Arkaign said:
For the primary reason that the low-hanging fruit in DX11 (PC version) is the CPU bottleneck with regards to draw calls, which inhibits the GPU from working more efficiently. IOW, when you transition more of that to low-level API operations, the CPU becomes less of a bottleneck, and the GPU can work more efficiently at it's full capability. The PS4 and XB1 have fairly weak CPUs. No two ways about that. Still, they pulled off Forza 5 (albeit with some downgrades, but still damned good work really) with a weak CPU and midrange GPU. The performance is a good bit better than a PC with similar specs would be capable of with DX 11, showing that what the XB1 architects said about the console pre-launch was true : that they already had optimized the XB1 SDK to allow for low-level hardware access. Additional tweaks can be made, but it's not going to be like Mantle with a transition from bottlenecked API to low-level API. It's going to be going from a low-level API to another low-level API, with hopes of gaining some efficiency somewhere. At the same time, the hard limits are there with throughput, shaders, processing bandwidth, and so on. So perhaps they can go from 90% efficiency to 96% efficiency (obviously guesstimation, but you get the idea). On the other hand, figuring out tricks, helping devs really get on board with optimizing engines to work with XB1, all that stuff can be great. They can figure ways where they're not technically moving more data, but because of how it's laid out and prioritized, it looks substantially better. |
Check out here they talk about how the GPU is "20GFLOPS per frame is 20x60 = 1200GFLOPS/sec? 20% improvement? " and other stuff. But I don't think there is a slide. Check it out from the feed here:
http://www.pcper.com/news/Graphics-Cards/Microsoft-DirectX-12-Live-Blog-Recap
Yes, they are talking about a video card in a PC. So guess we will have to wait to know more.
Now I'm think what would have happend had it it that DDR4 launch window. It was supposed to be out a while ago.









