretty common in games (I.E. Almost every single unreal powered game for the last generation!), that's advertising right there, AMD has never really been able to capture that with it's "gaming evolved" slogan to the same degree as nVidia, nVidia just has Billions in the bank to get the market to play to it's strengths.

AMD did a similar thing with EA and Battlefield and Square Enix and Tomb Raider, but those efforts seem to have fizzled and not really anything new has happened on that front, AMD seems to just be reacting and copying nVidia, albeit making it's stuff open-source which is great for the industry!

I am basing all this on history of course, things might be different this time around, but I tend to be pessimistic in regards to AMD, it's why I never got burned on Phenom 1 or Bulldozer, Radeon 2000 series. etc'. :P

Who's to say AMD hasn't done the same ? DICE already uses AMD driver extensions and I'm sure there's others as well ... 

There's no reason to believe that consoles don't influence optimizations at the engine level (there are DX11 games that AMD has an advantage in) or at the API level (async compute) ... 

The last generation was a different story since the ATI Hollywood practically had a DX7 feature set and hardly any AAA games from the sub-HD twins were ever developed on it. Yes, the Xenos used VLIW5 but there were a lot of modifications when AMD used it on PCs and DX10 was extremely shortlived compared to DX11 ...

Pemalite said:

 

Pretty sure the Microcode has been exposed in the low-level API's, which really are only going to be used in games that push the graphics envelope and have big budgets.
Where the high-level API's such as Direct X 11, 12, OpenGL on the PS4/Xbox One have such things "hidden" for ease of development.

It's pretty extreme to expose GPU ISA microcode when most performance can be had by using something similar to HLSL with custom shader intrinsics. A good shader compiler can help too ... 

I've never heard of console APIs exposing GPU ISA microcode, I didn't see it last time with a presentation on PSSL (Playstation Shader language) or the customized HLSL on X1 but maybe that's changed for the former since the last two years ...