The Xbox One uses an architecture by AMD, and therefore the benefits we detailed yesterday will apply to the console. DirectX 11 has been a limiting factor in development for Microsoft's console as developers have been forced to use it, whereas on the PC (and PS4) other options have been available such as Mantle and OpenGL.
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To summarize, Vulkan will do for the PS4 what DX12 will do for Xbox One. Both are meant to make development easier, neither are game changers.
Don't even need to read the article......everyone's pulling out chunks of paragraphs from the article to carry their own points across.
Important points and explains why they went with certain things for x box 1
The Xbox One uses an architecture by AMD, and therefore the benefits we detailed yesterday will apply to the console prove i was right and people on here were wrong!
DirectX 12 aims to make this easy to implement, and therefore most large game developers are likely to use it for increased performance in their titles.
Some of the biggest games this year won't ship with DirectX 12, but could be added via a post-release patch. MSI originally spoke of Witcher 3 and Batman: Arkham Knight as being two of such titles in this post.
Such large performance gains are achieved through allowing the graphics queue to be spread across multiple threads to compute simultaneously and reduce the time in which hardware is left idle from having to wait for other parts of the graphics queue to finish before starting the next job.
This will help to deliver more solid framerates on the Xbox One, and close the performance gap between multi-platform titles. There is a chance that resolution will also be improved, but at the least it will allow more effects to be used in games thanks to more headroom to implement them.
If a resolution bump is to be delivered, it's more likely that it will be due to DirectX 12's ability to efficiently break-down the "command buffer" into smaller tasks and spread them across multiple cores to process faster and relay to the GPU much quicker.
AMD highlights "new 'bandwidth' on the CPU allows for higher peak draw calls, enabling more detailed and immersive game worlds" which is how the Xbox One was designed and one reason behind the decision to use ESRAM.
The primary reason that the 6.6 per cent clock speed boost was a win over additional CUs was because it lifted all internal parts of the pipeline such as vertex rate, triangle rate, draw issue rate etc"
DirectX 12 will have a huge benefit to Xbox One. It is, essentially, unlocking its potential being held back by an age-old API's lack of understanding in how to utilise multiple threads and cores simultaneously.
This confirms all the doubters are wrong on this site and dx12 is for the x box 1 console.
Vulkan is mentioned also but according to Wardell Sony will not be using it. I am not sure how good Vulkan is nobody has talked about it all that much? What extra graphical features does it bring to the table? Anyway least we now know dx12 is for the x box 1 console and will bring major benefits.Its laugable sites like Neogaf downplayed this and got it so wrong again!
Fulldx12 for x box 1? Many questions need to asked if GPU's on the market are not not full dx12 just yet!
Never seen so much hype behind an API upgrade before, are people really that disappointed in what we are currently getting?
What I notice from reading this article is that each program/tool has at least one good features that Sony can used to make their game while MS's DX12 has all its good features all wrapped up in one API program.
In other words, The tool Sony has to fetch for are scattered all over the place. EX. One program allow them to port games over easily while another program has a much lower level API. Sounds to me the shuffling of good programs are going to make it tough/time consuming for Sony if they can't get all of these features under the same umbrella.