Xyleph
L99: LIMIT BREAKER
- Seit
- 9 Mai 2006
- Beiträge
- 42.052
Das wird bei einer Konsolen weniger die Problematik sein. Deine angesprochene Thematik bezieht sich auf den Overhead bei CPUs. Das war bei der PS4 (keine DX API) von Anfang an kein Problem und bei der One nur anfänglich. Dazu gibt es auch ein Interview (2014) von Digital Foundry mit Oles Shishkovstov, CTO von 4K Games.
Quelle: https://www.eurogamer.net/articles/...its-really-like-to-make-a-multi-platform-game
Digital Foundry: DirectX 11 vs GNMX vs GNM - what's your take on the strengths and weakness of the APIs available to developers with Xbox One and PlayStation 4? Closer to launch there were some complaints about XO driver performance and CPU overhead on GNMX.
Oles Shishkovstov: Let's put it that way - we have seen scenarios where a single CPU core was fully loaded just by issuing draw-calls on Xbox One (and that's surely on the 'mono' driver with several fast-path calls utilised). Then, the same scenario on PS4, it was actually difficult to find those draw-calls in the profile graphs, because they are using almost no time and are barely visible as a result.
In general - I don't really get why they choose DX11 as a starting point for the console. It's a console! Why care about some legacy stuff at all? On PS4, most GPU commands are just a few DWORDs written into the command buffer, let's say just a few CPU clock cycles. On Xbox One it easily could be one million times slower because of all the bookkeeping the API does.
But Microsoft is not sleeping, really. Each XDK that has been released both before and after the Xbox One launch has brought faster and faster draw-calls to the table. They added tons of features just to work around limitations of the DX11 API model. They even made a DX12/GNM style do-it-yourself API available - although we didn't ship with it on Redux due to time constraints.
Quelle: https://www.eurogamer.net/articles/...its-really-like-to-make-a-multi-platform-game