<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	
	>
<channel>
	<title>
	Comments on: DirectX 12 And Mantle Have Draw Call Performance of 7.5 Times of DirectX 11	</title>
	<atom:link href="https://gamingbolt.com/directx-12-and-mantle-have-draw-call-performance-of-7-5-times-of-directx-11/feed" rel="self" type="application/rss+xml" />
	<link>https://gamingbolt.com/directx-12-and-mantle-have-draw-call-performance-of-7-5-times-of-directx-11</link>
	<description>Get a Bolt of Gaming Now!</description>
	<lastBuildDate>Mon, 01 Dec 2014 06:45:00 +0000</lastBuildDate>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=6.9.4</generator>
	<item>
		<title>
		By: GHz		</title>
		<link>https://gamingbolt.com/directx-12-and-mantle-have-draw-call-performance-of-7-5-times-of-directx-11#comment-245273</link>

		<dc:creator><![CDATA[GHz]]></dc:creator>
		<pubDate>Mon, 01 Dec 2014 06:45:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=214855#comment-245273</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/directx-12-and-mantle-have-draw-call-performance-of-7-5-times-of-directx-11#comment-244862&quot;&gt;Guest&lt;/a&gt;.

Your reading comprehension sux. Ole simply told us that the problems XB1 face is due to how bloated and inefficient DX11 is in comparison to PS4 API. But yet still, the game in question was near parity. 

He said, &quot; In general - I don&#039;t really get why they choose DX11 as a starting point for the console.&quot;  

And the most amazing thing he shared was that On Xbox One it easily could be one million times slower because of all the bookkeeping the API does.

One million times slower because of DX11, but you still need a pixel counter to tell you the difference between Metro 2033 on the PS4 and XB1.  40 per cent resolution boost in favour of the Sony platform manifests as a slightly clearer image, and that only when you&#039;re eyeballing, pausing, and showing still shots of the game. 

He also said, &quot;We may push 40 per cent more pixels per frame on PS4, but it&#039;s not 40 per cent better as a result... your own eyes can tell you that.&quot; And he&#039;s right.

At this point we should all be asking, &quot;how powerful is the PS4 when we have a console like XB1 running a bloated API producing 3rd party games at near parity?&quot; In that current environment Oles insisted that the PS4 is just a BIT more powerful when comparing 3rd party multiplats. How? I mean it should be a whole LOT MORE powerful if thats the case right? Why is it only a little bit, when its common knowledge that the XB1 is handicapped because of its current API. Is Oles trying to tell us something? 

This is what happens when you develop games specifically for XB1, which is powered by the &quot;legacy&quot; heavy DX11. 



And how is Quantum Break even possible? Thats two games that are leagues ahead of the competition in their respected genre fx wise and in scale. Your ending statement is bogus because you couldn&#039;t even understand where Ole was coming from, and ultimately suggestion.    

http://vimeo.com/109943521]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/directx-12-and-mantle-have-draw-call-performance-of-7-5-times-of-directx-11#comment-244862">Guest</a>.</p>
<p>Your reading comprehension sux. Ole simply told us that the problems XB1 face is due to how bloated and inefficient DX11 is in comparison to PS4 API. But yet still, the game in question was near parity. </p>
<p>He said, &#8221; In general &#8211; I don&#8217;t really get why they choose DX11 as a starting point for the console.&#8221;  </p>
<p>And the most amazing thing he shared was that On Xbox One it easily could be one million times slower because of all the bookkeeping the API does.</p>
<p>One million times slower because of DX11, but you still need a pixel counter to tell you the difference between Metro 2033 on the PS4 and XB1.  40 per cent resolution boost in favour of the Sony platform manifests as a slightly clearer image, and that only when you&#8217;re eyeballing, pausing, and showing still shots of the game. </p>
<p>He also said, &#8220;We may push 40 per cent more pixels per frame on PS4, but it&#8217;s not 40 per cent better as a result&#8230; your own eyes can tell you that.&#8221; And he&#8217;s right.</p>
<p>At this point we should all be asking, &#8220;how powerful is the PS4 when we have a console like XB1 running a bloated API producing 3rd party games at near parity?&#8221; In that current environment Oles insisted that the PS4 is just a BIT more powerful when comparing 3rd party multiplats. How? I mean it should be a whole LOT MORE powerful if thats the case right? Why is it only a little bit, when its common knowledge that the XB1 is handicapped because of its current API. Is Oles trying to tell us something? </p>
<p>This is what happens when you develop games specifically for XB1, which is powered by the &#8220;legacy&#8221; heavy DX11. </p>
<p>And how is Quantum Break even possible? Thats two games that are leagues ahead of the competition in their respected genre fx wise and in scale. Your ending statement is bogus because you couldn&#8217;t even understand where Ole was coming from, and ultimately suggestion.    </p>
<p><a href="http://vimeo.com/109943521" rel="nofollow ugc">http://vimeo.com/109943521</a></p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: WhiteSkyMage		</title>
		<link>https://gamingbolt.com/directx-12-and-mantle-have-draw-call-performance-of-7-5-times-of-directx-11#comment-244998</link>

		<dc:creator><![CDATA[WhiteSkyMage]]></dc:creator>
		<pubDate>Tue, 25 Nov 2014 08:06:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=214855#comment-244998</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/directx-12-and-mantle-have-draw-call-performance-of-7-5-times-of-directx-11#comment-244632&quot;&gt;TheWayItsMeantToBePlayed&lt;/a&gt;.

They think they are getting something which they will get within 20 years time (2more xboxes) and we will get it with one GPU upgrade :D]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/directx-12-and-mantle-have-draw-call-performance-of-7-5-times-of-directx-11#comment-244632">TheWayItsMeantToBePlayed</a>.</p>
<p>They think they are getting something which they will get within 20 years time (2more xboxes) and we will get it with one GPU upgrade 😀</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: WhiteSkyMage		</title>
		<link>https://gamingbolt.com/directx-12-and-mantle-have-draw-call-performance-of-7-5-times-of-directx-11#comment-244997</link>

		<dc:creator><![CDATA[WhiteSkyMage]]></dc:creator>
		<pubDate>Tue, 25 Nov 2014 07:56:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=214855#comment-244997</guid>

					<description><![CDATA[When DX12 gets released it will be a heaven for the ACU fans. It will look awesome on 1440p 60FPS with a GTX980. Xbox and PS4 - you get lost in the 900p :P. Ubisoft should have ported that game to OpenGL and left Microsoft to swim in the river, whcih will be better as OpenGL can do more draw calls than DX11. ]]></description>
			<content:encoded><![CDATA[<p>When DX12 gets released it will be a heaven for the ACU fans. It will look awesome on 1440p 60FPS with a GTX980. Xbox and PS4 &#8211; you get lost in the 900p :P. Ubisoft should have ported that game to OpenGL and left Microsoft to swim in the river, whcih will be better as OpenGL can do more draw calls than DX11. </p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Guest		</title>
		<link>https://gamingbolt.com/directx-12-and-mantle-have-draw-call-performance-of-7-5-times-of-directx-11#comment-244866</link>

		<dc:creator><![CDATA[Guest]]></dc:creator>
		<pubDate>Mon, 24 Nov 2014 04:35:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=214855#comment-244866</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/directx-12-and-mantle-have-draw-call-performance-of-7-5-times-of-directx-11#comment-244570&quot;&gt;kstuffs&lt;/a&gt;.

You really didn&#039;t understand what you just read did you? He&#039;s saying that DX (any DX) is a stupid idea for the consoles. And he even uses an example that paints the picture perfectly by saying how you couldn&#039;t even see the same draw calls on the PS4 on their profilers will on the X1 it took up an entire core because of DX (and that includes DX12, cuz 7.5 times better is nothing when DX11 draw calls capabilities are so bad when compared to PS4 true cxonsole API. You&#039;re obviously a fanboy who wants to believe some other nonsense. But he&#039;s telling you.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/directx-12-and-mantle-have-draw-call-performance-of-7-5-times-of-directx-11#comment-244570">kstuffs</a>.</p>
<p>You really didn&#8217;t understand what you just read did you? He&#8217;s saying that DX (any DX) is a stupid idea for the consoles. And he even uses an example that paints the picture perfectly by saying how you couldn&#8217;t even see the same draw calls on the PS4 on their profilers will on the X1 it took up an entire core because of DX (and that includes DX12, cuz 7.5 times better is nothing when DX11 draw calls capabilities are so bad when compared to PS4 true cxonsole API. You&#8217;re obviously a fanboy who wants to believe some other nonsense. But he&#8217;s telling you.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Guest		</title>
		<link>https://gamingbolt.com/directx-12-and-mantle-have-draw-call-performance-of-7-5-times-of-directx-11#comment-244864</link>

		<dc:creator><![CDATA[Guest]]></dc:creator>
		<pubDate>Mon, 24 Nov 2014 04:29:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=214855#comment-244864</guid>

					<description><![CDATA[To all the dumb bots that think that DX12 is some wonderful thing. All it and Mantle will do is make consoles look even weaker. Cuz consoles have already and have always used low access &quot;to the metal&quot; API&#039;s/coding and now their only advantage will be gone and PC will crush them.]]></description>
			<content:encoded><![CDATA[<p>To all the dumb bots that think that DX12 is some wonderful thing. All it and Mantle will do is make consoles look even weaker. Cuz consoles have already and have always used low access &#8220;to the metal&#8221; API&#8217;s/coding and now their only advantage will be gone and PC will crush them.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Guest		</title>
		<link>https://gamingbolt.com/directx-12-and-mantle-have-draw-call-performance-of-7-5-times-of-directx-11#comment-244863</link>

		<dc:creator><![CDATA[Guest]]></dc:creator>
		<pubDate>Mon, 24 Nov 2014 04:24:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=214855#comment-244863</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/directx-12-and-mantle-have-draw-call-performance-of-7-5-times-of-directx-11#comment-244586&quot;&gt;Jeremiah Locanas&lt;/a&gt;.

Here is what 4A Games&#039; chief technical officer Oles Shishkovstov (Metro Redux)
has said about the two systems draw calls capabilities.

&quot;Oles Shishkovstov:							Let&#039;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&#039;s surely on the &#039;mono&#039; 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&#039;t really get why they choose DX11 as a starting point for the console. It&#039;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&#039;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&quot;
In other words the PS4s API is much much better at handling draw calls, so it should still be a lot better than DX12 on the X1.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/directx-12-and-mantle-have-draw-call-performance-of-7-5-times-of-directx-11#comment-244586">Jeremiah Locanas</a>.</p>
<p>Here is what 4A Games&#8217; chief technical officer Oles Shishkovstov (Metro Redux)<br />
has said about the two systems draw calls capabilities.</p>
<p>&#8220;Oles Shishkovstov:							Let&#8217;s put it that way &#8211; we have seen scenarios where a single CPU core was fully loaded just by issuing draw-calls on Xbox One (and that&#8217;s surely on the &#8216;mono&#8217; 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.</p>
<p>In general &#8211; I don&#8217;t really get why they choose DX11 as a starting point for the console. It&#8217;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&#8217;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.</p>
<p>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&#8221;<br />
In other words the PS4s API is much much better at handling draw calls, so it should still be a lot better than DX12 on the X1.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Guest		</title>
		<link>https://gamingbolt.com/directx-12-and-mantle-have-draw-call-performance-of-7-5-times-of-directx-11#comment-244862</link>

		<dc:creator><![CDATA[Guest]]></dc:creator>
		<pubDate>Mon, 24 Nov 2014 04:20:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=214855#comment-244862</guid>

					<description><![CDATA[Here is what 4A Games&#039; chief technical officer Oles Shishkovstov (Metro Redux)
has said about the two systems draw calls capabilities.

&quot;Oles Shishkovstov:							Let&#039;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&#039;s surely on the &#039;mono&#039; 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&#039;t really get why they choose DX11 as a starting point for the console. It&#039;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&#039;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&quot;

So in other words, way better draw call performance on the PS4 right now. So even with DX12, it wont be as good as PS4&#039;s API now.]]></description>
			<content:encoded><![CDATA[<p>Here is what 4A Games&#8217; chief technical officer Oles Shishkovstov (Metro Redux)<br />
has said about the two systems draw calls capabilities.</p>
<p>&#8220;Oles Shishkovstov:							Let&#8217;s put it that way &#8211; we have seen scenarios where a single CPU core was fully loaded just by issuing draw-calls on Xbox One (and that&#8217;s surely on the &#8216;mono&#8217; 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. </p>
<p>In general &#8211; I don&#8217;t really get why they choose DX11 as a starting point for the console. It&#8217;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&#8217;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.</p>
<p>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&#8221;</p>
<p>So in other words, way better draw call performance on the PS4 right now. So even with DX12, it wont be as good as PS4&#8217;s API now.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: 54nakaD		</title>
		<link>https://gamingbolt.com/directx-12-and-mantle-have-draw-call-performance-of-7-5-times-of-directx-11#comment-244839</link>

		<dc:creator><![CDATA[54nakaD]]></dc:creator>
		<pubDate>Mon, 24 Nov 2014 01:25:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=214855#comment-244839</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/directx-12-and-mantle-have-draw-call-performance-of-7-5-times-of-directx-11#comment-244798&quot;&gt;Satsumo&lt;/a&gt;.

I call BS. Because nothing, ABSOLUTELY NOTHING, looks as good on x1 as it does on PC on Ultra settings. I realize now you don&#039;t have a gsming rig, at least not one from this decade. That statement alone makes the rest of your argument redundant. ]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/directx-12-and-mantle-have-draw-call-performance-of-7-5-times-of-directx-11#comment-244798">Satsumo</a>.</p>
<p>I call BS. Because nothing, ABSOLUTELY NOTHING, looks as good on x1 as it does on PC on Ultra settings. I realize now you don&#8217;t have a gsming rig, at least not one from this decade. That statement alone makes the rest of your argument redundant. </p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Guest		</title>
		<link>https://gamingbolt.com/directx-12-and-mantle-have-draw-call-performance-of-7-5-times-of-directx-11#comment-244836</link>

		<dc:creator><![CDATA[Guest]]></dc:creator>
		<pubDate>Mon, 24 Nov 2014 00:10:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=214855#comment-244836</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/directx-12-and-mantle-have-draw-call-performance-of-7-5-times-of-directx-11#comment-244703&quot;&gt;MuscledRMH&lt;/a&gt;.

No, cuz what they aint telling you is how the PS4&#039;s API could do way more draw calls than the X1 and its not some monster powerhouse is it? And MS has already bettered their draw call performance since their updated SDK. PS4&#039;s API is like Mantle but better for the PS4. Also the main way you get better performance on DX12 over DX11, is by having the devs do certain routines themselves. Thereby, optimizing it to their liking. Smaller studios wont like that. DX12 is mainlu marketing propaganda but fanboys eat the s h*t up.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/directx-12-and-mantle-have-draw-call-performance-of-7-5-times-of-directx-11#comment-244703">MuscledRMH</a>.</p>
<p>No, cuz what they aint telling you is how the PS4&#8217;s API could do way more draw calls than the X1 and its not some monster powerhouse is it? And MS has already bettered their draw call performance since their updated SDK. PS4&#8217;s API is like Mantle but better for the PS4. Also the main way you get better performance on DX12 over DX11, is by having the devs do certain routines themselves. Thereby, optimizing it to their liking. Smaller studios wont like that. DX12 is mainlu marketing propaganda but fanboys eat the s h*t up.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Guest		</title>
		<link>https://gamingbolt.com/directx-12-and-mantle-have-draw-call-performance-of-7-5-times-of-directx-11#comment-244835</link>

		<dc:creator><![CDATA[Guest]]></dc:creator>
		<pubDate>Mon, 24 Nov 2014 00:06:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=214855#comment-244835</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://gamingbolt.com/directx-12-and-mantle-have-draw-call-performance-of-7-5-times-of-directx-11#comment-244618&quot;&gt;misterxmedia.lj.com&lt;/a&gt;.

Wow, fanboys are to much.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://gamingbolt.com/directx-12-and-mantle-have-draw-call-performance-of-7-5-times-of-directx-11#comment-244618">misterxmedia.lj.com</a>.</p>
<p>Wow, fanboys are to much.</p>
]]></content:encoded>
		
			</item>
	</channel>
</rss>
