Stardock CEO On Xbox One’s ‘Crummy’ Bandwidth Affecting Number of Draw Calls, More Talk On DX12

More details regarding draw calls and batches using DirectX 12.

Posted By | On 09th, Feb. 2015

xbox one amd

Stardock Studios CEO Brad Wardell has been rather vocal about his support for Microsoft’s upcoming API, DirectX 12. And once again he had some rather interesting views on Twitter regarding the DirectX 12, draw calls batches, Xbox One and its bandwidth affecting the number of draw calls that can be made.

Wardell talked about the number of batches that can be rendered using DX12 when compared to DX9. According to him, DirectX 12 on current hardware can do over 75,ooo batches whereas DX9 could only manage 15,000 at maxed out. However, he further stated that such batches “depends on the scene” and the Naboo battle from Star Wars Episode I: The Phantom Menace could be done with 75k batches. Of course, as Wardell argues that it ultimately it boils down to whether 75k batches can deliver movielike quality as there’s a certain number of batches the hardware has to hit for realism.

Wardell also talked about the Xbox One by stating that it should be able to do around 50,000 batches whilst comparing it to the Xbox 360 which is capable of rendering 5000 using the Unreal Engine. But Wardell seemed unsure due to the console’s “crummy bandwidth”, although its architecture with 8 CPU cores and a mid-range GPU should be able to handle it.

What are your thoughts on Wardell’s opinions with regards to the number of draw calls possible on the Xbox One? Let us know in the comments below.


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