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Forums - Sony - Paradox and Yebis running on PS4 with Direct3D11 layer

We are pleased to announce that we have ported Paradox Engine and Yebis 2 Post-Processing Middleware to Sony Computer Entertainment’s PlayStation®4.

In order to successfully achieve this, we have managed to develop a full C++ compatible Direct3D11/DXGI/D3DCompiler API layer on top of Sony Computer Entertainment’s PlayStation®4’s existing low level graphics API.The layer is extremely performant, and Yebis and Paradox could run with high quality settings. We plan to use this layer to port other middleware developed in our company.

With such a layer, we have been able to easily port the Direct3D11 versions of Paradox and Yebis 2 without having to change a single line of code in these middlewares in order to support rendering on the PlayStation®4:

  • With the D3DCompiler layer (with a fxc.exe compiler using it), we can develop our shaders in pure HLSL. We can query shader reflection, metadata, constant buffer...etc exactly in the same way we use to do in Direct3D11 on Windows.
  • With the DXGI layer, we are able to let our application using regular initialization code as SwapChains...etc.
  • With the Direct3D11 layer, we are able to efficiently use the underlying PS4 graphics API, taking care of the whole setup of pipeline stages, double buffering for command buffers, supporting all Direct3D11 states, Resources and Views...etc.

As the PlayStation®4 Graphics API is low level, our Direct3D11 layer for PlayStation®4 is taking care of all the details of interoperating with this API, allowing to easily develop and port an existing Direct3D11 game on PlayStation®4.. if you are interested in this technology, please contact us at: contact@paradox3d.net

http://paradox3d.net/blog/direct3d11-ps4.html



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I'm just amazed what the developers can do in so little time with PS4 compared with the fuck long time of the PS3... they just created a layer to run DX11 over the PS4 low level API and the already developed and created Paradox and Yebis engine run without a single modificantion in source code.



I love that video..for the simple fact that it helps understands the difference it makes even to someone who doesn't understand the technical side of things like me...looks great :D



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nice



Should make it easier for indie devs to bring their games over to the PS4 tht is for sure. I would be really interested to see benchmarks with DX11 code via abstraction vs native.



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zarx said:
Should make it easier for indie devs to bring their games over to the PS4 tht is for sure. I would be really interested to see benchmarks with DX11 code via abstraction vs native.

Well... the native code in low level API of the PS4 will run better for sure but I think the comparison is a good ideia.



Damn!



Everyone already has a low-level Direct 3D 11 API running on Playstation 4 - that's no big achievement. It's pretty easy to do - given its X86 architecture. That was a good move by Sony. Actually - they were being influenced by a Computer Science genius. Me. Heh - just kidding.



I liked the Yebis video. Looks great.



ethomaz said:
zarx said:
Should make it easier for indie devs to bring their games over to the PS4 tht is for sure. I would be really interested to see benchmarks with DX11 code via abstraction vs native.

Well... the native code in low level API of the PS4 will run better for sure but I think the comparison is a good ideia.


Of course native is going to be faster, how much is the question. 



@TheVoxelman on twitter

Check out my hype threads: Cyberpunk, and The Witcher 3!