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."
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.
No sig today...
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.
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.
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...
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.
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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