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Mar 20 2014 06:10pm
To keep this thread limited in spam, please ignore angry Sony fanboys.

MS owns this so it will be limited to MS products. Nothing going to Sony.


General overview(tldr version).. Xbox mainly runs through one out of the 4 cores in the console. dx12 will spread all that power out to all 4 cores allowing for a 50% increase in performance.

New software will be used for enhancing textures and collision detection while using less resources which will more than likely enable the console to eventually reach that 1080/60 threshold. But also improving visuals.

http://www.ign.com/articles/2014/03/20/gdc-microsoft-reveals-directx-12-xbox-one-improvements

core usage picture comparison between dx11 and the new dx12
http://core0.staticworld.net/images/article/2014/03/direct3d11-vs-direct3d12-100251210-orig.jpg


Quote
http://blogs.msdn.com/b/directx/archive/2014/03/20/directx-12.aspx

DirectX 12 introduces the next version of Direct3D, the graphics API  at the heart of DirectX.  Direct3D is one of the most critical pieces of a game or game engine, and we’ve redesigned it to be faster and more efficient than ever before.  Direct3D 12 enables richer scenes, more objects, and full utilization of modern GPU hardware.  And it isn’t just for high-end gaming PCs either – Direct3D 12 works across all the Microsoft devices you care about.  From phones and tablets, to laptops and desktops, and, of course, Xbox One, Direct3D 12 is the API you’ve been waiting for.

What makes Direct3D 12 better?  First and foremost, it provides a lower level of hardware abstraction than ever before, allowing games to significantly improve multithread scaling and CPU utilization.  In addition, games will benefit from reduced GPU overhead via features such as descriptor tables and concise pipeline state objects.  And that’s not all – Direct3D 12 also introduces a set of new rendering pipeline features that will dramatically improve the efficiency of algorithms such as order-independent transparency, collision detection, and geometry culling.

Of course, an API is only as good as the tools that help you use it.  DirectX 12 will contain great tools for Direct3D, available immediately when Direct3D 12 is released.

We think you’ll like this part:  DirectX 12 will run on many of the cards gamers already have.  More on that in our FAQ.

Where does this performance come from?

Direct3D 12 represents a significant departure from the Direct3D 11 programming model, allowing apps to go closer to the metal than ever before.  We accomplished this by overhauling numerous areas of the API.  We will provide an overview of three key areas: pipeline state representation, work submission, and resource access.
Pipeline state objects

Direct3D 11 allows pipeline state manipulation through a large set of orthogonal objects.  For example, input assembler state, pixel shader state, rasterizer state, and output merger state are all independently modifiable.  This provides a convenient, relatively high-level representation of the graphics pipeline, however it doesn’t map very well to modern hardware.  This is primarily because there are often interdependencies between the various states.  For example, many GPUs combine pixel shader and output merger state into a single hardware representation, but because the Direct3D 11 API allows these to be set separately, the driver cannot resolve things until it knows the state is finalized, which isn’t until draw time.  This delays hardware state setup, which means extra overhead, and fewer maximum draw calls per frame.

Direct3D 12 addresses this issue by unifying much of the pipeline state into immutable pipeline state objects (PSOs), which are finalized on creation.  This allows hardware and drivers to immediately convert the PSO into whatever hardware native instructions and state are required to execute GPU work.  Which PSO is in use can still be changed dynamically, but to do so the hardware only needs to copy the minimal amount of pre-computed state directly to the hardware registers, rather than computing the hardware state on the fly.  This means significantly reduced draw call overhead, and many more draw calls per frame.


Command lists and bundles

In Direct3D 11, all work submission is done via the immediate context, which represents a single stream of commands that go to the GPU.  To achieve multithreaded scaling, games also have deferred contexts available to them, but like PSOs, deferred contexts also do not map perfectly to hardware, and so relatively little work can be done in them.

Direct3D 12 introduces a new model for work submission based on command lists that contain the entirety of information needed to execute a particular workload on the GPU.  Each new command list contains information such as which PSO to use, what texture and buffer resources are needed, and the arguments to all draw calls.  Because each command list is self-contained and inherits no state, the driver can pre-compute all necessary GPU commands up-front and in a free-threaded manner.  The only serial process necessary is the final submission of command lists to the GPU via the command queue, which is a highly efficient process.

In addition to command lists, Direct3D 12 also introduces a second level of work pre-computation, bundles.  Unlike command lists which are completely self-contained and typically constructed, submitted once, and discarded, bundles provide a form of state inheritance which permits reuse.  For example, if a game wants to draw two character models with different textures, one approach is to record a command list with two sets of identical draw calls.  But another approach is to “record” one bundle that draws a single character model, then “play back” the bundle twice on the command list using different resources.  In the latter case, the driver only has to compute the appropriate instructions once, and creating the command list essentially amounts to two low-cost function calls.

Descriptor heaps and tables

Resource binding in Direct3D 11 is highly abstracted and convenient, but leaves many modern hardware capabilities underutilized.  In Direct3D 11, games create “view” objects of resources, then bind those views to several “slots” at various shader stages in the pipeline.  Shaders in turn read data from those explicit bind slots which are fixed at draw time.  This model means that whenever a game wants to draw using different resources, it must re-bind different views to different slots, and call draw again.  This is yet another case of overhead that can be eliminated by fully utilizing modern hardware capabilities.

Direct3D 12 changes the binding model to match modern hardware and significantly improve performance.  Instead of requiring standalone resource views and explicit mapping to slots, Direct3D 12 provides a descriptor heap into which games create their various resource views.  This provides a mechanism for the GPU to directly write the hardware-native resource description (descriptor) to memory up-front.  To declare which resources are to be used by the pipeline for a particular draw call, games specify one or more descriptor tables which represent sub-ranges of the full descriptor heap.  As the descriptor heap has already been populated with the appropriate hardware-specific descriptor data, changing descriptor tables is an extremely low-cost operation.

In addition to the improved performance offered by descriptor heaps and tables, Direct3D 12 also allows resources to be dynamically indexed in shaders, providing unprecedented flexibility and unlocking new rendering techniques.  As an example, modern deferred rendering engines typically encode a material or object identifier of some kind to the intermediate g-buffer.  In Direct3D 11, these engines must be careful to avoid using too many materials, as including too many in one g-buffer can significantly slow down the final render pass.  With dynamically indexable resources, a scene with a thousand materials can be finalized just as quickly as one with only ten.


This post was edited by cSwish on Mar 20 2014 06:10pm
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Mar 20 2014 06:23pm
You posted this yesterday, remember? Everyone here had a good laugh about how xbox1 can finally keep up in terms of graphics..... When it comes to mine craft that is. Let's not forget that this update is on weaker hardware. So no matter what you do, it will not compare to ps4.

They'd have to completely remake some components.
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Mar 20 2014 06:27pm
Glad they are doing this. People underestimate what a simple change like this can make and will continue to make over time. Wonder how this will work with APPS though.

This post was edited by WolfOfHonor on Mar 20 2014 06:28pm
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Mar 20 2014 06:38pm
Quote (AnGeRBoX @ Mar 20 2014 08:23pm)
You posted this yesterday,  remember?  Everyone here had a good laugh about how xbox1 can finally keep up in terms of graphics..... When it comes to mine craft that is. Let's not forget that this update is on weaker hardware. So no matter what you do, it will not compare to ps4.

They'd have to completely remake some components.


how's that prebuilt pc working out for you?

lmfao
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Mar 20 2014 06:39pm
Quote (Hoos @ Mar 20 2014 07:38pm)
how's that prebuilt pc working out for you?

lmfao


I don't have a pc. I have a laptop. Good one tho little guy =p not a pc gamer at all.
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Mar 20 2014 06:42pm
Quote (AnGeRBoX @ Mar 20 2014 08:39pm)
I don't have a pc. I have a laptop. Good one tho little guy =p not a pc gamer at all.


LOL nice try lucas
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Mar 20 2014 06:42pm
Even the wii u has better games than xbox. Have any of you tried monster hunter 3? The game is fuckin PRO - PER! way better than gears of trash or trashinfall.
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Mar 20 2014 06:43pm
Quote (Hoos @ Mar 20 2014 07:42pm)
LOL nice try lucas


Try what? This guy talks to me like he's watching me thru the bushes on my front lawn or something lmfao

You sad little guy. Don't be upset because I'm everything you want to be and more ♡
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Mar 20 2014 09:21pm
I read about a holiday 2015 release window. Any word on an official date? It just seems so far away for some software.
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Mar 20 2014 10:00pm
Quote (BlindRage @ Mar 20 2014 10:21pm)
I read about a holiday 2015 release window. Any word on an official date? It just seems so far away for some software.


this is so companies can start using the new tech. working out the bugs it may have. etc

id assume itll be done for windows 9 launch.

This post was edited by cSwish on Mar 20 2014 10:00pm
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