Intel Cannonlake SoC will have 4-core, 6-core and 8-core versions

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Fjodor2001

Diamond Member
Feb 6, 2010
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Mainly because of the weak Xbox CPU. Secondary due to laptops/2in1 devices for power consumption.
Weak if you look at ST performance alone. But that is insane on an 8 core CPU.

So it's quite obvious MS wanted to make DX12 handle multi-core better, to harvest the power of the 8 core CPU in the XBONE.

Now the good that comes out of that is that it'll also benefit multi-core on the desktop PC gaming platform, that also use DX12. Probably exactly the outcome that AMD hoped for when they got their 8 core APU in the PS4 and XBONE.
You miss the point as always. DX11(.3) can use the same features as DX12 except for 2 that is only performance related. And this is the backdoor escape when game developers dont upgrade for new uarchs that gets developed. Else you end up with games that could potentially not run at all on new hardware.
I think it was you who missed my point! But maybe we're talking about different things. You seem to be talking about backwards compatibility. I on the other hand made a forward looking statement, projecting what the better multi-core handling of DX12 will bring for the future.

Of course there might be games that prioritize backwards compatibility. But as time passes more games will move on to use the complete spectrum of DX12 features. Same as has always happened as we've moved from DX9->10->11-> and so on.

So for the future, we'll see games making better use of multi-core CPUs, and also demanding more cores to perform their best. For gamers this is all a good thing, since the gaming performance will improve. So I don't see why you are so negative about this.
 

ShintaiDK

Lifer
Apr 22, 2012
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DX12 isn't a replacement for DX11. Unlike DX11 vs DX10, DX10 vs DX9 and so on.

And maybe you should check core scaling with DX12 from NVidia and AMD before you praise 8 cores
 

ShintaiDK

Lifer
Apr 22, 2012
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Oh, I'm expecting it to get far better than just one server in 1U. Not sure how dense it could get, but 2-3 at least.

That's no problem either, assuming you can fit it. Remember 1U cooling can be 15000rpm for fans if needed.

But where you can fit 45W Xeon-Ds, you can also fit 80W. Specially since it got twice the core density.
 
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ShintaiDK

Lifer
Apr 22, 2012
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In what way is DX12 different do you mean?

DX12 is to compliment DX11, not replace it.

Unless game developers keep making patches for games (They obviously wont). Then DX12 requires a more or less static hardware setup.

A good example is the Mantle issue with GCN 1.2 for BF4 etc. And that's even being so extremely close as GCN 1.2 is to GCN 1.0 and 1.1.

One of the Kodi developers also says it flat out.

http://forum.kodi.tv/showthread.php?tid=232831&pid=2059294#pid2059294
 
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Aug 11, 2008
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You got any documentation of this? You are the first person I have heard saying anything llike this. Once DX12 gets implemented, and if it brings benefits as expected, I would think all new architectures would be compatible with it.

Edit: not sure mantle examples are valid either. Mantle only worked with certain versions of GCN. As I understand it, DX12 will work with all architectures, granted with some features still specific to GCN, which is why the AMD fans are so (over) hyped.
 

ShintaiDK

Lifer
Apr 22, 2012
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You got any documentation of this? You are the first person I have heard saying anything llike this. Once DX12 gets implemented, and if it brings benefits as expected, I would think all new architectures would be compatible with it.

Edit: not sure mantle examples are valid either. Mantle only worked with certain versions of GCN. As I understand it, DX12 will work with all architectures, granted with some features still specific to GCN, which is why the AMD fans are so (over) hyped.

Sometimes you should just google

I am also sure at least a dozen techsites covered this extensively.

You thought a low level API came with free lunch? You need to code for every single architecture. Else the fun stops. This is also why Microsoft gave us DX11.3. There isn't any magic solution to a high level API replacement in a dynamic market.

However this issue will first really begin in the future. Post Pascal, post Arctic Island.
 
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Aug 11, 2008
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Sometimes you should just google

I am also sure at least a dozen techsites covered this extensively.

You thought a low level API came with free lunch? You need to code for every single architecture. Else the fun stops. This is also why Microsoft gave us DX11.3. There isn't any magic solution to a high level API replacement in a dynamic market.

However this issue will first really begin in the future. Post Pascal, post Arctic Island.

Maybe you should just answer the question. just because DX12 doesnt fit with your anti more cores agenda doesnt mean it wont be a success. i would also look at the situation from the opposite direction. if dx12 brings the benefits expected, then i would expect any new architecture to be designed to be easily compatible with DX12. Do you really honestly believe that either gpu maker is going to go back to DX11 while their competitor utilizes the benefits of DX12?
 
Mar 10, 2006
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Maybe you should just answer the question. just because DX12 doesnt fit with your anti more cores agenda doesnt mean it wont be a success. i would also look at the situation from the opposite direction. if dx12 brings the benefits expected, then i would expect any new architecture to be designed to be easily compatible with DX12. Do you really honestly believe that either gpu maker is going to go back to DX11 while their competitor utilizes the benefits of DX12?

That's not the point that ShintaiDK is making.

DX12 absolutely brings benefits over DX11, but it's not a free lunch. Developers will have to put in a lot of extra legwork to actually utilize DX12 because this API essentially forces developers to do all of the heavy lifting.

The good news is that for developers with the budgets, time, and skill to actually make use of DX12, this will result in unequivocally better games for us, the consumers.

The bad news is that taking advantage of DX12 will be hard for all but the top developers so you should expect that many games, especially lower budget/indie ones, to use the older APIs that take care of a lot of the low-level stuff that they have in the past.
 

ShintaiDK

Lifer
Apr 22, 2012
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Maybe you should just answer the question. just because DX12 doesnt fit with your anti more cores agenda doesnt mean it wont be a success. i would also look at the situation from the opposite direction. if dx12 brings the benefits expected, then i would expect any new architecture to be designed to be easily compatible with DX12. Do you really honestly believe that either gpu maker is going to go back to DX11 while their competitor utilizes the benefits of DX12?

I never said DX12 wouldn't be a success. But DX12 isn't replacing DX11.

I think you misunderstand. Let me give you an example:

Game A releases today: Runs super on GCN 1.2/Maxwellv2 and down with DX12.

Game B releases in 2017: Runs super on GCN 2.0/Pascal and down with DX12.

Game A however, assuming game developers left it, either dont run at all or run like crap with DX12 on GCN 2.0/Pascal due to no update. GCN2.0 and Pascal users will use DX11 as a compatibility mode.

In most cases this isn't an issue. Because people moved on. Or their 2017 PC may simply be fast enough for it not to be an issue with DX11.
 

cytg111

Lifer
Mar 17, 2008
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That's not the point that ShintaiDK is making.

DX12 absolutely brings benefits over DX11, but it's not a free lunch. Developers will have to put in a lot of extra legwork to actually utilize DX12 because this API essentially forces developers to do all of the heavy lifting.

The good news is that for developers with the budgets, time, and skill to actually make use of DX12, this will result in unequivocally better games for us, the consumers.

The bad news is that taking advantage of DX12 will be hard for all but the top developers so you should expect that many games, especially lower budget/indie ones, to use the older APIs that take care of a lot of the low-level stuff that they have in the past.

It is all good sense and all up until

all of the heavy lifting

ALL the heavy lifting? As in eeeeverything? Man .. thats alot though!!1!11

The bad news is that taking advantage of DX12 will be hard for all but the top developers so you should expect that many games, especially lower budget/indie ones, to use the older APIs that take care of a lot of the low-level stuff that they have in the past.

Citation needed
 

Fjodor2001

Diamond Member
Feb 6, 2010
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It's my analysis of the situation, so I can't really provide you with a "citation" as it were. But the fact that DX11.3 will "coexist" with DX12 is a pretty reasonable "tell," IMO.

Ok, so no citation. Well, do you have any logic for your reasoning then, other than that DX11.3 will coexist (which doesn't really prove anything)?
 

cytg111

Lifer
Mar 17, 2008
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You got any documentation of this? .

Nope, pretty sure
DX12 is to compliment DX11, not replace it.
is Shintai alternate reality territory.
I'd like a source to an official MS guy stating otherwise though? Do we have a source or is it just another 'opinion' stealthed into the argument as "fact"?

As I see it, we hit 4 cores and software was caught sleeping on one leg/thread.. So its time to catch up and DX12 may well be a part of that puzzle to get everything parallel.
 

Fjodor2001

Diamond Member
Feb 6, 2010
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Going forward the major games will of course make use of the DX12 features even if it requires some extra effort. Those that don't will get overrun by the competition that do use the new features to get better performance on multi-core CPUs.

Same as it always has been. Initially not all game developers make use of the new features provided by a new DX version, but eventually they will.
 
Mar 10, 2006
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Ok, so no citation. Well, do you have any logic for your reasoning then, other than that DX11.3 will coexist (which doesn't really prove anything)?

My logic comes down to this: DX12 requires a non-trivial increase in the amount of work/effort compared to DX11 because it gives developers a lot more control.

This shouldn't be a problem for big, rich studios, so Call of Duty, Battlefield, etc. all of the big names will have no issue transitioning to the new API. But for small indie developers or even mid-sized ones on a relatively tight budget, I can imagine that they may forgo the benefits associated with DX12 for now in order to be able to get their games out to market in a reasonable time-frame and at reasonable development costs.

Longer term, devs may have no choice but to migrate to DX12 though.
 

cytg111

Lifer
Mar 17, 2008
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Ok, so no citation. Well, do you have any logic for your reasoning then, other than that DX11.3 will coexist (which doesn't really prove anything)?

I am thinking of the drivers .. Nvidia, AMD and Intel .. When a new AAA title hits there is usually some last minute polishing done to get the drivers perfect for that particular title. If 11 and 12 is to coexists that means double up on that front (I would assume). Point being I dont see them(gpu vendors) going all in one more than one revision of directx per title.. I may be wrong.
 

ShintaiDK

Lifer
Apr 22, 2012
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Ryan Smith also covered parts of it.
http://www.anandtech.com/show/8544/microsoft-details-direct3d-113-12-new-features

Direct3D 11.3

First and foremost then, Microsoft has announced that there will be a new version of Direct3D 11 coinciding with Direct3D 12. Dubbed Direct3D 11.3, this new version of Direct3D is a continuation of the development and evolution of the Direct3D 11 API and like the previous point updates will be adding API support for features found in upcoming hardware.

At first glance the announcement of Direct3D 11.3 would appear to be at odds with Microsoft’s development work on Direct3D 12, but in reality there is a lot of sense in this announcement. Direct3D 12 is a low level API – powerful, but difficult to master and very dangerous in the hands of inexperienced programmers. The development model envisioned for Direct3D 12 is that a limited number of code gurus will be the ones writing the engines and renderers that target the new API, while everyone else will build on top of these engines. This works well for the many organizations that are licensing engines such as UE4, or for the smaller number of organizations that can justify having such experienced programmers on staff.

However for these reasons a low level API is not suitable for everyone. High level APIs such as Direct3D 11 do exist for a good reason after all; their abstraction not only hides the quirks of the underlying hardware, but it makes development easier and more accessible as well. For these reasons there is a need to offer both high level and low level APIs. Direct3D 12 will be the low level API, and Direct3D 11 will continue to be developed to offer the same features through a high level API.
 

Fjodor2001

Diamond Member
Feb 6, 2010
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My logic comes down to this: DX12 requires a non-trivial increase in the amount of work/effort compared to DX11 because it gives developers a lot more control.

This shouldn't be a problem for big, rich studios, so Call of Duty, Battlefield, etc. all of the big names will have no issue transitioning to the new API. But for small indie developers or even mid-sized ones on a relatively tight budget, I can imagine that they may forgo the benefits associated with DX12 for now in order to be able to get their games out to market in a reasonable time-frame and at reasonable development costs.

Longer term, devs may have no choice but to migrate to DX12 though.

Ok, I see. Sounds solid. So it'll require extra work, the question is just how much.

And I suppose none of us know how much extra work it'll actually be. Remember there's also been extra work when game devs took use of all the other new features that have been added all the way through ...->DX9->DX10->DX11->... . Games today are a lot more expensive to develop than 10-15 years ago due to that, but the game companies have coped with it.

So will this require more work than previous new DX features? So far I've not seen anyone providing evidence in either direction. But if it really would require so much work that very few would make use of it, then there would be no point for MS to add it in the first place.

Also, as ShintaiDK mentioned, the better multi-core support provided with DX12 was likely to make use of the 8 CPU cores in the XBONE. And if XBONE games will make use of that, so will those games when they are being run on a PC. That should mean pretty broad support.
 
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Aug 11, 2008
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So basically we already have the extremes from both camps saying either "DX 12 is going to make AMD cpus and GCN gpus number 1" to the other camp saying, "Eh, dont need more cores. There is always DX 11.whatever. And games run on one thread, no matter what." I suspect the truth is somewhere in the middle, but I just cant imagine that DX12 is not going to take the majority of games eventually, and *will* make proper use of more cores. I havent really heard of anyone saying how hard it is to program for the consoles, and they have a low level api.
 

ShintaiDK

Lifer
Apr 22, 2012
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So basically we already have the extremes from both camps saying either "DX 12 is going to make AMD cpus and GCN gpus number 1" to the other camp saying, "Eh, dont need more cores. There is always DX 11.whatever. And games run on one thread, no matter what." I suspect the truth is somewhere in the middle, but I just cant imagine that DX12 is not going to take the majority of games eventually, and *will* make proper use of more cores. I havent really heard of anyone saying how hard it is to program for the consoles, and they have a low level api.

I dont think anyone said that.

Consoles have multiple APIs, high and low. Also consoles, unlike PCs, got static hardware.

For PS4 example, GNM for low level, GNMX for high level.

And Xbox One uses...DX11 currently.
 
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