Stardock CEO Praises DirectX 12 & Mantle, PS4 Fans Will Have Something Exciting To Rejoice About Soon

Brad Wardell on the upcoming API, PS4 and Xbox One capabilities and more.

Posted By | On 25th, Jan. 2015 Under News | Follow This Author @GamingBoltTweet


Ever since the Windows 10 event that took place earlier this week, there is a lot of expectation regarding DirectX 12 and how it can possibly change the games development scene on Xbox One and PC. Stardock’s CEO Brad Wardell has shared his thoughts about the new API as well as AMD’s Mantle in a number of tweets.

As expected the true potential of DirectX 12 will only start showing when developers start using them in the right manner. This same thought is echoed by Brad as DX 12 won’t improve the visuals and performance magically. According to Brad, a number of effects will become easier with both Mantle and DX12, such as temporal aliasing, object space rendering, and support for tons of light sources which will result into games looking more profound and subtle. In fact, he is already implementing those in Mantle already.

However, Brad also believes that PS4 will also have something in store. He teases that fans will soon have something to rejoice about. Perhaps, he knows that something is going to be announced soon. Most of the stuff that Sony does with PlayStation’s technology is behind closed doors since they use a custom API for the PS4. Who knows, may be they are having a closed door session at GDC this March. Regardless, this goes to show that both consoles will eventually get better with time. And finally, Brad thinks that both PS4 and Xbox One have capable hardware but is puzzled as most games are running at 30 frames per second on them.

It’s indeed intriguing to know that both PS4 and Xbox One will keep their respective pace with new technology. We simply can’t wait to see what this brings to the table in 2016 and further ahead in the future.


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  • GHz

    Brad is always blessing us with good news. I imagine that what he is talking about is a major driver update for the PS4’s APIs, being that GNM/GNMX is already mantle like.

    Will this be a driver that up GPU performance or CPU performance? 😀

    • Guest

      Probably the higher level GNMX accepting the newer DX12 calls in this context

    • Psionicinversion

      probably CPU becuase it sux…. most PS4 games have no NPC’s or AI running around because it cant handle anything. AC UNity cripples it becuase of its NPC count

    • Guest

      Really? then it cripples the X1’s CPU too, cuz there is only like a 2-3 frame difference between them at most (the X1 and PS4 version since update 1.04)

    • Psionicinversion

      Why don’t you try reading what comments are in response to before you say your completely ignorant BS comments

    • Jeff Pee

      as a developer, cause you seem like one, in what ways does the X1 & PS4 CPUs differ? Where is the PS4 CPU lacking? I’m sure there are test some where or maybe you’ve done them yourself. I’m really curious about this, people say the X1>PS4 CPU and PS4>X1 GPU.

    • Psionicinversion

      DX12 multithreaded loading and the ability for the CPU to talk to ALL GPU cores at once, theres no book keeping in DX anymore i think, you can bundle everything up with 1 command now. All that is going to give the X1 the CPU and GPU bump it needs to get to its full potential.

      Dx11 is a dog crap API, very old and really inefficient way of doing everything so all thats now changed. When intel showed a demo that i saw a few days back from that win 10 event, running on surface pro 3 of an asteroid field they locked the frame rate to 29fps (what it was running) then flicked the demo to DX12 from DX11 and the CPU usage dropped by about 66%. Of course thats a demo built to hammer the CPU so it wont be as big a saving in the real world but it shows what DX12 can do and how software can help alot with hardware if the software on it is inefficient.

      So DX12 and windows 10 is the software X1 was designed for and they just had to cobble together DX11 for it untill it was ready

    • Jeff Pee

      thanks, that mostly went over my head but gives me something to read up on.

    • Ian Williams

      Google it, what you said is right.

    • Oddy Chanz

      From reading the specs I would think the Xb1 has a better CPU then the ps4 but the Ps4 has a Better GPU then the xb1. That beast like GPU in the Ps4 makes all the difference when it comes to graphics and ofc the ps4 can process more ram because the larger bandwidth has GDDR5 vs the xb1 DDR3 ram. The Xb1 has about 10% more CPU power then the PS4
      But the PS4 has a 50% more GPU power and that’s a huge Difference.
      You don’t need to be a developer to know the differences in performance. It only take some tech intelligence anyone can have with just a high school level of education. I learned this stuff through research and experiencing how different computer part perform over the year buying different laptops and study what the responsibility of the different parts. My research begin back a year before Both consoles wear launched. It don’t take a really smart person it just takes someone willing to learn a little more.

    • TheWayItsMeantToBePlayed

      Nah, there’s a few drawbacks to the PS4. It has limited bandwidth due to the GDDR5 where it’s realistically getting 140GB’s a second (Not the peak 176GB’s Sony tried to push at it’s max. Weasel words) and when you have to ask everything. It can’t hit the architecture like the added ACE cues and it really just has 14 CU’s available. Lots of redundant architecture. Sony’s insistence of MOAR NUMBERS still isn’t going to change they made some dumb choices when they would have had a better performance gain from a 4GB DDR3 + 4GB GDDR5 split

      Even with OpenGL Next and HSA, it’s probably not going to solve it’s problems since there’s so many elements that are conflicting with each other and capping out the system.

    • Psionicinversion

      i thought devs already confirmed it can run fully at 176GB/s well, when the CPU isnt being used much at least?

    • Guest

      No, it pretty much maxes out at 140GB/s.

    • TheWayItsMeantToBePlayed

      Only 140GB under load. 176GB is the theoretical peak which can only be achived in some circumstances.

      Sony were sneaky in their PR posting theoretical peaks and “it might do this” weasel words because everyone but PC gamers were ready to swallow whatever guff Mark Cerny would spout even when PC developers were saying “No. That’s not going to happen”.

    • Jeff Pee

      They all use PR talk, come on you should know this and you shouldn’t be surprised. No one gives you actual real world numbers. Thats the way it’s always been. Remember when the X1 had a theoretical peak of 200GB? I think they added the ESRAM figure into that… It’s all PR, they just want your money.

    • TheWayItsMeantToBePlayed

      Geee. Why am I surprised someone with a post history worshiping Sony would jump in screaming “BUT M$ TOO!”

      FYI, NVIDIA gives real world data with it’s cards specifications, not PR guff. So there’s no excuse for either of them and certainly no excuse for Sony overselling it’s hardware

    • Jeff Pee

      Oh so you went through my post history and only was the post where I’m trying to disprove fangirls and thought I was a Sony worshiper? So I can’t answer fangirls who are spitting BS?

      Did I say “BUT M$ TOO!” Did I use “M$” when I mentioned Microsoft? Geee you come off like someone who’s really frustrated and mad at anybody who defends Sony or has an opinion that differs from your. Dude you should take a break from comments/forums you seem on edge and ready to throw down digitally with anyone who disagrees with you… chill out dude, you seem close to having an aneurysm.

      Oh so… SONY is the only one? theyre the only ones who have ever inflated specs, if youre gonna tell me that is the case… then I’ll take your word for it.

    • Mark

      Theoretically, according to Hot Chips and other sources, total bandwidth is 268GB/s. 102 read/write simultaneously over ESRAM. 68GB/s DDR3. Obviously all theory.

      Real world, for ESRAM up to 150GB/s, per Microsoft engineers. DDR3 up to 50GB/s. Equalls around 200, when both resources of RAM are used “concurrently”. People had issue wether both could be used SIMULTANEOUSLY. Microsoft did say that yes u can, referencing the fact the 360 did this with DRAM.

      So to be fair ur right about numbers thrown around, but in many slides MS did note theoretical performance. I feel u tho. People need to chill out with all these numbers lol. I’m luving my GAMES!

    • GHz

      That last part…People need to chill out with all these numbers lol. I’m luving my GAMES! 🙂
      Amen to that my dude!

    • Pops

      They better fix that CPU bottleneck first

    • Guest

      What CPU bottleneck? Whatever bottleneck PS4 has the X1 has too. Oh btw, why is Saints Row running at a higher frame rate on the PS4 if the X1 has this supposed faster CPU? You fanboys are so dumb.

    • Guest

      How does the driver/API dynamic work? The driver is more important right? Im confused about what each does, the driver, API and engine.

  • Psionicinversion

    i wonder how much of DX12 MS gave to sony to develop there own stuff with it. Sony cant think for themselves but im sure they will make it sound like they came up with everything

    • bruce livingston

      Must suck getting crushed by a company that can’t think for themselves, poor MS 🙁

    • Nathan O

      MS is getting crushed by Sony?? News to me

    • GHz

      MS made it clear that DX12 is exclusive windows 10 devices. My question though is, how will the arrangement with Sony’s use of DX11.2 on the PS4, compare here, now that we have the term “exclusive” in the mix? Is it a stricter situation where Sony wont be allowed to use DX12 in any form? PS4s APIs are said to be mantle like so on that front, I don’t see Sony worrying at all.

    • Psionicinversion

      yeah, i cant imagine MS would give them the DX12 specific features because it would also mean sharing hardware R+D and MS isnt going to pony up billions just for sony to have it for free.

      The PS4 already uses things like VXGI ( the tomorrow children) which is part of 12/11.3.

      If sonys system already uses mantle like API and its CPU still sucks that much its going to be in big trouble i think. I think AC Unity could of possibly run at 1080p or at least the same or higher detail level on X1 with DX12 just purely down to the CPU optimisations being able to handle all the NPC’s because thats the main killer. It beats the PS4’s framerate now and look at most PS4 games, its like they avoid NPC’s like the plague everywheres deserted with it.

      Would be really good to see a Dead Rising 3 DX12 port to see if the API really does help with tons of NPC and AI and stuff

      Well just have to see what happens tbh

    • Agent_Blade

      Alright now we can do without the insults to companies now. Stay professional.

  • Devon Day

    I said this a while back regarding Mantle and DirectX12. Both will help smooth out development, but will not increase the power of either. Either way, both are great systems, and we all, as gamers, have a lot to look forward to.

  • GHz

    Oh wow, what is Brad talking about I wonder?

    @Mooch1978 @TWTHEREDDRAGON I didn't imply Sony is working on an API per se.— Brad Wardell (@draginol) January 25, 2015

    • Guest

      I already gave you the answer. It’s GNMX (Sony’s higher level DirectX compatible wrapper API) accepting the newer calls to allow easier porting of every game written for DX12 to the PS4, albeit with less performance as it’s not a direct API.

    • GHz

      If PS4s APIs are mantle like and mantle and DX12 are similar in the sense that a game built with mantle in mind can be easily ported to DX12, why is a wrapper needed? I just need clarification from you in order to understand where your coming from.

  • Guest

    It would be nice to hear something about Sony’s API as all we hear about is DX12, DX12, DX12. This is like the bazillionth article about DX12. I have never seen a company hype something up so much. And the funny thing is these DX releases are always hyped (heck everything new that is coming out is always hyped), yet I bet you it wont even be nearly as good as its made out to be. And im talking about on the PC as I already know that it wont do nearly as much for the X1 as fanboys think it will do.

    • GHz

      late 2013 and throughout most of 2014, all we heard from the media was how powerful the PS4 was.

    • Psionicinversion

      you wont hear anything about sonys API because they dont share it except maybe at a show. A dev did say there something good for the sony fans at GDC so i wouldnt expect anything untill then

  • spigzone

    The purpose of DX12 on the Xbox One is not to improve it’s performance over it’s existing (and evolving) API, it’s to provide a common development platform to maximize Xbox One performance AND Windows 10 performance simultaneously.

    From a dev’s point of view, in a few years coding for Xbox One will cover the Windows 10 devices with relative minor adjustments, adding in Mantle will cover the rest of the operating systems, Linux, Steam OS, Android and so on. Sony will be the outlier.

    Expect Windows 10 to become the only supported OS for Windows games, particularly AAA games, in a surprisingly short period of time.

    Sony can thank it’s lucky stars Nadella wasn’t CEO when the Xbox One was introduced.

    • GHz

      “The purpose of DX12 on the Xbox One is not to improve it’s performance over it’s existing (and evolving) API”

      Too many mixed messages. Lets stick to what the pple who built the tech said. And they’ve said…

      https://www.youtube.com/watch?v=tok2n7R9_AQ#t=330

    • spigzone

      Yeah, compared to the modified DX11 developers were originally required to use. Since Microsoft lifted that requirement due to their getting their performance a$$ handed to them by Sony, they opened up development to much a much lower level API. DX12 is the closest to the metal they can achieve while still being compatible with modern GPUs to provide Windows 10 compatibility.

    • GHz

      DX11 for XB1 was a bad mix for sure. That why I always wondered how come XB1 was able to reach parity in some games. I couldn’t understand why devs couldn’t exploit the PS4 API better to lock steadier frame rate to more obvious degree. I found it strange.

      What requirement are you speaking of? In reference to what?

      And when you say, “DX12 is the closest to the metal they can achieve while still being compatible with modern GPUs to provide Windows 10 compatibility.”? What exactly do you mean?

    • Guest

      When the Xbox One first release the developers were required to use a custom DX 11 iteration and not do their own closer to the metal APIs. Unstated but obvious was that Microsoft was looking at the bigger picture, namely selling Xbox Games to Metro PCs to promote their store, so wanted easy portability of Xbox One games to Xbox 8. That requirement didn’t last long when Sony released their powerhouse of a console which, added to Microsoft’s serial face planting, meant Microsoft flat out couldn’t afford the performance penalty sticking with a DX 11 iteration would entail.

      Fast forward to the present and Microsoft still has the same idea, bringing PC gamers into the Xbox ecosystem, but now on Windows 10 and the Mantle derived DX 12 which provides sufficient performance to compete with Sony while still providing simple and easy porting between Xbox One and PCs running Windows 10.

      In short what they are intending to do with Windows ten they intended to do with WIndows 8, but Windows 8 was a total sales dog and the use of SX 11 as the common development platform crippled the performance of the Xbox One to such a degree against the unfettered close to the metal powerhouse PS4 that if they didn’t go another route the Xbox One was going to fail as bad as Windows 8.

    • spigzone

      When the Xbox One first released the developers were required to use a custom DX 11 iteration and not do their own closer to the metal APIs. Unstated but obvious was that Microsoft was looking at the bigger picture, namely selling Xbox Games to Metro PCs to promote their store, so wanted easy portability of Xbox One games to Xbox 8. That requirement didn’t last long when Sony released their powerhouse of a console which, added to Microsoft’s serial face planting, meant Microsoft flat out couldn’t afford the performance penalty sticking with a DX 11 iteration would entail.

      Fast forward to the present and Microsoft still has the same idea, bringing PC gamers into the Xbox ecosystem, but now on Windows 10 and the Mantle derived DX 12 which provides sufficient performance to compete with Sony while still providing simple and easy porting between Xbox One and PCs running Windows 10.

    • GHz

      Unless if their is a language barrier, your implying that MS was planning to stick with W8 and DX11 but then realized that would be a bad idea because of the PS4s better APIs. So to combat this, they decided to have XB1 run windows 10 and DX12 instead? Is that what you’re saying? I just want to be clear.

    • spigzone

      The PS4’s closer to the metal APIs AND far more powerful hardware. Windows 10 was necessary to ‘reset’ the WIndows 8 disaster and DX 12 was necessary to make the Xbox One competitive with the PS4 while keeping the common platform aspect.

      Remember Windows 8 originally forced people to use the tile desktop, they even removed the windows 7 desktop code to make it hard for third parties to re-create a windows 7 desktop. The idea was to get people used to the tile interface to sell more Windows 8 phones and tablets and get people used to the idea of going to the Microsoft store and buying their apps, even for the desktop. Sinofsky, the ‘mastermind’ behind windows 8 wanted to move Microsoft to an Apple model and eventually make it impossible to run all those free legacy apps.


 

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