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DirectX 12: Unlocking the Xbox One

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#1 ·
There has been many talks about DX12 and the benefits for the XB1. So far there were only plain talk but nothing really specific. Yesterday this article appeared which explains the benefits and at the same time put an end to the debates and rumors around the web for quite Long time while at the same time talking about the ESRAM decision and the Resolution.


(Image Credit: CD Projekt Red)

Yesterday we posted an article with details about the key benefits of DirectX 12, and we've since received a lot of questions regarding what features apply to Microsoft's console and to what extent the latest collection of graphics APIs will provide a boost to its capabilities.

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.

Async Shaders have been enabled in DirectX 12, which were not available in its predecessor. A few PS4 titles have gone to the trouble of implementing the feature (such as Infamous: Second Son and Battlefield 4.)

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.



The above example is from a LiquidVR demonstration by AMD, but shows the performance benefits Async Shaders can have under certain conditions. In this scenario, we can see a 72 FPS benefit when the developer opts to use Async Shaders in tandem with a post-processing effect.

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.

In yesterday's post, 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.

In an interview with Digital Foundry, the Xbox One's architect Andrew Goossen spoke about the decision to increase the clock speed instead of increase the number of compute units: "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"

"The relationship between fill-rate and memory bandwidth is a good example of where balance is necessary. A high fill-rate won't help if the memory system can't sustain the bandwidth required to run at that fill-rate," said Goossen.

PS4 developers tend to use OpenGL, of which a spiritual successor called 'Vulkan' was announced at GDC back in March. Vulkan is cross-platform, but is not as "low-level" as PS4's own APIs. Developers who want to target just the PS4 (mostly first party studios) will continue to use the console's own APIs for performance. Few other developers will want to learn or use this due to the difficulty of then bringing their title to other platforms such as PC.

Brad Wardell, CEO of Stardock, said: “If I can just learn Vulkan then I can get to a lot of platforms, I don’t want to have to learn Sony’s special API, even if I would gain a few frames-per-second in doing so.”

We've seen plenty of tests showing the huge benefits of DirectX 12 - including the one below comparing against both 11 and Mantle.



Microsoft has a close partnership with all the major graphics manufacturers who are working to ensure DirectX 12 delivers every last ounce of performance out of their hardware, but Vulkan will likely offer similar results.

Wardell said at GDC: "I've had a lot of meetings with Microsoft, AMD, and a little bit of NVIDIA and Intel - they really need to hit home the fact that DirectX 12, Vulkan, and Mantle, allow all of the cores of your CPU to talk to the video card simultaneously".

"But everyone's really iffy about that, because that means acknowledging that for the past several years, only one of your cores was talking to the GPU, and no one wants to go 'You know by the way, you know that multi-core GPU? It was useless for your games.'"

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. Vulkan will offer the same to PS4 game developers, and it should be relatively simple to port between each set of APIs. Everyone is a winner.

Source
http://www.developer-tech.com/news/2015/apr/24/directx-12-unlocking-xbox-ones-potential/
 
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#3 ·
I"ll believe any xbone improvements when I see it in person, the system cant even hit 1080p on supposedly old software, its only common sense, the xbone will struggle with new software, it"s only naturally, esram is marketing and nothing more
 
#4 · (Edited)
Old software? there is no old software on the XB1 or do you mean remasters? because those actually are at 1080p. Also there are quite few titles that hit the 1080p mark for those who care. The ones struggling are those lazy developed games from third parties. The only old software on the XB1 is DX11 which is a must when developing games for that plattform.

The point about DX12 isn't about 1080p or huge improvements on the XB1. It's going to have a nice impact and improve it a bit but i believe it won't be huge. However the real dangerous point is the one hidden behind the move and the one not many people seem to realize. Everyone focus in the 1080p and speed but is that the real goal??? i don't think so. What we have here is a software war rather than a hardware one and Microsoft's move is kind of a "Jaque Mate". I say "Kind of" because there is a possibility that it could not work out but from the look of things it may work it seems. The real problem since day one is the fact that the PS4 is simply easier to work with and so no wonder it gets the better ports like the Xbox 360 back in the days, also the PS4 happen to have the better hardware.

By adopting DX12 and adding optimizations for eSRAM usage as well as a great tool to work with they are basically turning cards around. It's a fact that Windows is the home of AAA titles even if consoles have there own great titles too so most software companies already use DX as there base development API. DX12 is going to turn into the industry standard and titles like the new Deus-Ex and many others will follow. Having DX12 means that third party developers don't really have to worry much to make a great port for the XB1 at anytime since basically the game will be compatible with the XB1 as well. The only difference is that few extra tweaks are going to be needed to take the most out of it which by default is going to be greatly handled by DX12 for obvious reasons. With that in mind the PS4 will require a lot of extra work in comparison if they want to develope the game for that plattform too as it use its own set of API's based in OpenGL. Third Party companies could go the other way around and develope the game for the PS4 and then port it to PC and XB1 but from a business stand point it would be silly as the other way around is easier.

People hope that Vulkan can be the response to DX12 for the PS4 but is that true? the reality suggest otherwise. After some research it turns out that Sony's own current API is more low level than Vulkan will ever be. In other words it won't help at all except makes the process a small bit easier for third parties if it turns into the default API on Windows which is very unlikely to happen. What could be the results of that? i may be wrong and time will tell but if it work out the PS4 could be the one getting the bad ports the XB1 is getting right now from third parties and that's actually the focus of the move and not 1080p. I have no idea why not many people on the net haven't seen the real purpose of the move but it could be due to the resolution propaganda.
 
#6 ·
After some research it turns out that Sony's own current API is more low level than Vulkan will ever be.
Phil Spencer, head of the Xbox Division and Microsoft Studios, late January 2015:
"We knew what DX12 was doing when we built Xbox One."
"On the DX12 question, I was asked early on by people if DX12 is gonna dramatically change the graphics capabilities of Xbox One and I said it wouldn’t. I’m not trying to rain on anybody’s parade, but the CPU, GPU and memory that are on Xbox One don’t change when you go to DX12. DX12 makes it easier to do some of the things that Xbox One’s good at, which will be nice and you’ll see improvement in games that use DX12, but people ask me if it’s gonna be dramatic and I think I answered no at the time and I’ll say the same thing."

Making full use of DX12 means reaching gamers on the Xbox and Windows 10, and giving them a small boost.
This is worth it for Microsoft. This isn't worth it for third-party developers. It's a waste of money for them.
Multiplatform games will continue looking better on the PS4. Xbox One exclusives will gain a small boost.

It's good news for Xbox One owners, but it's not a miracle.
"the CPU, GPU and memory that are on Xbox One don’t change when you go to DX12"
 
#9 ·
I wasn't talking about DX12 giving the XB1 super powers because it won't happen but more about the Software strategy MS is taking which is dangerous to the PS4 if succeed.
But you've mentioned:
-The PS4 already having a low-level API, better than Vulkan (Microsoft has said the same thing about their console in the past regarding DX12)
-The Xbox One possibly bridging the resolution gap with the PS4. Realistically, this would require more than DX12.
 
#13 · (Edited)
That's good but remember that not everyone like rpgs or last of us Sequels. Others would probably go for Halo or Gears of war. It all depends on peoples taste.

Since the Xbone was primarily an AMD architecture, why didn't they utilise a specifically developed of Mantle from the get go instead of waiting for DX12 to arrive?
Because it's not good for MS a Company who has DX. However, the DX11 used in the XB1 is pretty low-Level as far as i know but it has its Limitations which is what DX12 is about to solve. Not to mention a hard and crappy way to handle the eSRAM.
 
#12 ·
Since the Xbone was primarily an AMD architecture, why didn't they utilise a specifically developed of Mantle from the get go instead of waiting for DX12 to arrive?
 
#14 · (Edited)
Finally some more words on the Topic. Anyone knows the Project Cars game??? well, today something interesting happened and the first words about DX12 Support for current released games in form of a patch is something we XB1 owners will see in the future and finally see the benefits of it in games. As Long as it brings more fps to the table is awesome. I personally can't wait to see the benefits.

Here the quotes:

USER:
Originally Posted by JKay15
With Directx 12 round the corner, could this be upgraded with that in mind? Would it make any difference?

HEAD OF STUDIO:
Originally Posted by Ian Bell
Oh yes
Our engine loves it also.

Originally Posted by Ian Bell
With DX12 the Xbox will perform extremely well for us.
With the upcoming imminent patches it's already much better.

Originally Posted by Bobbydakid
We're not denying the coders haven't done an immense job, however one of the unique selling points of this game over the competition is running 30+ cars, dynamic weather and day/night cycle at 60FPS. In it's current state the frame rate simply fluctuates a lot and screen tearing is apparent.

Hate to mention Forza 5 as I think Project Cars is ten times better however that game was a launch game and has 16 cars on track with no noticeable frame rate drops what so ever on any track.

Originally Posted by Ian Bell
We never said we'd run 30 cars at night in the rain at 60. We said the game runs at 60FPS, which it does. So Gran Turismo, but it drops to 20's under heavy action in the wet at night.

For the most part we remain well above 40 during heavy action. And as I've said, this will only improve as DX12 comes online and we keep tweaking.

Originally Posted by OrenIshii BE
Can we then expect a major update for project cars, whenever microsoft unleashes dx12 on xbox one? pretty please ;-)

Originally Posted by Ian Bell

If we get it on time, yes.

Source
 
#15 ·
And the story continues......

Epic Games: Unreal Engine 4 And DX12 Will Allow Developers To Squeeze Out Even More From The Xbox One
Epic Games’ Ray Davis on the impact of DirectX 12 in games development.




GamingBolt recently got the chance to chat with Ray Davis who is the General Manager at Epic Games, looking after Unreal Engine. During the interview, Ray explained to us about the benefits of using DirectX 12 along with Unreal Engine 4, and whether it could have an impact on Xbox One’s performance. With Microsoft renewing its push for games on the PC, how will Unreal Engine 4 help developers to get the most out of the upcoming DirectX 12 API?

“The most intriguing aspect of DirectX 12 to me is the notion that it’s a concerted effort to remove as much cruft from between the developer and the hardware itself, which means out of the box we’re able to immediately do more for free, essentially,” Ray said to GamingBolt. “Microsoft has done a great job with the updates, and it’s also worth mentioning that they’ve been a great partner in soliciting feedback from the developers to help guide the future design. Hopefully we’ll see the official launch soon so players can start seeing the benefits firsthand!”

Microsoft’s Xbox One already has a low level API that resembles DirectX 12. What possible benefits will DX12 along with Unreal Engine 4 bring to games development on Xbox One?

“Unreal Engine 4 already does a great job of showcasing what the Xbox One is capable of and with the advent of DirectX 12 we’re excited to see developers squeezing even more out of the hardware. Several internal Microsoft teams are using UE4 for games development so it’s made it incredibly easy to closely partner with them and to ensure that Unreal Engine is a great development tool for the broader Microsoft ecosystem.”

This is a rather interesting statement by Ray, given that there are so many conflicting views regarding the impact of DirectX 12 on Xbox One. After all, we all want our games to perform well, and the continous improvements in Unreal Engine 4 and DirectX 12 will go a long way to ensure this.

Stay tuned for our full interview with Epic Games in the coming weeks. For more, check out what Epic Games has to say about the next Gears of War here.

Source:
http://gamingbolt.com/epic-games-un...rs-to-squeeze-out-even-more-from-the-xbox-one
 
#16 ·
Do you think that DX12 is what's responsible to make the XbOne have enough computing power to do backward compatibility now?
 
#17 · (Edited)
To be honest i have no idea if they are using DX12 for that but one thing i know for sure is that they are using some heavy virtualization to make it happen. From the looks games seem to run fantastic and the whole experience seems to be pretty smooth even on some heavy 360 games. DX12 is great for multi-threading stuff but i'm unsure whatever they are using it to there advantage so i can't really say anything at the moment.

One thing is certain though they are showing mind blowing stuff on the XB1 right now such as multi-tasking, talking to cortana, search, recording, gaming etc. at the same time! as well as backwards compatibility and the new UI which seems to run extremely fluid even over games by using Windows 10 on the XB1 and probably DX12. when you think about what people today believe about the power of the XB1 one could certanly say that it shouldn't be possible but as we can see they are showcasing it. I think the biggest advantage of DX12 on the XB1 is the efficient usage of the eSRAM which is now possible thanks to DX12.
 
#18 · (Edited)
WTF??? 4K???? ARE YOU SERIOUS?????

I have no words to describe this and sadly is not april 1st to just laugh about it so it may be a serious thing. The coming update for the XB1 adds 4K support for video as far as i know but gaming?... c'mon... and then i came to this news today.


World of Tanks might run at 4K resolution on Xbox One


Wargaming, the developers behind World of Tanks, recently revealed that the game would be coming to Xbox One on July 28 this year. World of Tanks was previously an Xbox 360 exclusive that many expected would make the jump to the next-generation console due to its popularity on the older system. The developers also revealed a multitude of gorgeous screenshots leading up to the announcement.

World of Tanks features a complete overhaul of the environment, physics, models and adds realistic fire spread patterns. During an interview with Blair Herter on the Xbox Daily show, the game’s executive producer stated that all assets in the Xbox One version were built from the ground up for 4K resolution. Yes, 4K resolution. Many initially called this a slip of the tongue but gamers who asked the developers on the show floor regarding this claim confirmed that everything in the game was built with 4K in mind. It is not clear if the producer was talking about the textures being at 4K so they look stunning when displayed with a 1080p buffer or if the game ran at 4K resolution and that is why the textures were 4K.



While we think he was talking about texture quality, World of Tanks for Xbox One might be the first 4K game on the system. The Xbox One ships with a 4K-ready HDMI cable and, during the console’s reveal, Larry Hryb and others stated that there were no restrictions on resolution and that 4K gaming was possible on the system. Maybe the 4K World of Tanks announcement was meant to be revealed by Microsoft closer to launch but the developers accidentally let it slip. Maybe there is a Preview update coming that allows for the console to output at 4K. We should find out soon enough and hopefully Microsoft or Wargaming will make a statement on the matter. We have reached out to Microsoft for clarification.

Source:
http://www.icxm.net/x/world-of-tanks-4k-xb1.html
 
#19 ·
Turn 10: DirectX 12 Has Ton of Potential, 1080p/60fps is Technical Achievement We’re Proud of




Had enough about DirectX 12 yet? Some developers are interested in the possibilities while others aren’t sure it’ll make a difference (and then there are the studios which believe the benefits will only become apparent after some time). However, there’s no denying that’s easily going to be one of the more exciting new features when it launches alongside Windows 10 and eventually arrives on Xbox One.

One such studio which is excited about DX12 is Turn 10 Studios, developer of the upcoming Forza Motorsport 6. We had a chance to talk to the game’s executive producer Ryan Cooper and while the graphics API won’t be utilized in Forza Motorsport 6, the studio is excited at the potential it presents.

“Yes, we’re really excited about DX12 and I think there is going to be a ton of potential with that. However we’re not utilizing Dx12 in Forza Motorsport 6 on Xbox One.

“We’re always looking to push the boundaries. Take our Forza Tech engine for example; that’s an engine that has been in development for over 10 years and with every version of the game we’re always trying to push the technology boundaries of what that engine can do. With the addition of night racing and racing in the rain and the ability to present that to players at 1080p/60 fps is really a technical achievement we’re proud of.

Source:
http://gamingbolt.com/turn-10-direc...p60fps-is-technical-achievement-were-proud-of
 
#20 · (Edited)
The secret sauce hits again:

PES 2016 Jumps From 720p to 1080p Thanks to Xbox One DirectX 12 SDK, MGSV May See Similar Results



More than four weeks ago gaming website Gamekyo posted information regarding their discussion with Konami's Julien Merceron, a technology director who has spent a great deal of time working on the Fox Engine. Among the details shared was something that seemed almost too good to be true at the time. Merceron stated that due to Microsoft's release of a new Xbox One SDK, Konami development members were able to improve the presentation of this year's Metal Gear Solid and Pro Evolution Soccer releases, jumping from their prior 720p resolution to a staggering 1080p.

Many took this as an non-credible rumor, with NeoGAF's EuropeOG posting that it was "confirmed bull****". Well, it turns out that it was true all along.

PES European product manager Adam Bhatti has confirmed on Twitter that PES 2016 will run at 1080p and 60FPS. His post states the following:

We got there thankfully, Xbox One #PES2016 will be 1080p

This lines up with what was claimed by Gamekyo meaning that Metal Gear Solid V: The Phantom Pain should follow suit. But this evolution means much more than just a potentially great visual experience on the Xbox One version of this year's Metal Gear Solid. If the SDK is truly impactful enough to nearly double the rendered pixels for these two games, then future Xbox One titles are sure to see similar bumps in visual fidelity.

Since the Xbox One's launch it has struggled to compete with its rival PS4 in resolution. While Metal Gear Solid V: Ground Zeroes was a particularly extreme example (720p vs 1080p), most multiplatform titles run at a higher resolution on PS4. For example, the recent Batman: Arkham Knight ran at 900p on Xbox One versus the 1080p of PS4.

Microsoft has said a lot about how it's using software to increase the ceiling of potential for the Xbox One, especially when it comes to the introduction of its touted DirectX 12 software. As a matter of fact, DirectX 12's potential has been talked up so much that many are skeptical as to how much impact it will have on future games, particularly when it comes to the Xbox One. If Konami's games are any indication, it could be a game changer.

Source:
http://www.gamerevolution.com/news/...ctx-12-sdk-mgsv-may-see-similar-results-33987
 
#21 ·
A look at DX12 by Durante:
http://www.pcgamer.com/what-directx-12-means-for-gamers-and-developers/
Given all the clear technical advantages outlined on the previous page, you might get the impression that current high-level APIs are a massive waste of resources, and that DirectX 12 and similar low-level APIs will immediately boost PC game performance to entirely new heights. While it is certainly possible to construct scenarios where that is exactly what will happen, in many common cases the benefits could be minor or even unnoticeable.

The most significant improvements to be expected from these changes are primarily reducing CPU overhead and improving parallelization. In turn, this means that performance in situations which were not CPU limited with previous APIs will not change much. In many games and genres, particularly on PCs with fast CPUs, the most noticeable effect could well be a decrease in CPU usage and power consumption.

That is not to say there is nothing to get excited about from a gamer’s perspective. While the average cinematic third person shooter on a decent desktop CPU will remain mostly unaffected, there are plenty of use cases which should benefit.

Detailed, highly interactive open world games or large-scale strategy titles with lots of moving parts are commonly CPU-limited in at least some scenarios even on higher-end systems.
 
#22 ·
I guess the time will tell.... i got MGS GZ today which is free for gold members. When the update lands i will check it out and see how much the game improved. Wondering if all developers are going to use DX12 or not when developing games for the XB1.
 
#23 · (Edited)
I got to test Fable Legends before the latest XB1 software upgrade was rolled out to the public. I wrote a rant about how crappy and how horrible the game performed as it was full of slowdowns and the graphics were ok but i expected to see more. If any of you saw my post in the random gaming though you will notice that before removing the game from my XB1 because i was pissed i decided to give it another try and had to update the game which at that time i was already running the official update with Windows 10 and DX12.

After launching the game the surprise.... the game ran like never before and the level of detail was simply impressive and all of sudden all the issues i described on my rant were gone and the game was simply running very stable and smooth as butter. I'm not sure if is due to the use of DX12 or optimizations but the update made the game better than ever before in visuals and gameplay. Sadly enough i can't share any gameplay video since is a private beta but i managed to make a screenshot where my gamertag isn't visible and here is how the game looks like running on my XB1:

Tree Sky Plant Crowd Flower


This is not the best looking place but the only spot were my gamertag wasn't visible. The level of detail, the grass, the lighting and the atmosphere is impressive eventhough is not perfect.

Today i came across this article talking about the improvements of DX12 to the XB1 as they will be able to improve some of the games and future experiences on games that use the new API. To be honest i don't expect much in comparison to PC but if they can make better use of the eSRAM and make games run better i will be pleased.

Here the article:
http://gamingbolt.com/dx12-on-xbox-...ance-improvements-may-help-fps-and-resolution

UPDATE:

I found this video which even with youtube's image quality downgrade still shows some gameplay of the game so you can see a little of the gameplay:
 
#25 · (Edited)
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