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  1. #1
    Player
    Squa11_Leonhart's Avatar
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    Quote Originally Posted by Shioban View Post
    Clearly you need to do more research, as it's something we've already done successfully thanks to the swap to a x86 based architecture making it a slightly task.

    The PS4 does support DirectX 11 regardless of the fact that it's a Microsoft API, whether or not Square Enix will take the opportunity to utilize this or simply stick with the OpenGL iteration they've used previously is anyone's guess.
    The ps4 does not support directX as it does not use a Windows based operating system.

    What it does have is a gpu designed around directx's ideals with a few extra's instructions/functions that are usually not made available on pc's.


    Don't argue semantics, you'll lose; as going by your argument any gpu with shaders is able to use directx (which is not the case).
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  2. #2
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    ReplicaX's Avatar
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    Quote Originally Posted by Squa11_Leonhart View Post
    The ps4 does not support directX as it does not use a Windows based operating system.
    It runs a modified DirectX 11.1 API. You don't need a MS OS to use it.

    Something you can easily Google. As it was demonstrated at GDC by Sony.

    All this tells me is you are not educated in the subject matter aka PS4 hardware.

    Mar. 28, 2013
    The PS4 sees Sony move to a 64-bit x86 chip architecture, which will be music to the ears of developers, especially those used to working on PC games. The good news doesn’t stop there, though. Developers will be able to take advantage of Microsoft’s latest industry standard DirectX API — DirectX 11.1, but Sony has taken the time to improve upon it, pushing the feature set beyond what is available for PC games development.
    Those improvements include better shader pipeline access, improved debugging support features out the box, and much lower level access to the system hardware enabling developers to do “more cool things.” That’s achieved not only through an modified DirectX 11.1 API, but also a secondary low-level API specifically for the PS4 hardware.
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    Last edited by ReplicaX; 11-10-2014 at 02:56 AM. Reason: Actual source

  3. #3
    Player Shioban's Avatar
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    Quote Originally Posted by Squa11_Leonhart View Post
    Don't argue semantics, you'll lose; as going by your argument any gpu with shaders is able to use directx (which is not the case).
    I'm not arguing semantics. That's not even what the definition for semantics means.

    We literally used it on basic build running on a PS4, no less than 5 months ago.
    I don't know why you're throwing in key-phrases such as 'shaders' or 'instructions/functions' aside from an attempt to look partially pre-educated on the subject.


    Besides spouting absolute nonsense if you can't even simply type into google "DX11 PS4" to find even the most basic information on the subject, then don't bother responding.
    Please see the previous poster who took the basic imitative to look it up first before replying.

    Quote Originally Posted by Wildsprite View Post
    back on topic. they did say at the london fanfest they expect to be able to show the DX11 client by the end of the year. hopefully not long after we will see it released
    It seems from the screenshots and video's we've seen that there's a certain improvement in the general lighting and shadow casting already, and (it may just be due to the fact that it's a compressed screenshot) but I think they've finally added in some form of Hardware-Based Anti-Aliasing (Even if they don't it's something we can add in ourselves under DX11).
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    Last edited by Shioban; 11-11-2014 at 06:53 AM.