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Developer Hopes To Increase Xbox One Optimization With DirectX 12
“Coding to the metal”, that's a phrase attached to the concept of getting the most out of a system's capabilities. This phrase was introduced to mainstream gaming just last year, when Sony used it as a bullet-point for the PlayStation 4's development environment: developers could code to the metal and get the most out of the optimizations for the system.
Well, Microsoft wants to mimic that claim in their own territory. They want to reel in those eager eyes and finicky fingers on their very own system and get studios to pump out the best software possible on the Xbox One.
One developer who has been reeled into the black and green brand is Graphine Software, a middleware graphics solution developer, who believes that the new tools coming out for the Xbox One will bring in great things for Microsoft's system.
Gaming Bolt managed to get in word with the CEO of Graphine, Aljosha Demeulemeester, who spoke about how DirectX 12 could help greatly with increasing optimization for the Xbox One, especially for tools like Granite, Graphine's proprietary graphics streaming technology.
According to Demeulemeester, DirectX 12...
“...allows us to further optimize our tiling back end (for DX12) that takes care of loading texture tiles into video memory. Also, we get more access to how data is stored in video memory, which is very important for us. Specifically for our tiling back end, we expect a performance increase compared to DX11.1+ but we don’t have any hard numbers on this yet.”
It wasn't but a few moons ago that Microsoft publicly announced DirectX 12 and announced that CPU utilization would be increased by more than 50%.
Of course, though, the DirectX 12 projects aren't set to become widely available until holiday 2015, which is a long ways away from now.
Even more than that, helping CPU utilization and streaming technology like Graphine's Granite streaming technology won't help the biggest problem that the Xbox One suffers from: A poverty-ridden GPU.
Graphine's tech allows for up to 60% compression ratios of textures, allowing for better and more textures to be stored in memory at a time, but that doesn't help the console's biggest drawback: a lack of 1080p. There's also a matter of other studios actually having to utilize Graphine's tech in order to get those compression optimizations working well and working right on Microsoft's console that happens to be masquerading as a VCR.
Previously, Microsoft's own Xbox director of development, Boyd Multerer, admitted that 1080p would be hard to achieve on the Xbox One due to the way the system utilizes its limited 32mb of eSRAM. The inclusion of DirectX 12 tools and “the power of the cloud” won't make 1080p anymore possible than it currently is, but there is a deep and desperate hope in the fanboy community of the black and green brand that perhaps... just maybe the “Banana Surprise” will finally help bring the system up to par with outputting 1080p games like the PS4.
Of course, the holiday season of 2015 is a long ways away. Between that time and now, it looks like the Xbox One (for graphically intense games) will just have to settle for resolutions that are poorer than Greece's economy.
If you truly want unfiltered 1080p games at 60fps, I think you know what the solution is (assuming you already have a Wii U).
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