| fatslob-:O said: 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 ... |
You are backing me up again, I already said that DICE and AMD have partnered together, it's just DICE isn't really pushing any AMD-specific features anymore.
| fatslob-:O said:
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 ... |
It's not exposed in Direct X and nor could you really call it an API in the traditional sense like Direct X either.

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