DX12’s Bonuses Only Achievable by Dropping DX11 Says Hitman Dev

When new technology comes out it tends to take time for systems and developers to get to grips with them, with their advertised bonuses normally offered at some price, but is it too steep with Hitman’s developer saying that if you want to experience DX12’s bonuses only achievable by dropping DX11 support completely.

Hitman was released earlier this year to favourable reviews, with an entire YouTube series putting people in command of Agent 47, including the likes of the chuckle brothers. The lead developer behind the game, Jonas Meyer of IO Interactive, has not stated that if you want the 20% CPU and 50% GPU bonuses that Microsoft promise with DX12 you will have to drop DirectX 11 support entirely. Hitman, on the other hand, was more of a port from the former framework to DX12.

With games getting released more and more often with DX12 at their core, such as the remake of the classic Gears of War games, suffering from less than amazing performances the new graphical library doesn’t look to show off as much as it was advertised just yet.

When asked about another low-level API for graphics, Vulkan, Meyer responded by describing the API as a “graphics programmer’s wet dream” but stated that they don’t have any plans to add Vulkan support to Hitman.

OpenGL Vulkan May be Better Than DX12 Says Paradox

WorldsFactory interviewed the developers of Magicka 2 – Pieces Interactive this week.

They asked the developers what they thought of DirectX version 12 from a development point of view. Turns out they have a very positive view on it. However at the same time, they said that Vulkan may be even better.

“DX12 is a big improvement over DX11, it enables games to move to the next generation of graphics. But we’re also eagerly awaiting the official release of OpenGL Vulkan, which might even be better than DX12. Currently we are only experimenting with the API’s but we will of course support them eventually.”

If Vulkan could indeed offer further improvements remains to be seen. It is understandable that Vulkan could indeed prove to be as effective if not more so than DX12, as it retains some of Mantle’s most essential components. Adoption of the new APIs is what would be the deciding factor though, as both offer huge advantages over the previous generation. DX12 will be available with Windows 10 this summer.

Vulkan also has the advantage that it supports several operating systems. Windows, Linux and Mac OS X. Whereas DX12 can only function on windows operating systems. Either way, it works out well for us gamers. We can expect a much better performance increase and a decrease in CPU requirements.

Thank you to WorldsFactory for providing us with this information

First DX12 CryEngine Tech Demo Revealed

Want to see the difference between DirectX 11 and DirectX 12, again? Of course you do, so I’m very happy to reveal that the hard-working team at Snail Games has just released their brand new DirectX 12 tech video.

The new video demonstrates the power of the new DirectX 12 API and combined with the graphical powerhouse that is CryEngine, as well as the already gorgeous looking online game King of Wushu, it’s certainly a real treat for your polygon loving eyes.

The game already takes advantage of features such as Nvidia Gameworks for HairWorks and PhysX Clothing, but with DirectX 12 the game can push more polygons, increased draw calls, more on-screen characters and still keep within the same level of demand on the GPU hardware; which is nothing short of incredible.

Of course, you won’t actually just be able to update DirectX just yet and enjoy the game in its new form, as DirectX 12 will be launching on Windows 10 later this year; something that simply can not come soon enough!

https://youtu.be/sV9aa_12Ap0

Thank you DSO for providing us with this information.

AMD Reveals DirectX 12 Performance Stats in 3DMark Benchmark

Futuremark has released a new update for 3DMark that adds 3DMark API Overhead benchmark. It didn’t take long for AMD to get straight into showing its performance stats for the Radeon R9 290X graphics and the FX-8370 octa-core CPU scaling.

Futuremark has added draw calls on different APIs in its Overhead benchmark, having it support DirectX 11, DirectX 12 and Mantle on a single system. While AMD was keen on showing its performance on Mantle as well as the other APIs, it eventually followed Futuremark’s notes in not comparing GPUs from different vendors and stuck with only DirectX 11 and DirectX 12 performance statistics on the Radeon R9 290X and R7 260X.

DirectX 12 looks like it will also have a certain impact on multi-threaded CPU performance scaling, having the FX-8370 CPU managing to get DirecX 12 to scale with six cores compared to the limed two cores of the DirectX 11 API.

Though AMD’s statistics look very promising, these are still just benchmark results and real-world performance is usually something completely different. Even so, DirectX 12 and games powered by the latter API should be available by the end of the year.

Thank you Fudzilla for providing us with this information

AMD R9 290X and Titan X Go Head to Head With DX12

DirectX 12 support has just been added to 3DMark and the results look too good to be true! Delivering performance up to 20x faster than DirectX 11 in certain tests. While Nvidia cards gain a lot from the new API, AMD cards have benefitted from the biggest improvement.

The R9 290X goes head to head with the new flagship Nvidia Titan X, even gaining a small lead in some cases. Looking further back, the 290X pulls a 33% lead on the GTx 980, making DirectX 12 a fantastic upgrade for any gamer with a high-end AMD or Nvidia card.

With DirectX 11, the Titan X and the 290X show some very exciting figures. The Titan X maxed out at an impressive 740 thousand draw calls per second, but a significantly more impressive 13 million, 419 thousand calls with DirectX 12; you don’t need to be Einstein to work out that that’s a huge improvement. The 290X managed 935 thousand and 13 million, 474 thousand in DX11 and DX12 respectively, beating out the Titan X in both respects and even beating out the Mantle API by 8%.

When it comes to the FPS results, we see the GTX 980 scoring 2.75FPS in DX11 and 15.67FPS in DX12, a massive improvement overall. However, that still falls short of the 290X, which clocked up 19.12FPS in DX12, although still short of the 20.88FPS it scored using Mantle.

DirectX 12 shows impressive scaling with extra CPU cores, although performance seems to taper off beyond six cores. Mantle has more significant gains here, being able to take advantage of eight cores. What is interesting is that enabling Hyper-Threading actually seems to hinder performance, DirectX 12 much prefers physical cores to boost performance.

Of course, the thing that’s most important to remember is that these are synthetic benchmarks. They give a nice ballpark idea of how the API can improve performance on these cards, but they’re little indication of real-world gaming and rendering performance. The API’s, drivers and in the case of Windows 10, the operating system that they’re operating on are all still in their infancy. We expect improved performance in the coming months and there’s even a chance that a new driver update could quickly put the Nvidia cards back on the top spot.

What’s great to see is that all the hype about DirectX 12 is finally starting to show some real world figures, and they’re very impressive.

Thank you WCCFTech for providing us with this information.

ExecuteIndirect Command in DirectX 12 Brings Improved Performance and Low CPU Usage

Microsoft has revealed a new indirect dispatching draw solution that can be used by all DirectX 12 compatible hardware, completely replacing the DrawIndirect and DispatchIndirect commands. The company says that this solution will bring ‘major performance improvements to the already incredible performance that DX12 can achieve’.

ExecuteIndirect is said to perform multiple draws with a single API call, and gives the ability to both the CPU and the GPU to control draw calls, as well as change bindings between draw calls. Principal Development Lead for Direct3D and DXGI at Microsoft, Max McMullen, has demoed the new feature at GDC with the help of Intel’s Asteroid benchmark.

McMullen first demoed the DX11 version, where the benchmark results came in at only 29 FPS. Switching to DX12 however, an outstanding 75 FPS result was achieved, having a 4 to 6 FPS increase when bindless mode was added to the equation. For those unaware, bindless mode is a DX12 feature which can pre-bake all textures used in the application. Microsoft states that the feature is “a major efficiency improvement in how the GPU is running”.

Lastly, when switching to ExecuteIndirect, an epic 90 FPS result was achieved in the benchmark. This is where we see a significant reduction of CPU usage as well compared to the previous two DX12 benchmarks, making the feature one of the best solutions for delivering high-quality graphics at the lowest possible hardware usage. Now it remains to be seen if developers can take full advantage of Microsoft’s new feature.

Thank you DSOGaming for providing us with this information

Either Brad Wardell Is Full of #$£% or We Should Be Very Excited about DX12

I’m really eager to see what Stardock are working on, not only because they’re utilising DirectX 12, but because their claims are endlessly incredible. Their CEO Brad Wardell is one of the most outspoken developers, at least on the subject of DirectX 12. However, the truth behind his claims remains to be seen. Their new game is to be showcased at many booths at GDC, including those of both Microsoft and AMD.

He’s said that Stardock’s partners have insisted the demo they’ve seen must not be live and that it’s pre-rendered. We’ve no idea what the game is about, only that it’ll support 4K resolutions, will initially launch on PC and will follow on Xbox One at a later date. We’ve been told that the demo will be running on current generation PC hardware, not future GPU’s with DX12 support. Many recent GPUs have been confirmed to be forward-compatible with DX12, at least to a certain extent; we can only assume it’s still very high-end hardware, likely the new range of 8GB cards, being used for this demo.

From what we’ve heard so far, it’s the general graphics fidelity and the fact that DirectX 12 is capable of running it smoothly at 4K resolutions that is so amazing, but again, this remains to be seen.

As I said before, Brad Wardell has been very outspoken about DirectX 12, claiming 100fps difference between the DX11 and DX12 API, as well as 600% performance increase on AMD graphics hardware. My instincts are telling me he’s talking rubbish to a certain degree, but I’m very eager to be proven wrong. What are you throughs? Do you think DX12 is going to deliver on these incredible claims?

https://twitter.com/draginol/status/572213089329926144

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Test Shows Over 100fps Difference Between DX12 and DX11

Brad Wardell, CEO of Stardock, has had some interesting things to say about DirectX 12, and in a recent test he compared DX12 to its predecessor, DX11, on a high-end system with an unreleased GPU. The results saw DX12 outperform it previous iteration by over 100fps.

Wardell shared the following tweet:

Of course, Wardell’s followers had questions aplenty regarding his DX12 test, which he duly answered. He told one follower that he ran the test on a Crossfire system with an AMD processor, while he said to another, when quizzed on whether the system specifications compared to the Xbox One, Wardell replied that it was, “way beyond console stuff”.

Wardell was quick to share his thoughts on the benefits of DX12, telling another follower:

Microsoft, Stardock, and other developers are set to reveal more details on DirectX 12 at GDC next month.

Source: Dark Side of Gaming

Rumour: DirectX 12 Will Launch With Windows 9

Microsoft has been known to reserve new versions of DirectX for new operating systems in a bid to keep pushing its customers along its ideal upgrade path. Windows XP was capped at DX9, Windows Vista at DX10 (although it did get DX11 later on), Windows 7 at DX11, Windows 8 at DX11.1 and Windows 8.1 at DX11.2. Based on that pattern alone it isn’t surprising that DirectX 12 should arrive with the successor to Windows 8.1, Windows 9. According to Softpedia that is exactly what will happen. This matches Microsoft’s claims that DirectX 12 will be available in early 2015 because Windows 9 has also been touted for early-mid 2015.

Microsoft recently showed off the capabilities of DirectX 12 at a press event in Los Angeles where they demonstrated increases in performance with decreases in power consumption by as much as 50%, simply by moving from the DX11 to DX12 API. The focus of DX12 will be a low overhead design that allows for better performance, lower power consumption and greater overall programming efficiency.

Whether DX12 launching with Windows 9 means it will be a Windows 9 exclusive or not is another matter entirely, but given Microsoft’s past behaviour this does seem a likely outcome. What are your thoughts about the potential for DX12 to be a Windows 9 exclusive?

Source: Softpedia

Image courtesy of Microsoft

War Thunder 1.37 Update Add’s News Planes, Maps & DX11 Support

Gaijin Entertainment have announced the release of update 1.37 for their military MMO game War Thunder. The update introduces a new progression system, numerous new planes and combat maps, DirectX 11 support and many other improvements. This major update introduces more than 20 new aircrafts, including the long-awaited Ki-84 Japanese fighter and German attack plane Hs.129B-3, featuring the enormous 75-mm cannon. With the release of update 1.37, more than 300 historically accurate aircrafts are now available in War Thunder!

8 new maps provide diverse combat scenarios, and all of the game locations got a serious visual overhaul thanks to updated render with DirectX 11 support! With the new progression system War Thunder pilots can chose the aircraft they want to unlock next, and every battle on any plane of this nation will bring this moment closer. This allows players to progress more quickly through the branch of the research tree they prefer. At the same time, both new and existing players will keep their achievements, earned modifications and previously purchased planes.

With the upcoming addition of Ground Forces Expansion, every player will be researching tanks and other vehicles from the beginning, regardless of previous experience with War Thunder.

The 1.37 update comes before the start of the second wave of the Closed Beta for the Ground Forces Expansion. Players who have already purchased the Collector’s Advanced Packs will gain immediate access to this round of Closed Beta. Once the Open Beta begins, these rare collector packs and their exclusive content will not be available ever again.

Thank you WarThunder for providing us with this information.

Image courtesy of WarThunder.

Assassin’s Creed IV: Black Flag To Be Better Optimized For PC

Ubisoft has revealed that they have done a better work optimizing their new Assassin’s Creed title for the PC, which happens to be the platform receiving the worst of Ubisoft with every generation of new game titles. Well, things will be different his time round. At least, that’s what Ubisoft promises.

According to Luc Poirier, team lead for the rendering team for Assassins Creed 4 at Ubisoft Montreal, there was a major optimisation pass that was done on the engine and as a result of that, the game will scale on more than three cores and will run better than its predecessors.

“There was a major optimization pass that was done on the engine, not just for the PC, but for every platform. The scheduler used for the rendering was rewritten from the ground up. In Assassins Creed 4, the engine will use all the cores it needs until it sees that using more cores brings no more gain. So, yes we should expect better performance on PC than Assassins Creed 3, especially on DX11 hardware.” said Luc Poirier.

The game engine has added support for the powerful DirectX 11 API, which has been available for over 4 years now. It was high time Ubisoft made a move to it and updated their Anvil Engine accordingly. It’s possible that the updated Anvil Engine supports DirectX 11.2 and AMD’s Mantle, but we’ll have to wait a little bit longer to find that out.

Thank you NextPowerUp and DSO Gaming for providing us with this information.

Image courtesy of DSO Gaming.