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Forums - Gaming - DX12 Adoption For Xbox One Is A Risk For Large Scale Production, Cross Support With PS4 Is A Factor

BreedinBull said:
Azerth said:
so put the game out on two maybe three platforms using dx12 since its supposed to be easy to port crom pc to xbox. then work on the ps4 version while making money

The only way that happens is if micro pays a dev to do that.

its a chocie the dev is going to have to make.  if dx12 does make it easy and quick to port a game from pc to xbox then that could be cheaper then making a pc and ps4 game at the same time.  



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XB1 and ps4 have different API's anyway so why does it matter. Also with DX12 there is cross development across XB1 and PC. Not to mention that MSFT is allowing free upgrades for all Windows 7 and 8 users including pirates, I don't think number of customers should be a problem.

Sounds like this dev is trying to warm people up to parity and holding back the XB1 version of games.
#XB1NOPARITY



true_fan said:

XB1 and ps4 have different API's anyway so why does it matter. Also with DX12 there is cross development across XB1 and PC. Not to mention that MSFT is allowing free upgrades for all Windows 7 and 8 users including pirates, I don't think number of customers should be a problem.

Sounds like this dev is trying to warm people up to parity and holding back the XB1 version of games.
#XB1NOPARITY

Even if they fully utilized DX12 on the X1 it would still need to be the PS4 version being held back to achieve parity ^^...

(Or is this a joke? I can't tell.)



Zekkyou said:
true_fan said:

XB1 and ps4 have different API's anyway so why does it matter. Also with DX12 there is cross development across XB1 and PC. Not to mention that MSFT is allowing free upgrades for all Windows 7 and 8 users including pirates, I don't think number of customers should be a problem.

Sounds like this dev is trying to warm people up to parity and holding back the XB1 version of games.
#XB1NOPARITY

Even if they fully utilized DX12 on the X1 it would still need to be the PS4 version being held back to achieve parity ^^...

(Or is this a joke? I can't tell.)

It's more of a sarcastic truth. Parity is about one version getting held back and not getting the best possible game.



This article makes little sense, switching your xbox build to a differnt graphics API will not affect the PS4 build in the slightest. Unless your diverting man power to make the upgrade, but for most big devs this is not a thing.



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Huh? We already have different apis. Windows/xbone and ps4. Even better for devs if Windows and xbone grow even closer now with dx12. So for multiplatform games there should be even less work. Add to this that devs are used to get familiar with different sdks and architectures in console development.
Perhaps I'm missing something, though.



That's utter nonsense. Last gen, devs had to create versions that were pretty different for PC, X360 and PS3 (more in the last, of course). In the previous gen, things were even worse. Porting is even easier between PS4/X1/PC thanks to their mature API.

And of course, with most games relying on Unreal, CryEngine and other multiplatform development solutions, this is even more ridiculous.



shikamaru317 said:

There's nothing stopping devs from having a DX12 build of a game for PC and Xbox One, and a separate build for PS4 that uses it's graphics API. Of course there's risk because having a seperate PS4 build adds to a game's budget, but there's also the risk of Xbox One users ignoring your game if you don't support DirectX 12. People want the most out of their console, ignoring that is a mistake imo. AAA devs and most AA devs ultimately can afford seperate PC/Xbox One and PS4 builds, I only see this being an issue for the smaller indie devs, and most indie games don't have good enough graphics to need DX12's benefits on Xbox One anyway.


99% of the users don't even know how the game was made and simply don't care. If visuals were that important, everybody would be gaming on PCs with Titans and CoD wouldn't sell 20M.

Despite that, DX12 brings almost none performance improvements for X1. The new API tries to remove mainly the draw call limit on PC graphics and optimize the use of CPUs, like Mantle. None of these improvements will help X1, because it already has a "close to the metal" API and isn't suffering with ny of these issues.



Can someone shed some light on this? I thought developers are already dealing with 2 different APIs for both consoles. Are they so similar that it is easy to port or is DX12 just so extremely different und impossible to port?



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true_fan said:
Zekkyou said:

Even if they fully utilized DX12 on the X1 it would still need to be the PS4 version being held back to achieve parity ^^...

(Or is this a joke? I can't tell.)

It's more of a sarcastic truth. Parity is about one version getting held back and not getting the best possible game.

Is the bolded part sarcastic too? Because i'd actually (mostly) agree with that statement, which is why i can sympathize with PS4 owners that get upset about it. At least i can with those that don't then credit it to some kind of conspiracy :p

I believe developers should give both version the same amount of attention, even if it means one ends up being 'better'. Within reason, anyway.