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walsufnir said:
DonFerrari said:

 

Because on the specific case of ND they weren't using any abstraction to code as far as they reported. And if you go back to look at Vulcan the expectation was that it would still be more abstraction than consoles APIs that were more abstraction than directly codding for the HW. And ND were coding for the HW on last gen and possibly this gen as well, which is the explanation we usually see as to why their games perform and look better than other companies.

No, you can be sure that not the whole game was not "coded to the metal". Usually it is shader code and/or inline assembly to talk as directly to the hardware as possible (mind - assembly is not the lowest possible mode but the only one exposed to the programmer).

Generally, you write "code to the metal" for critical paths in your code (the code that takes the most time). Nobody writes whole games anymore in assembly, not in the dimensions current AAA games are.

 

Still you won't do that while on DX12, you would need to go out of it on X1 to be able to get this benefit

duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."