@tdkmillsy said:
Lame attempt at a thread. Should be locked.
Just accept the bombs where dropped.
Why is lame.? MS did talk about DX12 and WINDOWS 10 not single time DX12 was even mention to bring anything to the xbox one,on a conference which was center around the xbox one,is a pretty good indication that DX12 will not do shit for the xbox one like they falsely claims for more than a year it was all PR DX12 is here so is windows 10 the excuse time is over.
@commander said:
DIGITAL FOUNDRY ABOUT THE LATEST WITCHER 3 PATCH
The ps4 still stutters in places where Xbox One runs at a perfectly smooth 30fps
There's no telling how big the impact will be of dx 12 on graphics performance on the xboxone.
But there's no solution for that ever failing cpu in ps4.
Yeah and did you miss the part where the xbox one version is 900p vs the 1080p PS4 one 40% lower resolution.?
Yeah i guess you did fool,oh did you miss Project Cars one.? Still the PS4 is faster i guess even with freaking 7 cores the xbox one still fall behind the PS4 which only use 6,i guess the CPU argument is about done,after all Project Cars wasn't downgraded hugely like The Witcher 3 was,so don't blame the PS4 for a developer short
@ronvalencia said:
@tormentos:
DX12 will benefit XBO as it removes deferred context threads being serialized into a single immediate thread, which in-turn benefits straight XBO to PS4 ports. All threads are immediate thread types under DX12.
DX12 will benefit XBO as it gains full Async compute features which in-turn benefits straight XBO to PS4 ports.
DX12 will benefit XBO as it gains full Async compute features which in-turn benefits ROPS workaround with TMU memory writes, hence make it memory bandwidth bound. PS4 already memory bandwidth bound.
DX12 is already on xbox one and you should drop it,MS confirmed today that DX12 and windows 10 will bring big improvement the xbox one wasn't even freaking mention i think it is clear, DX12 is here it has been on developers hands for quite some time reason why several games are been build for it,but now is officially out on PC there is no more wait,so if improvement should come to PC they should to xbox one if in reality it would help which is won't.
All your theories have been wrong so until one is right you have nothing.
The xbox one hardware is what it is and nothing will help it.
@slimdogmilionar said:
@tormentos: didn't you also say that the cloud would not help the xb1 for Crackdown.
Dude does crackdown has incredible graphics.? It look average as hell it has destructible buildings which other games have done already,crackdown isn't the first game were you can level down a building dude.
The cloud won't increase graphics so yeah i am spot on.
@GoldenElementXL said:
I wonder who Tormentos is trying to convince here, M$ fans or himself. And why does he focus on bashing the Xbox One instead of praising the PS4?
You who think a i3 4320 is lower than a core duo.? lol
@commander said:
yeah in some areas it's a very choppy experience, but the ps4 still stutters in other places where the xboxone has smooth gameplay
The end of the article says 'sony has the lower readings overall'
and lowering the resolution on the ps4? yeah that wouldn't help one bit, look at ac unity.
Look at it this way the PS4 some times fall behind frame wise on a game where both are bad,but resolution wise the xbox one is always behind.
Yeah nice example the one game a developer claim to have fu** up on purpose to avoid arguments,why don't you pic Project cars.?
The xbox one use 7 cores is 900p and still runs up to 14 FPS slower even that the PS4 use 6 cores and is 1080p with extra temporal biggest ass kicking disadvantage of the generation so far and make that witcher disparity seem like nothing.
@04dcarraher said:
it is not really running low level API, but low overhead API, devs are limited in what they can do since the API is still based on many DX11 limits,( in how cpu talks to the gpu) while PS4's API which already has a low level API that devs can code for if they take the time and effort to do so. the new API/SDK opens/introduces modern cpu to gpu communications methods, full Async compute features, along with fixing esram usage and tools etc. Needless to say DX12 standard on X1 will set a base line standard for multiplat games where both consoles will be coded to the same standards allowing the PS4 version not to be limited by X1 old API methods which we have seen in most multiplats.
The xbox one has DX12 features before the PC even had them
,and i am sure it had then complete before windows release to,the problem is simple since most of the performance features were already in the few that were not did little,reason why with DX12 Project cars would increase 7%,yet on PC the developer claim a much bigger gain.
7% + the frames the xbox one runs now on PC still isn't enough to beat the disparity is has vs the PS4 on the game which is considerable and can be as high as 14 FPS,7% amount like 2 or 3 frames.
Is funny because Slightly mad studios claimed that if sony used a code like DX12 it would also improve the PS4 version,in other words no the while it uses async shaders it wasn't using the same code as DX12 which would also rise performance now this was stated by a developer on their forums,it was on the thread where lemmings claimed DX12 would increase performance by 32% or more on Project cars when in reality the performance gain was for PC and only 7% for xbox one.
Much more clear it can't be but some how you ignore it and continue your parade because you are sold out on the whole DX12 gains to back down now and admit you were wrong..lol
@ronvalencia said:
Xbox 360 still has deferred context threads being serialized into a single immediate context thread model, which is carried over to PC's DX11 and XBO's DX11.X.
The real low level is at driver level where the programmer can create driver stack that can influence the multi-threading model.
At the driver level, the programmer can influence resource binding model.
A true low level access doesn't have the limitations with resource binding model.
The problem with flat 40 percent power difference is nearly useless when both boxes are memory bandwidth bound.
For small data types frame buffer writes,
1. PS4's 32 ROPS at 800Mhz is memory bandwidth bound.
2. XBO's 853Mhz 16 ROPS + 48 TMUs(via ROPS workaround method) is memory bandwidth bound.
Total bullshit and is the reason why mostly the PS4 not only has a resolution advantage but also a frame one to.
Both have about the same bandwidth one is just more straight forwards and with a GPU which is stronger to,the 7770 doesn't need 140GB/s that is almost double of what the real 7770 has on PC and considerably higher than the 7790 which still kick the xbox one ass as well.
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