selnor1983 said:
DX12 is different again. It allows the CPU and GPU to do the sam tasks but much more efficiently. So whereas on DX11 Ryse may hit limits in places,DX12 can achieve the same as RYSE but have headroom for more tasks. The ESRAM issue was SDK coming after release. DX12is improving CPU and GPU efficiency not capable on DX11 at all. 360 used the same DX its entire gen. The One is th first console to have an upgaded DX. And in this case a big benefit to resources.
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Please check you spelling, it is getting closer to mrx spelling skills.
Again, I must point you to the recent Build conference where an ms tech guy talked about hardware/software features and wherein he specifically made the point that the graph driver(s) in the X1 contained the key points of what will be called DX12 on pcs, right on launch of the console. Of course developers could use these features long before launch.
And again, tiling takes away space from esram memory, it does not magically create more available esram for higher resolutions. In fact, if you want higher resolution, you have to think really, really, really hard how you set up tiled resources, gBuffers, frame buffers, and how to organize the data flow of this mess. This is the very reason why X1 software up to now lags behind PS4 software (as far as graphical features/res/fps are concerend).
And again again, the point of DX12 (on the pc) is the removal of intermediate driver calls (what is generally summed up as "coding to the metal"). The DX12 development direction is XBox One driver code --> PC driver code (we can argue all day if that was triggered by the relative success of Mantle on amd pcs). It is perfectly ok to yell "Games will run twice as fast", if, and only if, you add the disclaimer that this is valid for PC games and combinations of poor cpus with strong gpus (preferrably dual gpus). The disclaimer is not valid for the XBox One which features a combination of medium cpu and gpu.