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Directx 12 need to knows

It's only a performance increase that uses less resources than 11 and there is no differences in graphics between 11 and 12 at all. Stop going on and on about how the game should use 12.

The end.

Comments

  • alexraptorralexraptorr Member Posts: 1,192 Arc User
    And a performance increase is a bad thing? lol, I like your logic. *rolleyes*
    "If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." - Q
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  • gaevsmangaevsman Member Posts: 3,190 Arc User
    And a performance increase is a bad thing? lol, I like your logic. *rolleyes*

    Zero of the Simpletons ( everyone on here) that play this game would notice any difference

    Yup, thou the instancing would be great for large fleet battles... besides that and some procedural textures, there is not too much, for this engine i mean :smile:
    The forces of darkness are upon us!
  • deadspacex64deadspacex64 Member Posts: 565 Arc User
    edited October 2016
    It's only a performance increase that uses less resources than 11 and there is no differences in graphics between 11 and 12 at all. Stop going on and on about how the game should use 12.

    The end.

    actualy it isn't the graphics in dx12 so much as it's capability to use more cores/threads than any other version of directx. which is a massive increase in performance over current directx iterations. also means much of the engine for sto would have to be rewritten to take advantage of that. that isn't going to happen as sto does well enough in it's hybridized dx form. the devs know how much they can push the engine before fps starts tanking horribly.

    cost vs benefit...high cost with no commiserate benefit pushing for dx12.
    Dr. Patricia Tanis ~ "Bacon is for sycophants and products of incest."
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  • starmanjstarmanj Member Posts: 719 Arc User
    It's only a performance increase that uses less resources than 11 and there is no differences in graphics between 11 and 12 at all. Stop going on and on about how the game should use 12.

    The end.

    Ah yes there is a Big Difference between DirectX 11 and 12 not sure what it would look like on PC but using Xbox one which is 12 and PS4 which is 11 there is a big Difference in Graphics.
  • bobs1111bobs1111 Member Posts: 471 Arc User
    edited October 2016
    starmanj wrote: »
    It's only a performance increase that uses less resources than 11 and there is no differences in graphics between 11 and 12 at all. Stop going on and on about how the game should use 12.

    The end.

    Ah yes there is a Big Difference between DirectX 11 and 12 not sure what it would look like on PC but using Xbox one which is 12 and PS4 which is 11 there is a big Difference in Graphics.


    There is zero difference in regards to visuals between 11 and 12. Cryptic would have to completely rebuilt the engine to see any performance gain with DX12... and frankly I doubt they would be able to achieve that anyway even with a complete rebuilt. The truth is DX12s performance gains are very situational, only specific tasks can be speed up at all... and only when running on the correct hardware. DX12 is an evolutionary dead end. Bare metal APIs only work on closed systems where the hardware never changes. Its like people forget the good old days of multiple versions of games for multiple Video cards... the entire idea of an PC API is to remove the dependence on specific hardware, because we have choice in PC land.

    To really burst some bubbles... 12 is a marketing scheme and nothing more.

    Let me kills some folks misconceptions.
    PS4 does NOT use DirectX... it uses GNMX.
    GNMX has a feature list > DX12.... pretty much every software developer (who are not paid off by MS) agree GNMX is leaner meaner... and runs closer to the metal meaning its almost always faster. (it does things MS has been talking up with DX 12 like Async compute... to be frank it does them better, as they don't have to generalize any calls to work with 1001 Nvidia/AMD/Intel cards)

    DX 12 was created by MS to give Xbox a API that was "closer to the metal" like GNMX, scoring a marketing victory. (with users and more importantly with developers) DX12 solves some issues for Xbox, really though it just creates problems for PC gaming where hardware is not closed.

    What MS hates is the fact big development houses often use GNMX first and use Sony tools to convert that code to DX after the fact. DX12 was created for them... and its an attempt to have the industry produce fewer titles that are better optimized for the PS4 vs Xbox.

    Here are some fun developer quotes on the subject.

    Wolfgang Engel (head programmer at Rockstar)
    “Sony’s own custom API is more low-level and definitely something that graphics programmers love. It gives you a lot of control. DirectX 12 will be a bit more abstract because it has to work with many different GPUs, while the PS4 API can go down to the metal.”

    Don Williamson (creator of the splinter cell engines)
    “The PS4 is a fixed console platform and as far back as the original PlayStation, Sony has been writing the rule book on how the most efficient console APIs should be implemented.”

    Simon O'Connor (Ubisoft "the crew" talking about PS4s API and having to be careful implementing features due to compatibility concerns)
    "The PS4's GPU is very programmable. There's a lot of power in there that we're just not using yet. So what we want to do are some PS4-specific things for our rendering but within reason - it's a cross-platform game so we can't do too much that's PS4-specific. There are two things we want to look into: asynchronous compute where we can actually run compute jobs in parallel... We [also] have low-level access to the fragment-processing hardware which allows us to do some quite interesting things with anti-aliasing and a few other effects."

    Oles Shishkovstov (4Agames - CTO Metro2033 Metro last light)
    "Let's put it that way - we have seen scenarios where a single CPU core was fully loaded just by issuing draw-calls on Xbox One (and that's surely on the 'mono' driver with several fast-path calls utilised). Then, the same scenario on PS4, it was actually difficult to find those draw-calls in the profile graphs, because they are using almost no time and are barely visible as a result. On PS4, most GPU commands are just a few DWORDs written into the command buffer, let's say just a few CPU clock cycles. On Xbox One it easily could be one million times slower because of all the bookkeeping the API does.... they(MS) even made a DX12 GNM style do-it-yourself API"

  • daedalus304daedalus304 Member Posts: 1,049 Arc User
    starmanj wrote: »
    It's only a performance increase that uses less resources than 11 and there is no differences in graphics between 11 and 12 at all. Stop going on and on about how the game should use 12.

    The end.

    Ah yes there is a Big Difference between DirectX 11 and 12 not sure what it would look like on PC but using Xbox one which is 12 and PS4 which is 11 there is a big Difference in Graphics.

    the Xbox One doesn't use DX12, it uses for the most part DX11, it CAN use 12, but that's not even been tested in full yet, Battlefront was the only title that was proposed to use it, but during the release we can see it's not been implemented.

    there were people who attempted to take two pics, one from PS4, and one from XboxOne, the only difference were the settings, because the Xbone was in lower resolution, the pic was slightly better, but that's it. in terms of overall performance, they barely budged.

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