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DX12 confermate su Xbox One tutti i particolari al GDC 2014

Discussione in 'Notizie dal Web' iniziata da nick69, 8 Marzo 2014.

  1. nick69

    nick69 Tribe Member

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    DirectX12 Quietly Confirmed for Xbox One, Details Coming on March 20 At GDC 2014
    By Sehran Shaikh

    Its seems like Microsoft quietly confirmed DirectX12 support to Xbox One. The official website of DirectX12 has been updated added the Xbox One logo. So a good news for Xbox community.

    In another news, Microsoft has confirmed that Microsoft will debut its DirectX 12 API at GDC 2014 press conference on March 20 in San Francisco. The presentation is named as "DirectX: Evolving Microsoft's Graphics Platform", and will be led by Microsoft Graphics Development manager "Anju Gosalia".

    "You asked us to bring you even closer to the metal and to do so on an unparalleled assortment of hardware," reads official description of the presentation. "You also asked us for better tools so that you can squeeze every last drop of performance out of your PC, tablet, phone, and console."

    "Come learn our plans to deliver," says Microsoft. A picture for the presentation also includes logos from AMD, Intel, Nvidia, Qualcomm. It has just been updated with LOGO OF XBOX ONE as well.

    You can check out the snapshot below.

    [​IMG]


    Codice:
    http://www.gamepur.com/news/13924-directx12-quietly-confirmed-xbox-one-details-coming-march-20-gdc-2014.html
  2. Fifù

    Fifù Tribe Member

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    Pesano però.. probabilmente tagliano su qualcosa.
    A MmK83 piace questo elemento.
  3. nick69

    nick69 Tribe Member

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    Microsoft hints that DirectX 12 will imitate Mantle, but AMD insists its API has a bright future

    [​IMG]



    Multiple sessions at the upcoming GDC (Game Developers Conference[​IMG]) are teasing the existence of a new, low-level series of APIs coming to both Direct3D and OpenGL. Nvidia has already given several talks on reducing driver overhead in OpenGL (a substantial example of one such presentation is available online), but the input from Microsoft is new.
    In fact, as some of you may recall, an AMD executive publicly stated a year ago that there was no “DirectX 12″ on the Microsoft roadmap. Microsoft responded to those comments by affirming that it remained committed to evolving the DirectX standard — and then said nothing more on the topic. Then AMD launched Mantle, with significant support from multiple developers and a bevy of games launching this year — and apparently someone at Microsoft decided to pay attention.
    Note: Microsoft has not confirmed “DirectX 12″ as an actual brand name for the next-generation of DX technology. It’s used here as the most logical version number.
    The GDC webpage for one of the DirectX talks states ” You asked us to bring you even closer to the metal and to do so on an unparalleled assortment of hardware. You also asked us for better tools so that you can squeeze every last drop of performance out of your PC[​IMG], tablet, phone and console. Come learn our plans to deliver.”
    Sound familiar?
    The Mantle Angle
    We’ve spoken to several sources with additional information on the topic who have told us that Microsoft’s interest in developing a new API is a recent phenomenon, and that the new DirectX (likely DirectX 12) will substantially duplicate[​IMG] the capabilities of AMD’s Mantle. The two APIs won’t be identical — Microsoft is doing its own implementation — but the end result, for consumers, should be the same: lower CPU overhead and better scaling in modern titles.
    [​IMG]
    This has already been read in several circles as to be the death knell for AMD’s custom API, but such claims are short-sighted, for multiple reasons. First, there’s the fact that DirectX 12 is almost certainly 12-18 months away. Second — and equally important — there’s the fact that Microsoft has been locking DirectX releases to Windows versions. DirectX 11.1 is only available on Windows 8; DirectX 11.2 is only available on Windows 8.1. Microsoft has every reason to synchronize the launch of DX12 with its next version of Windows — and if it follows its typical MO, that means DirectX 12 will be most likely be a Windows 9 exclusive.
    Microsoft, of course, doesn’t have to play its cards that way, but if it does, Mantle may remain relevant as a cross-platform alternative for extending close-to-metal benefits across the gaming[​IMG] stack. Of course, OpenGL may or may not be capable of performing the same tasks in the same time frame — but less is known on that front. Hardware support could also complicate matters — if DirectX 12 closely maps to Mantle, it’s possible that today’s GCN GPUs will still support it. Alternately, if it doesn’t, then Mantle may become the preferred option for ensuring broad backwards compatibility.
    And if Mantle is ultimately subsumed by DirectX — so what? When I first talked to AMD about the next-generation API at APU13, the developers candidly told me that the long-term goal was to get Microsoft and the Khronos Group in charge of OpenGL to adopt a Mantle-like architecture. The entire point of Mantle was to spur game development and drive the adoption of a better standard.
    AMD has released an official statement on the matter, saying:
    Yesterday several articles were published that reported that DirectX and OpenGL are being extended to include closer-to-metal functionality and reduced CPU overhead. AMD supports and celebrates a direction for game development that is aligned with AMD’s vision of lower-level, ‘closer to the metal’ graphics APIs for PC gaming. While industry experts expect this to take some time, developers can immediately leverage efficient API design using Mantle, and AMD is very excited to share the future of our own API with developers at this year’s Game Developers Conference.
  4. nick69

    nick69 Tribe Member

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    Anuj Gosalia, Development Manager for Windows Graphics di Microsoft[​IMG], terrà infatti una sessione intitolata "DirectX: Evolving Microsoft's Graphics Platform". L'evento è accompagnato da una breve descrizione, che vi riportiamo di seguito: "Per quasi 20 anni DirectX è stata la piattaforma usata dagli sviluppatori per creare rapidamente i giochi graficamente più impressionanti del pianeta".
    "Ci avete però chiesto di fare di più. Ci avete chiesto di portarvi ancora più vicino al chip grafico e di farlo su una quantità di hardware senza eguali. Ci avete anche chiesto strumenti migliori in modo che possiate spremere fino all'ultima goccia prestazionale dal vostro PC, tablet, smartphone e console. Venite a conoscere i nostri piani".
    A RAMIREZ!doEverything!, thomas83, Fifù e 1 altro utente piace questo messaggio.
  5. MmK83

    MmK83 Tampax Compak

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    Sentire parlare la MS di oggi è come guardare un trailer di un film.Il trailer è sempre bello...il film anche no :asd:.
  6. RAMIREZ!doEverything!

    RAMIREZ!doEverything! (almostEverything!IcannotUseDisqus!)

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    Saranno una bella sorpresa per tutti queste dx12, Xbox One è stata praticamente studiata intorno a loro quindi non daranno problemi di tagli ecc...
    Conferma quasi l'ipotesi che sia uscita prima appunto per non lasciare ps4 sola al lancio.
    A Seba, nick69 e thomas83 piace questo elemento.
  7. nick69

    nick69 Tribe Member

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    DX12 May Allow Xbox One To Save GPU Time, Render Ray Tracing, SuperFog And Custom Effects
    09th, Mar. 2014

    The Xbox One hasn’t been having a good time as far as graphical prowess goes – several months after its release and it’s still faltering behind the PlayStation 4 in terms of high resolution textures, output resolution and frame rate. While we know that DirectX 12 will be heading to the console soon enough, there could be more to the API than just trying to help with the frame rate and resolution.
    In fact, the API won’t have anything to do with increasing the resolution to whatever the standard is these days. However, what it can do is free up GPU resources through efficient hardware acceleration. So effects like ray tracing, superFog or whatever custom effects we may see down the line will be implemented and thus allow for an improved frame rate and resolution now that the GPU is free for those tasks.
    It will also allow for better adoption on the PC, making the architecture even more similar and allowing developers to implement the same effects on the Xbox One without worrying about what to cut or add for the PC version and vice versa. But more than anything else, this indicates the Xbox One’s GPU is not as similar to the PS4′s initially revealed. Microsoft apparently has a deal with AMD but it means that the 7000 series Radeon isn’t what the Xbox One is packing.
    Whatever be the case, Microsoft’s Xbox One obviously hasn’t revealed its full graphical potential by a long shot. While there may be problems now and limitations with the eSRAM, it’s easy to understand now why Microsoft isn’t all that worried. Another point to be noted that despite limitations due to eSRAM, it was designed in a manner to support tiled texture streaming in an extremely fast manner. The eSRAM was initially supposed to be using DX 11.2 but now with a newer version on the way it will be interesting to see whether developers will be willing to work around the bottlenecks and invest more time in it so that they can get the desired results.
    What are your thoughts? Let us know below.
    Reference: Reddit

    Codice:
    http://gamingbolt.com/dx12-may-allow-xbox-one-to-save-gpu-time-render-ray-tracing-superfog-and-custom-effects