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Tópico: DirectX 12

  1. #46
    GIF Master Avatar de tiran
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    Pois foi o que pensei... O único factor a levar a upgrades é o aumento da resolução a que se joga e não a qualidade e exigência dos jogos em si...



    Se não se começasse a cuspir monitores 4K ca para fora os fabricantes de hardware estavam lixados...
    GOD OF AWESOME SIGNATURES - KING OF GIFS - TRIGGER OF TROLLS

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  2. #47
    Tech Mestre Avatar de Winjer
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    Em termos de features é provável que a maior parte dos jogos continuem a usar o que temos no DX11.3
    Basta pensar que até há dois anos atrás, muitos jogos em PC ainda vinham em DX9.0c.

    Muitos estúdios não têm o orçamento ou o pessoal para adoptar as tecnologias mais recentes e por isso fazem os jogos para o mínimo denominador comum, neste caso, as consolas.

    Em termos de desempenho é que a coisa pode mudar um pouco. Neste momento ainda vemos uma boa quantidade de jogos a serem lançados nas consolas a 900p ou 1080p.
    Mas com o tempo, será de esperar que os criadores de jogos comecem a sacrificar a resolução para terem melhores gráficos. Basta pensar que nos últimos anos da PS3/360, a maioria dos jogos já nem faziam os 720p.

    Isto significa que a base gráfica do jogo será maior e quando chega ao PC, basta colocarmos a resolução que queremos.

    No entanto, há uma coisa que mudou em relação à geração anterior e que deverá ajudar os jogadores de PC. Neste momento a plataforma que dá mais lucro é o PC, por uma margem enorme. São precisas as consolas todas, para morder os calcanhares ao PC.
    Isto significa que muitos criadores de jogos poderão começar a fazer os jogos primeiro para PC e depois fazem ports para as consolas. Se isto acontecer, podemos não ficar tão limitados como na geração passada, a não ser em jogos que são mais vocacionados para o mercado de consolas.

  3. #48
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Sendo que os jogos são feitos para as consolas e o cromo da M$ já veio dizer que o que interessa é a Xone, isso significa que vais continuar a ter ports para o PC. Isso muda totalmente as coisas, pois uma coisa é um port modificado se se derem ao trabalho de o fazer e outra é ter um titulo pensado para as capacidades do PC.
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  4. #49
    Tech Mestre Avatar de Winjer
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    Citação Post Original de tiran Ver Post
    Pois foi o que pensei... O único factor a levar a upgrades é o aumento da resolução a que se joga e não a qualidade e exigência dos jogos em si...

    Se não se começasse a cuspir monitores 4K ca para fora os fabricantes de hardware estavam lixados...
    Mesmo agora, no inicio da geração, não temos apenas uma melhoria de resolução.

    São muitos os jogos que no PC têm um draw distance maior, ou usam um sistema de Ambient Oclusion de maior detalhe, resolução de sombras superior, densidades de erva superiores, tesselation, etc.
    Isto são coisas relativamente simples de implementar, mas que fazem uma boa diferença nos gráficos.

    Depois ainda temos os jogos patrocinados pela AMD e nVidia. E nestes casos temos ainda mais features, desde Mantle, TressFX, Physx, MLAA, FXAA, TXAA, MFAA, Gameworks, etc.

    E depois ainda temos os mods da comunidade em vários jogos. Estes passam por coisas simples como ligar o HBAO+ com flags no nVidia Inspector, SweetFX, ENBs, packs de texturas, alterações dos inis do jogo, etc.

    Citação Post Original de Jorge-Vieira Ver Post
    Sendo que os jogos são feitos para as consolas e o cromo da M$ já veio dizer que o que interessa é a Xone, isso significa que vais continuar a ter ports para o PC. Isso muda totalmente as coisas, pois uma coisa é um port modificado se se derem ao trabalho de o fazer e outra é ter um titulo pensado para as capacidades do PC.


    É um exercício em incompetência. A MS ainda tem algum controlo sobre a plataforma mais rentável de jogos, mas mesmo assim prefere ignora-la e apostar na plataforma que está num distante 3º lugar.
    Admira-me como é que não há ninguém na MS que repare nestes erros e não corra com aquela equipa de incompetentes.
    A MS podia estar a fazer muito dinheiro se apostasse a sério no PC.
    Última edição de Winjer : 26-01-15 às 12:21

  5. #50
    GIF Master Avatar de tiran
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    Sinceramente custa me a crer, que se faça algo para o pc primeiro e depois para as consolas... Ate porque o pc pode dar mais dinheiro mas o dinheiro é mais "fácil" de obter nas consolas, porque o consumidor é menos informado e menos exigente, na minha opinião...
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  6. #51
    Tech Mestre Avatar de Winjer
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    Haverá sempre jogos que são mais vocacionados para o mercado de consolas, como jogos de luta, plataformas e aventuras. Mas ouros géneros são muito fortes no PC, como MMOs, RTS, MOBAs e até mesmo os FPS ainda têm uma certa força.
    Mesmo a nível de jogos de carros, neste momento os melhores jogos estão no PC, com o Project Cars e Assetto Corsa.

    Mesmo os jogos que são multi-plataforma têm sempre a melhor versão no PC. Até o AC: Unity que foi o falhanço que foi, era melhor no PC, pois era possível manter frame rates superiores.

  7. #52
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Isto que estamos aqui a falar só prova que a conspiração da teoria da pirataria no PC não cola, como está provado o PCestá sempre à frente, podia até estar mais quando a M$ detem o poder do DX e decide ignora-lo por completo, passando um atestado de estupidez aos gamers e dizendo-lhes que se querem jogar o melhor é ter o seu pisa papeis.

    Não sei se num futuro proximo vamos ver as coisas a inverterem-se, seria muito mais facil desenvolver jogos para o PC e capa-los para as fracas capacidades das consolas, do que o contrario.
    O mais grave ainda, é que temos de aguardar que os fabricantes de placas graficas implementem as suas tecnologias para justificar um investimento extra em hardware, pois o desempenho dos jogos chega a roçar o ridiculo conforme se assistiu em 2014, isto já para não falar no monte de desculpas que sairam sem qualquer fundamento.
    Outro aspecto grave, é que nem ainda chegamos a meio do tempo de vida desta geração de consolas... penso que a ver-mos algo de positivo no PC será sempre algo de muito raro e feito por alguém que se preocupe com a comunidade gamer, 2015 é apenas o início.
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  8. #53
    Tech Mestre Avatar de Winjer
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    Microsoft Knew About DX12 When Building Xbox One & Brad Wardell Shows DX12 Maxing A 5960X

    There’s been a lot of excitement over DirectX 12 since it was announced last year, but since the Windows 10 event a few days ago, the internet has gone crazy. In this article we’ll cover a few of the smaller, and yet very interesting bits of DirectX 12 news for both PC and Xbox One gamer’s.We’ll start things out on the Xbox One side of the fence, and begin with a reply Tweet Xbox division head Phil Spencer provided to a user who’d asked about the X1 and DX12, “We knew what DX12 was doing when we built Xbox One,” Says Spencer.
    It’s quite an interesting statement, as it’s backed up by Microsoft’s Aaron Greenberg, who was asked if DX12 would benefit either the PC or the Xbox One more. Aaron offered the reply, “Both, but devs have to make use of it.”
    Of course, that’s the key word – judging from what we know about DX12 right now, it requires a lot more management than let’s say, DX11. Because of that, developers may have to work a bit harder to really leverage the power of the lower level API. Naturally, not all developers need to worry about this – let’s say you’re developing a title like Limbo on the Xbox One. While it does look pretty (in an artistic way), it’s visual styling doesn’t require it to push millions of polygons on screen and simultaneously worry about ray casting, HBAO and a dozen over tech words. In other words, the developer doesn’t need to worry about the low level side of the API too much.

    Further more, this also ties into what we’ve been discussing in our breakdown of the Xbox One’s SDK leak (GPU Analysis / General OS, RAM, CPU & Basic Overview). We’d mentioned a few definite customizations of the Xbox One’s GPU, including a change in the GPC (Graphics Command Processor). Typically, there’s only a single one in systems, but the X1 has two, similar to the PS4. The second is likely used for things such as GUI rendering, but it would appear that the Xbox One’s GPC is also capable of some DX12 ‘stuff’ such as Draw Bundles. But, just how far this extends is unknown – particularly considering the core GPU is said to still be DX11.1. I guess we’ll just have to speculate for the foreseeable future, but with any luck we’ll have more info after GDC 2015.
    Moving away from consoles and firmly landing on the PC doorstep, let’s talk about what Brad Wardell (CEO of Stardock) has to say about DirectX 12 and Mantle. “Stress Test. DX11 could never handle this,” Says Mr. Wardell, followed by “Intel should be very excited about DirectX 12 and Mantle. That screenshot is on a 5960x.”
    The screen shot in question is running on Intel’s 5960X, which has eight CPU cores, and is capable of running Hyper Threading, meaning there’s 16 threads available for running games. Think about that just for a moment – think that whatever software Brad Wardell was running, managed to push 16 threads on the CPU to almost 100 percent utilization. That’s pretty damn exciting and impressive.
    It also shows that the future of PC games will naturally, become increasingly multi threaded. Back ten years or so ago, multi threaded capable games weren’t too common, with only a few games (such as Doom 3) really capable of supporting multi threaded (or multi core) processors. Now, it’s pretty normal for a game to run across a few CPU cores, but typically rendering only occurs on a single thread at a time – sometimes you’ll have rendering switch to multiple cores (possibly deferring it) but DX12 will change this. It allows for all CPU cores available to issue commands to the GPU – increased parallelism,
    This is great news for PC gamer’s, as theortically it’ll increase the amount of objects (and thus detail) available to games developers. We’ll have to wait some time until DX12 featured cards are released. While Microsoft have confirmed that Nvidia’s Fermi GPU’s and above (in other words, the GTX 400 series or higher) and AMD’s GCN cards (so, say a 7950 or a R9 290) are fully capable of running DX12, there’ll likely be specific features that’ll simply not run. We’ll have to wait to see what that feature list is. There’s also a very good chance we’ll see different versions of DX12, such as say DX12.1… after all, DX9 had even up to 9C, and DX11 has DX11.1 and .2,

    For now, we’ll just have to play the waiting game and see how things develop. With news Intel might well be delaying their Skylake CPU architecture until Q3 (exact date unknown) if you’ve a reasonable CPU, it’s probably best to just hold fire and see how things go. If you’ve say a 2500K, you’ll likely be good for the year – and with news AMD are working on their Zen line of X86-64 processors, the next 12 – 18 months will be extremely exciting for PC gaming.
    With any luck, we’ll get rid of a few of the current constraints developers are working in, and the DX12 and AMD Mantle toolsets will continue to develop and be easier than ever to develop for. After all, as Microsoft found out with the Xbox One’s API and SDk, there’s not any point having capable hardware, but difficult to use development tools.

  9. #54
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    You Won’t Need a New Graphics Card for DirectX 12

    Following the Windows 10 announcement event, here has been a lot of speculation around the software advancements Windows 10 will be bringing to the table. One of the most highly anticipated release and upcoming software is the news of Windows 10 featuring a new and exclusive version of the DirectX i.e. the DirectX 12. The DirectX 12 has been a widely debated topic across the hardware and the gaming community, mostly because of the performance improvements Microsoft has displayed they are bring to the new platform platform. But questions have been asked about the cards compatibility with the previous cards based for DirectX 11.1. Microsoft is trying to communicate to the users that they will not need to change their graphics card to take advantage of this upgrade in software.

    “There will be DX 11.1 Cards that Take Advantage of a Lot of Tech in Windows 10″

    Following last weeks presentation, Xbox Executive Mike Ybarra said that “There will be DX 11.1 cards that take advantage of a lot of the driver and software tech that we’re bringing in Windows 10, but if you want the full benefits of DX12, you’re going to need a DX12 card.”


    Microsoft has since then has sent mails to various press related executives clarifying the meaning of that particular statement:
    “While we are not yet ready to detail everything related to DirectX 12, we can share that we are working closely with all of our hardware partners to help ensure that most modern PC gaming hardware will work well with DirectX 12, including; NVIDIA’s Maxwell, Kepler and Fermi-based GPUs, Intel’s 4th generation (and newer) Core processors and AMD’s Graphics Core Next (GCN) based GPUs.”
    So basically, this means that Microsoft is still working on the compatibility at the moment and as of yet the older versions of cards are not completely compatible and if Microsoft says that its working with other vendors/developers of cards to help develop cards that will fully feature DirectX 12, it means that as of yet no cards are available in the market now that will be able to completely support the DirectX 12. But its good that they’re focusing on the betterment of the compatibility so that new users reverting to the Windows 10 should not have to spend more money on a card that supports the DirectX 12.
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  10. #55
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Sony, Microsoft, and AMD will Talk About PS4 GPU Optimization, PC Games for Windows 10, DirectX 12, and More at GDC 2015


    The Game Developer’s Conference 2015 is around the corner and this year, the manufacturers of the eighth generation video game console and the creators of our favorite games will explain and reveal exciting new stuff. Among other major vendors, Sony and Microsoft have tons of stuff to talk about, all centered on the latest consoles. From PlayStation 4 GPU Optimization to DirectX 12, below are all the important planned sessions that will be held by Sony, Microsoft and AMD at GDC 2015, which will takes place at the Moscone Convention Center in San Francisco from March 2 to 6.

    Sony and Microsoft will Talk About New Features and Technology for PC, PS4 and Xbox One at GDC 2015 – AMD will Conduct its Own DirectX 12 Session

    Passes for this year’s Game Developers Conference are selling out in short order, and as the event draws closer, major vendors in the video game market are announcing their plans and sessions for the main conference. The two most influential video game giants also have a lot to discuss at the largest annual gathering of professional game developers. Both platform holders will conduct a slew of sponsored panels at GDC 2015, talking about some of the most interesting features and technology for PlayStation 4 and Xbox One, and Microsoft’s upcoming highly anticipated Windows 10 platform.
    Some of the important panels that Sony will be conducting will focus on the optimization of the PlayStation 4’s GPU for more effective and competent results, and connected game experiences that will allow players to use PlayStation 4’s social and community features in the best way possible. The platform holder will also talk about its virtual reality headset, known as Project Morpheus, and there will also be a session conducted on how indie developers can make their games shine on PlayStation using the power of Unity.
    Microsoft has announced more than 16 planned sessions for GDC 2015, with Xbox boss Phil Spencer, Microsoft technical evangelist Amanda Lange, and various other engineers and developers listed as featured speakers. Among tons of other stuff, Microsoft will talk about the unique features and the offerings of its upcoming DirectX 12 API, video game development for Windows 10, cross-platform matchmaking and gameplay for PC and Xbox One, and how Fable Legends manages its cross-device gameplay with Xbox Live.
    If you are not interested in hearing about DirectX 12 from Microsoft, AMD will host its own session about it, explaining how the upcoming graphics and video game API can eliminate performance bottlenecks and allow developers to make use of new techniques to gain increased efficiency and performance.
    Without further ado, you can check out the list of all the planned presentations that will be held by Sony and Microsoft at GDC 2015.

    Planned Sony GDC 2015 Sessions

    GPU Debugging and Optimization Tools for PS4 (Presented by Sony)
    Robert Srinivasiah | Senior Developer Support Engineer, Sony Computer Entertainment America
    Location: Room 302, South Hall
    Date: Monday, March 2
    Time: 2:00pm – 3:00pm
    Format: Sponsored Session
    Track: Programming
    Pass Type: All Access Pass, Audio Pass, Independent Games Summit Pass, Main Conference Pass, Summits, Tutorials & Bootcamps Pass – Get your pass now!
    Vault Recording: Not Recorded
    This sponsored session will give attendees an overview of the various GPU debugging and optimization tools offered to PlayStation®4 developers.
    Takeaway
    Attendees will gain a clear understanding of which GPU debugging and optimization tools are available to PlayStation®4 developers, and how they can be used to debug, profile, and best optimize their game on the platform.
    __________________
    Creating Powerful Connected Experiences on PlayStation®4 (Presented by Sony)
    Jon Webb | Senior Manager, Product Strategy, Sony Computer Entertainment America
    Zev Solomon | Senior Engineer, Platform Services, Sony Computer Entertainment America
    Location: Room 3003, West Hall
    Date: Thursday, March 5
    Time: 10:00am – 11:00am
    Format: Sponsored Session
    Track: Programming
    Pass Type: All Access Pass, Audio Pass, Independent Games Summit Pass, Main Conference Pass, Summits, Tutorials & Bootcamps Pass – Get your pass now!
    Vault Recording: Not Recorded
    Última edição de Jorge-Vieira : 02-02-15 às 14:38
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  11. #56
    Tech Mestre Avatar de Winjer
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    Optimização nas consolas, basicamente é baixar os settings gráficos, baixar a resolução e jogar a 30 fps ou menos.

  12. #57
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    GeForce and Radeon GPUs could soon combine VRAM thanks to DX12, Mantle

    Sure, your flashy new GeForce GTX 980 has 4GB of VRAM, and so does the one next to it in SLI. But while you have a total of 8GB of VRAM between two cards, only one set of VRAM is being used, it's not being combined. That is, for now. Things could change according to a recent tweet from AMD's Robert Hallock.


    Hallock teased that with the upcoming APIs in Mantle and DirectX 12, two GPUs in SLI or Crossfire could possibly act as 'one big' GPU. Hallock said: "Mantle is the first graphics API to transcend this behavior and allow that much-needed explicit control. For example, you could do split-frame rendering with each GPU ad its respective framebuffer handling 1/2 of the screen. In this way, the GPUs have extremely minimal information, allowing both GPUs to effectively behave as a single large/faster GPU with a correspondingly large pool of memory".


    "Ultimately the point is that gamers believe that two 4GB cards can't possibly give you the 8GB of useful memory", he continued. He added: "That may have been true for the last 25 years of PC gaming, but thats not true with Mantle and its not true with the low overhead APIs that follow in Mantle's footsteps". This isn't confirmation that memory stacking is going to happen, but it's a much better direction to be heading in, that's for sure. Especially with 4K and beyond gaming, VRAM is more important than ever and wasting 4-8GB of VRAM on SLI/Crossfire setups is just silly.

    Noticia:
    http://www.tweaktown.com/news/43347/...tle/index.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  13. #58
    Tech Mestre Avatar de Winjer
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    Bem, isso era um avanço do caraças.
    Desde o SLI com as 3Dfx que as pools de memória são quase inteiramente duplicadas.

  14. #59
    Tech Membro Avatar de MAXLD
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    Yep, deixou-me entusiasmado esse tweet ontem. Mais um passo em frente na nova geração de API. Próximos tempos vão ser brutais para os standards tecnológicos em gaming.

  15. #60
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Desde que seja implementado é o que nós queremos, não basta vir com ideias que depois se ficam pelo papel.
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

 

 
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