Kyuu said:
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Another thing to think about... Have those games been confirmed to release in 2014?
Kyuu said:
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Another thing to think about... Have those games been confirmed to release in 2014?
Both PS4 and Xbox one have basically the same AMD APU but Microsoft ripped out rendering pipelines and graphic compute units so they could fit in 32MB of embedded memory so they could use cheaper DDR memory.
Surely apart from the xbox one being a weaker gpu in power the feature set of both gpu's are going to be the same.
Don't understand why a software layer of Direct X is a positive. I'm sure both Microsoft and Sony are keen to use AMD's API's that utilise the hardware at the lowest possible level for maximum performance. Microsoft may believe the 'Direct X' brand is a selling point and implies a level of graphic power but like the cloud doesn't really mean anything in real terms of performance.
Again we are back to the truth that the ps4 is more powerful, more gpu compute power, more rendering units, higher memory bandwidth offering a significant increase in power. At least 50% possible more.

| freedquaker said: The good thing about the DirectX 12 is now that it's implemented on XB1, it will also be implemented on the PC. And in this way, we can actually measure / see if there will be any improvements with hardware similar to XB1. Just you wait. But don't also forget that Sony will be updating their own APIs as well (and history tells us that they are better at it), but it won't just be as publicized. |
Sony is actually way ahead of MS on this one, to the point that this is so obvious, that Sony have not use it as PR tool.
First, highlevel API - as of now XB1 uses only DX11 from 2009. DX counterpart on Sony console, OpenGL, evolves much faster and PS4 already support OGL 4.2 from 2011 (2 years of evolution ahead of DX11), but Sony is expected to add support to OGL 4.3 from 2012, since gpu does support it.
But fun starts with lowlevel apis, like mantle, which are preferred because they allows to optimise much further. Sony had mantle-like API in ps3 already, libgcm, and this lib was crucial part of achiving results as good as uncharted series graphics. Libgcm is standard part of SDK for ps4, and it already is used for getting better performance:
So right now even if hardware of PS4 and XB1 is the same, PS4 will still yield better result.
DX12 is just a way to catch up with Sony on software front and provide access to gpu similar to mantle and libgcm. Thish may provide a little better performance, so gap will shring to "only" hardware difference.
Better explanation http://www.eurogamer.net/articles/digitalfoundry-directx-360-performance-blog-entry
It's about X360, but it still apply to DX11, and DX12 is meant to fix this at the very least.
People still trying to give a in depth review on something that wont even be revealed till March 20.
drkohler said:
Nice try. Titanfall uses a FORWARD RENDERER. There is, by default, no problem here with esram. And what is the point of your last sentence? We all know neither the PS4,PS3,PS2,PS1 nor the Wii,WiiU uses DX.. |
I am not going to show or prove for the billionth time on this site why ESRAM sapce was the reason developers say it was affecting Res on Xbox One. I dont know how many developers have to say the same thing before people on this site listen to the devs.
Anyway its nice to see some devs using the new SDK for ESRAM and are achieving 1080p. Hopefully the rumour about Titanfall being 1080p now is true. Though I doubt 4 weeks is enough time for espawn to implement the new SDK ESRAM features which rolled out to devs at start of Feb.
Also you do realise PS4 uses DX 11 yes?
Direct X 12 is actually supposed to be the next BIG changee in game developing. Making resources like CPU and GPU much less of a strain. Allowing devs much more head room with the same equipment. DX12 will do amazing things for PC and XB One in terms of power to output ratios. I expect PC visuals to take a HUGE leap in DX12.
whatever said:
Because all these "secret sauce" articles are silly. As if there is some magic that MS can pull off to somehow offset its weaker hardware and achieve parity with the PS4. They put out a weaker system, it's not the end of the world. |
when has direct x ever been a secret sauce? and why did playstation fans sound nervous when the discussion came up. we all get the percieved numbers game but i swear you would think that microsoft just design a box for show. it should be to the point where gamers all around just say so fucking what and just enjoy the system they have. this gen just started and aint no party like a fanboy party cause a fanboy party dont stop.
Good, something my computer will not have since I will never put win 8 on it again. Im glad to have it on my xbo.
selnor1983 said:
I am not going to show or prove for the billionth time on this site why ESRAM sapce was the reason developers say it was affecting Res on Xbox One. I dont know how many developers have to say the same thing before people on this site listen to the devs. Anyway its nice to see some devs using the new SDK for ESRAM and are achieving 1080p. Hopefully the rumour about Titanfall being 1080p now is true. Though I doubt 4 weeks is enough time for espawn to implement the new SDK ESRAM features which rolled out to devs at start of Feb. Also you do realise PS4 uses DX 11 yes? Direct X 12 is actually supposed to be the next BIG changee in game developing. Making resources like CPU and GPU much less of a strain. Allowing devs much more head room with the same equipment. DX12 will do amazing things for PC and XB One in terms of power to output ratios. I expect PC visuals to take a HUGE leap in DX12. |
So much in this is wrong, but No PS4 does not use DX11, no platform outside of MS uses DX.


| Trunkin said: What are the DX12 features? Where's everybody reading that it's gonna be similar to Mantle? Have previous DX upgrades brought improved performance? Pretty much the only thing I know on this subject is that DX11 made tesselation and a few other effects possible. |
This.
Hmm, can't wait to see what it can do for the Xbox One.
selnor1983 said:
I am not going to show or prove for the billionth time on this site why ESRAM sapce was the reason developers say it was affecting Res on Xbox One. I dont know how many developers have to say the same thing before people on this site listen to the devs. Anyway its nice to see some devs using the new SDK for ESRAM and are achieving 1080p. Hopefully the rumour about Titanfall being 1080p now is true. Though I doubt 4 weeks is enough time for espawn to implement the new SDK ESRAM features which rolled out to devs at start of Feb. Also you do realise PS4 uses DX 11 yes? Direct X 12 is actually supposed to be the next BIG changee in game developing. Making resources like CPU and GPU much less of a strain. Allowing devs much more head room with the same equipment. DX12 will do amazing things for PC and XB One in terms of power to output ratios. I expect PC visuals to take a HUGE leap in DX12. |
PS4 doesn't use DX11, that's 100% sure.
Microsoft owns DX product and property and didn't develop any version for PS4 or BSD OS which PS4 is based on. Sony would be crazy to rely on their most direct competitor for a software vital for performances and have no right to develop their own version. Anyway, graphic APIs for PS4 are named GNM and GNMX and allow high level and low level access. Sony claimed that their GPU is DX11.1 generation just as an indication of possibilities of the hardware.
As for 1080p on XBox One, there is not a single component making 1080p impossible : it's possible and has already be done. It's just that for this hardware 720p make easier or simply possible to do (a little less than) what PS4 can ouput in 1080p. Even if any API like direct X made 1080p easier and faster, the choice would be the same : go to higher resolution, or add effects, polygons, etc. that can compete with the PS4 that improves in the meanwhile.