Redfall Xbox Series X/S - DF Tech Review - Big Issues And Unfulfilled Potential

ethomaz

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21 Jun 2022
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ethomaz
I'm starting to fell DX12 is the biggest issue.
With DX11 you could max out the GPU pretty easy... now with DX12 you basically have several issues and the GPU is threre basically doing nothing.
There are something weird with DX12 that related to these PC ports and Series S/X performance.

Was DX12 new features just marketing?
 

Swift_Star

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2 Jul 2022
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I'm starting to fell DX12 is the biggest issue.
With DX11 you could max out the GPU pretty easy... now with DX12 you basically have several issues and the GPU is threre basically doing nothing.
There are something weird with DX12 that related to these PC ports and Series S/X performance.

Was DX12 new features just marketing?
DX12 is pure trash, yes. It's the windows vista of the gaming APIs.
 

Killer_Sakoman

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21 Jun 2022
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I'm starting to fell DX12 is the biggest issue.
With DX11 you could max out the GPU pretty easy... now with DX12 you basically have several issues and the GPU is threre basically doing nothing.
There are something weird with DX12 that related to these PC ports and Series S/X performance.

Was DX12 new features just marketing?
DX12 was a pure marketing
 
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Nhomnhom

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25 Mar 2023
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I'm starting to fell DX12 is the biggest issue.
With DX11 you could max out the GPU pretty easy... now with DX12 you basically have several issues and the GPU is threre basically doing nothing.
There are something weird with DX12 that related to these PC ports and Series S/X performance.

Was DX12 new features just marketing?
I've been suspecting this for a long time. The whole shader compilation stuttering thing came out of nowhere, this was not a common issue on PC.

It's either DX, Unreal or most likely both.
 
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Gediminas

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21 Jun 2022
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Very generic summary. Be creative
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Gamernyc78

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28 Jun 2022
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Remember "oh man Xbox will be so much better than PS5 due to dx12" 😂😂😂 when we knew Sony has some of the best apis tht they use.
 
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Alabtrosmyster

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26 Jun 2022
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I'm starting to fell DX12 is the biggest issue.
With DX11 you could max out the GPU pretty easy... now with DX12 you basically have several issues and the GPU is threre basically doing nothing.
There are something weird with DX12 that related to these PC ports and Series S/X performance.

Was DX12 new features just marketing?
Phil told us that DX12 would bring 1080p gaming on the xbone and unparalled performance on PC.

Does Vulcan have similar shaders build issues?
 

ethomaz

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21 Jun 2022
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ethomaz
Phil told us that DX12 would bring 1080p gaming on the xbone and unparalled performance on PC.

Does Vulcan have similar shaders build issues?
Yes.

Somebody shared on Beyond3D the common topics of issues from this year Vulkan conference.


Among problems that developers have with using Vulkan and potential areas of development for the future, I noticed several common themes:

  • Shader/pipeline compilation versus dynamic states. All the pipeline states baked into a pipeline object obviously require lots of time to compile. But not only time - Valve said their pipeline cache can be several gigabytes of storage per game! Adding more dynamic states, on the other hand, could introduce unexpected slow paths in the driver. Someone said that "best practices" validation layer could help with this problem - it includes performance recommendations specific to a GPU vendor. There was also a voice that engine developers should start contributing to "best practices" too, to include things they observed to work well. There was a hand voting who wants everything baked into a pipeline state versus more dynamic states. Result was a tie.
  • Multiple presentations showed developers’ struggles with resource binding. They often mentioned going bindless, appreciated VK_EXT_descriptor_buffer.
  • Development of shading languages. General direction seems to be that developers want more high-level languages, like C++, with classes, templates etc., that would allow them to develop entire complex libraries, preferably also to interleave GPU code with C++ code in the same source file. Khronos/LunarG admitted HLSL is in better shape than GLSL already. GLSL is still to be maintained, but not going to get new big features like templates. There was an idea to use Circle as the shader language.

The true story is imo.

  • Top PC developers asked low-level API and so Vulkan and DX12 was created.
  • Low level APIs require that the developer controls everything and that means more work.
  • It is fine on console where you have a single hardware to work on.
  • It doesn't fit the PC dynamic range of hardware where that "control" means a lot more of work for multiple hardware specific issues.
  • Top PC developers basically don't delivery games anymore (do research and others things) and these are very niche.
  • Indie, AA and most AAA developers doesn't have all that time and/or skills to work with low level APIs for multiple hardware configurations.
  • Low level APIs like Vulkan and DX12 are trying to implememt less control (like come automatic memory management like in DX11/OpenGL) due the state of Vulkan/DX12 nowdays.
The issue is pretty much the same found on these big Open Source community... a niche set of developers dicdate what the APIs will be without think what is good for the consumers (the developers that will use the API).
Now they are facing the issue that maybe the Low level API is not good for PC variable hardware config.

That brings us back to MS decision to unify SDKs with GDK... it doesn't work... fixed hardware like consoles can use dedicated SDKs with very low level APIs while PC SDK should cover different sets de hardwares.
 
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