Does that seem right to you?
http://www.anandtech.com/show/7835/d...ed-at-gdc-2014
Does that seem right to you?
http://www.anandtech.com/show/7835/d...ed-at-gdc-2014
You're speaking as if DX12 is going to be used right away, It's going to take years for most games to actually use DX12, especially mainstream ones.
Depends how much of a practical improvement DX12 is over DX11, and even then, how much effort it would take to port to DX12. New APIs are like new videogames: There's going to be issues at launch. If you want to have the least amount of issues, it's best to wait a few months or so until they're sorted.
So with that in mind, I'm not bothered by this at all.
A little knowledge is a dangerous thing. An API reveil is a far cry from full adoption. Even DirectX 11 hasn't really hit its stride yet in terms of ubiquity. DirectX 9 was quickly adopted because it represented a fundumental improvement in the way users interacted with hardware. DirectX 11, on the other hand, offered at best small preformance and quality of life improvements while greatly changing the function calls for preforming the common tasks. It only stands to reason that developers with a decade of experience on DirectX 9 prefered to stick with what they were used to in the face of relatively small gains.
If DirectX 12 provides a vast improvement in GPU utilization - something I honestly highly doubt - it will be adopted quickly and the world will forget DirectX 11 even existed, just like it did with DirectX 10. Funudamentally, APIs exist only to make the job of developing easier and present a uniform, convenient face on complex hardware (or software). DirectX 11, DirectX 12, OpenGL 3.0, Mantle, they all are only as powerful as the underlying hardware and the overlying application that utilize them. You can emulate DirectX 11 Tesselation as long as your hardware can support it. Meanwhile, DirectX 12 will be useless for years until the market is saturated with GPUs that implement the supported hardware.
Think of DirectX as a library of "things you can use". Square Enix are simply using that as the 'foundation' for a new client for the PC/PS4 in which they can have two clients;
DX9 - A standard client, runs smoothly with a decent look.
DX11 - An optional client, can run smoother, offers a higher graphics fidelity and extra options.
Don't focus on the "DirectX" side of things, focus on the client separation, they're simply using that as the base to work on a client that can offer what the developers want to be "A true Final Fantasy" game that can offer the best visuals it can.
Simply "adding DirectX" to your game won't make it look good, it's a resource of useful things you can use to enhance the experience, essentially a library of resources and information to pull from to get particular things done.
Dx11 offers quite a nice bundle of new things but nothing realm shattering to the point where "omg game iz ugly without dx11, y u no have dx11".
Dx12 would have to be offering something absolutley astounding to make it a 'quick standard', as it'll take a while for the average hardware base to catch up.
And seeing as (on average) most people are only catching up to DirectX 11 in terms of GPU's, it's going to be a very a long time before you hear-see anything about DX12 being used.
However I'll reitterate again, if DX12 offered something a true game-changer something absolutley amazing that "Wows" the world, THEN you'll see the DX11>12 hardware catchup being considerably faster.
"I still don't get it..."
Think of it like televisions. Whenever the transition from Standard Definition [SD] > High Definition [HD] televisions came around. How long did it take for this to happen?
It took years! The transition was slow, video-players, consoles, digital television>HD digital television all took a long time to catch on as a 'standard' for companies to produce HD content, as the average consumer only had a SD TV. (Hence why the Wii was an SD console).
If you know anything about development you'd know it won't matter as DX12 won't become a standard anytime soon and ontop of that we already know DX11 won't do much for FFXIV ARR per Yoship - So does it seem right? Yes, DX10 and 11 are finally a standard but many programs/games are still built with some DX9 standards, DX12 won't become a standard for another 3 years at minimum.
Knowing Microsoft they will tie it to windows 9 or 8.X.
If DX12 is only for Windows 9 or 8.X it will be an extremely slow uptake and AMD won't have to worry about Mantle becoming obsolete.
DX11 premiered in 2009 and most developers still coded in DX9 'till more recently (many still do); with the majority of easily affordable graphics cards and more importantly pre-builts now being DX11 compatible, I'd be willing to bet DX11 will become the next DX9 if anything. Like mentioned, we likely won't see DX12 used regularly for years to come, when developers know the majority of hardware out there can support it (and that may not even happen if we have another DX10 on our hands).
Last edited by Skull_Angel; 03-08-2014 at 03:00 AM.
It really is a shame that we're still waiting for the directx11 client.
DX12 will be Win8 only anyways. Just as with DX10 when you tie the new DX to an unpopular version of Windows most devs will ignore it because most users will not own that version of Windows. I am completely unconcerned about DX12 at this point because Win8 is the new Vista.
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