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Titanfall Dev Claims Xbox One Doesn't Need DX12 To Improve Performance

MojoKid writes: "One of the hot topics in the wake of Titanfall's launch has been whether or not DirectX 12 would make a difference to the game's sometimes jerky framerate and lower-than-expected 792p resolution. According to Titanfall developer Jon Shirling, the new Microsoft API isn't needed to improve the game's performance, and updates coming down the pipe should improve Xbox One play in the near future. This confirms what many expected since DX12 was announced — the API may offer performance improvements in certain scenarios, but DX12 isn't a panacea for the Xbox One's lackluster performance compared to the PS4. It's an API that appears to mostly address scenarios where the CPU isn't able to keep the GPU fed due to draw call bottlenecks."

15 of 117 comments (clear)

  1. Re:Titanfall's pros and cons by Joce640k · · Score: 4, Insightful

    If the framerate is jerky then they didn't plan the game properly.

    There's no excuse on a console where you know the exact resources available, right down to individual clock cycles.

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  2. Problem with releasing an underpowered console by FlyHelicopters · · Score: 5, Interesting

    Ok, fair enough, the XBox One is a vast improvement over the XBox 360 in many ways...

    But it isn't SO much of an improvement that it is drop dead obvious.

    The PS1 to PS2? Clear as day, just compare FF7 to FFX.

    The PS2 to PS3? Likewise, clear as day, compare FFX to FF13.

    How about before the PS1? SNES? Really, do I have to compare FF2 to FF7? :)

    The XBox (original) to XBox 360, night and day...

    The XBox One? Meh... it is nice, but it can't even play 1080p games, 10 years after 1080p really started to come out in any numbers.

    The PS4 is better, being 50% faster (thanks to 50% more GPU resources), but it isn't THAT much better. Neither console is really "next-gen", that would have been 4K resolution.

    Both are "fine", but fine just isn't going to cut it.

    1. Re:Problem with releasing an underpowered console by guises · · Score: 3, Insightful

      It's not about releasing an underpowered console, it's about focusing on performance as a selling point. The Wii U can't do what either of them can graphically, but it's the only one I actually want. No DRM bullshit, no ads, no camera in my living room, the games are actually fun, off screen play... I'm getting a little sick of people treating this like it's a two horse race.

    2. Re:Problem with releasing an underpowered console by FlyHelicopters · · Score: 4, Interesting

      Yes... In fairness, not all 1080P is equal, the PS4/XB1 can of course have more detail at the same resolution as the older consoles, but to the average person just looking at them, they are all "fine".

      I showed my wife the PS4 when it came out, side by side to the PS3 (which we own 2 of), yes, she said "yea, the PS4 looks nicer, but are the games any better?".

      Eh, they are of course more of the same, nothing has really changed.

      This is of course a problem... :)

    3. Re:Problem with releasing an underpowered console by FlyHelicopters · · Score: 3, Interesting

      The Wii U is nice in many ways, we own one. My 8 year old son and 5 year old daughter love Super Mario World 3D.

      It shows that graphics are nice, but not everything, great games are great games, on any console.

      The problem with the Wii U is that it is WAY overpriced for what it is. It just isn't selling and the time to get it selling has probably past, nothing Nintendo can do about it at this point.

      I recently bought an Amazon Fire TV, and frankly, it has some really nice games on it that look just as nice as most of what is on our PS3. My son has been playing the tower defense game that comes with it and has been having just as much fun with it as with anything else.

      For a $99 device that really is meant to watch TV with, that may be the real threat to PS4/XB1, if a $99 device is "good enough", how much demand is there for $500 game consoles?

      Some, to be sure... but the price needs to come down.

    4. Re:Problem with releasing an underpowered console by aliquis · · Score: 3, Interesting

      FWIV - Also 1080p games and with possibly more details and AA would still of course be nicer than 720.

      Xbox, 2001-2002. 64 MB 200 MHz DDR shared graphics memory, 733 MHz PIII-ish, 233 MHz NV2A.
      Geometry engine: 115 million vertices/second, 125 million particles/second (peak)
      932 megapixels/second (233 MHz Ã-- 4 pipelines), 1,864 megatexels/second (932 MP Ã-- 2 texture units) (peak)
      (CPU random page 3 GLFOPS, GPU? Nvidia supposedly claim 80, some Xbox book say 22 in total.)

      Xbox 360, 2005-2006, 512 MB 700 MHz GDDR3, 3,2 GHz Tri-Core PowerPC, 500 MHz Xenos, 500 MHz 10 MiB eDRAM.
      Maximum vertex count: 6 billion vertices per second, 240 GFLOPS
      Maximum pixel fillrate: 16 gigasamples per second fillrate using 4X multisample anti aliasing. Maximum texel fillrate: 8 gigatexels per second (16 textures Ã-- 500 MHz)

      Xbox One, 2013-2014, 8 GB DDR3, 1.75 GHz Octo-core AMD APU, 853 MHz AMD GCN, 32 MB ESRAM.
      1.31 TFLOPS.
      "Xbox One supports 4K resolution (3840Ã--2160) (2160p) video" (So for something like "New super mario bros" I guess 4K wouldn't had been impossible.)

      I don't know how much you can trust the numbers but from the claimed GFLOPS numbers Xbox One with be 5.5 * Xbox 360 which would be 3 * Xbox.

      But it took 4 years to get to Xbox 360 and 8 years to get to Xbox One.

      Still obviously better.
      Previously my impression was that consoles use close to top of the line hardware when released and as is I don't see the AMD APU as such, but it's still GTX 650-650TI area and more GK106 GTX 660 for the PS4 (looking at gflops alone.)

      That isn't the best you can get but it just recently was the "reasonable budget high-end" or something such, isn't the 760 still same GPU but higher clocked? Sure going all the way to 770/780/R290X may be worth it from a price/performance perspective but it's still up there.

      People have problem enough running QHD games with one graphics card. Gaming (advanced looking game) isn't something which would happen with current gen graphics so that's totally out of the question.

    5. Re:Problem with releasing an underpowered console by Emetophobe · · Score: 4, Informative

      That BS. Microsoft and Sony fanboys mocked the Wii for targeting 720p. According to them they had all the games in glorious 1080p while Wii peasant didn't had real HD.

      Correction: The Wii was 480p, not 720p.

    6. Re:Problem with releasing an underpowered console by VortexCortex · · Score: 4, Informative

      The PS3 plays a lot of games at 1080p native...

      There is nothing wrong with the PS4/XB1, other than for $400/$500, they don't really offer anything new.

      PS1 was the first major 3D console, it was a massive improvement over the SNES.

      The PS2 offered DVD, vastly upgraded graphics, etc.

      The PS3 offered Blu-Ray, 1080p, and the first serious online console (from Sony).

      The PS4? Meh, it is a faster PS3, but otherwise, it doesn't offer anything new.

      Um...The PS3 renders very few games at 1080p native. Maybe a dozen titles out of the entire catalog.

      Don't forget the other dimension. 1080 is only 360 more than 720, but 1920 is over 800 more pixels than 1280. IMO, that's the dimension we should be talking about, since its more significant. However, per pixel calculation load scales with area, not 1/2 perimeter. So, if we look at total pixels: 1280x720p = 921,600 pixels, and 1920x1080p = 2,073,600, the difference being 1,152,000, so a lot of people don't understand that going from 720 to 1080 is MORE THAN TWICE the pixels, in pixel shader costs you might as well be rendering a full secondary screen.

      Now, that's not to say the total cost in rendering will absolutely increase over two fold. Full screen effects like Bloom or HDR are going to come it at about twice the cost. Interpolating a texture coordinate to look up pixel values is cheap compared to most any shader program, even to do something like cube-map specular highlight/reflections, bump mapping (I prefer parallax mapping), shadow mapping, or etc. However, the complexity of geometry calculations can be the same at both resolutions. In a ported / cross-platform game the geometry assets are rarely changed (too expensive in terms of re-rigging and all the animations, testing, etc.) so given slightly better hardware a game at the same resolution will have the prime difference be in adding more particle effects, increased draw distance, maybe even a few whole extra pixel sharers (perhaps the water looks way more realistic, or flesh looks fleshier, blood is bloodier, reflections are more realistic, etc.)

      Jumping up to 1080p makes your pixel shader cost a lot more frame time. Developing for 1080p vs 720p would optimally mean completely reworking the graphics and assets and shaders to adapt to the higher shader cost, maybe cut down on pixel shader effects and add more detailed geometry. I encounter folks who think "1080 isn't 'next gen', 4K would have been next gen" -- No, that's ridiculous. 1080p is "next gen resolution", but the new consoles are barely capable of it while having a significant degree of increase in shader complexity from last gen, and we're seeing diminishing returns on increasing the resolution anyway. So, I wouldn't call the consoles quite 'next-gen' in all areas. IMO, next gen console graphics would handle significantly more shaders while running everything smoothly at 1080p, just like the above average gaming PC I got my younger brother for his birthday which kicks both PS4 and Xbone's ass on those fronts. That would be the sort of leap in graphics scale between PS1 and PS2 or Xbox and the 360. 4K would be a generation beyond 'next-gen' because of the way shaders must scale with resolution.

      One of the main advances this new console generation brings is in the way memory is managed. Most people don't even understand this, including many gamedevs. Traditionally we have to had two copies of everything in RAM, one texture loaded from storage to main memory, and another copy stored in the GPU; Same goes for geometry, but sometimes even a third lower detail geometry will be stored in RAM for the physics engine to work on. The other copy in main RAM is kept ready to shove down the GPU pipeline, and the resource manager tracks which assets can be retired and which will be needed to prevent cache misses. That's a HUGE cost in total RAM. Traditionally this bus bandwidth has been a prime limitation in interactivit

  3. I thought current consoles were like current PCs by _Shorty-dammit · · Score: 4, Insightful

    Only they're also known targets, and should be able to be easily programmed for, as a result. Performance for 1920x1080 shouldn't be an issue for any title on the hardware available. It boggles the mind at how poor these developers must be if they can't even target known hardware, console-style, and get good performance out of the thing. Average PC game devs don't seem to have any problem doing so on the PC, and that's a moving target. Why would any competent devs have a problem with a fixed target? They've got decent CPUs. They've got decent GPUs. They've got a decent amount of RAM. Yet they found a way to get horrible performance out of it. Send in the firing squad.

  4. Re:Titanfall's pros and cons by JavaBear · · Score: 4, Informative

    MS pulled a fast one at E3, wehre they used high end PC's to demo the XBox One.
    IIRC MS later claimed that these were "representative" and also used for development. However, if these were the machines the devs were using to develop their game, it's no wonder they exceeded the available resources on the console.
    http://www.techpowerup.com/185...

  5. Yes and no by Sycraft-fu · · Score: 3, Insightful

    So they are a bit different, hardware wise. A big difference is unified memory. There is only one pool of memory which both the CPU and GPU access. That's makes sense since the CPU and GPU are also on the same silicon, but it is a difference in the way you program. Also in the case of the Xbone they decided to use DDR3 RAM, instead of GDDR5, which is a little slow for graphics operations, but the APU (what AMD calls the CPU/GPU combo chips) has 32MB of high speed embedded RAM on it to try and buffer for that.

    Ok so there are some differences. However that aside, why the problem with the target? Visual quality. Basically, a video card can only do so much in a given time period. It only can push so many pixels/texels, only run so many shaders, etc. So any time you add more visual flair, it takes up available power. There's no hard limit, no amount where it stops working, rather you have to choose what kind of performance you want.

    For example if I can render a scene with X polygons in 16ms then I can output that at 60fps. However it also means that I can render a scene of 2X polygons in about 33ms, or 30fps.

    So FPS is one tradeoff you can make. You don't have to render at 60fps, you can go lower and indeed console games often do 30fps. That means each frame can have more in it, because the hardware has longer to generate it.

    Another tradeoff is resolution. Particularly when you are talking texture related things, lowering the output resolution lowers the demand on the hardware and thus allows you to do more.

    So it is a tradeoff in what you think looks best. Ya, you can design a game that runs at 1080p60 solid. However it may not look as good overall as a game that runs at 720p30 because that game, despite being lower FPS and rez, has more detail in the scenes. It is a choice you have to make with limited hardware.

    On the PC, we often solve it by throwing more hardware at the problem, but you can't do that on a console.

  6. Re:Titanfall's pros and cons by Anonymous Coward · · Score: 5, Interesting

    Those machines were representative of what dev teams - even internal MS dev teams - were told the console would be capable of at launch.

    XB1 Platform team MASSIVELY screwed the pooch on those promises and what the teams got was a gaming console that was startlingly bad at drawing verts and triangles. Some titles had to smash practically all non-hero asset shaders down to early DX9 era diff / spec / norm, and cut scene vert budgets to levels on par with Far Cry (the first one, with no plot and bad voice acting) and RtCW.

    So, yeah. Don't blame the game dev and art teams on this one. Blame the platform team and upper management that promised hemorrhaging-edge next-gen capability and handed the game teams a TiVo with a graphics card soldered to it.

  7. It wasn't profit by rsilvergun · · Score: 4, Interesting

    They over estimated the cost of GDDR5. You can only lose so much money on your console, and Microsoft has lost massive amounts for 2 generations.

    They thought the price of GDDR5 was going to be so high they console would sell for more than people could pay. Remember the $799 3DO? No. There's your answer.

    They tried to make up for it by putting 64 megs of high speed on die cache, but again screwed up. The cache was expensive and took up space on the CPU die that Sony used for more Cuda cores.

    So yeah, it was a money decision, but it wasn't about profit, it was about making a console people could afford. Both companies guessed, and Microsoft guessed wrong.

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  8. Re:Titanfall's pros and cons by badboy_tw2002 · · Score: 3, Funny

    I've played both and I'm actually partial to the XOne version. The game "feels" better designed for a game pad vs mouse/keyboard, and it has the pacing that's better suited to relaxing on the couch. WIth the titans, the fast twitch you get with the mouse isn't as big a deal, and the wall running stuff lend's itself better to a controller situation. I think a lot of FPS stuff fails to translate to console, but some of them can be quite good if the dev's think about it beyond "right stick == mouse look".

  9. Makes sense by Sir_Sri · · Score: 3

    If you look at the Mantle benchmarks for various games it's pretty clear that it doesn't get you much on half decent systems, and on high end systems you're looking a negligible effect. I would think the same is true of DX12, which does the same basic thing.

    For all the complaining about the Xb3 it's not terrible hardware, it's some odd choices compared to the PS4 and it's slow compared to a high end PC. But it's not in an absolute sense bad hardware.