View Full Version : Farewell to DirectX?

03-17-11, 07:41 AM
Despite what delusional forum chimps might tell you, we all know that the graphics hardware inside today's consoles looks like a meek albino gerbil compared with the healthy tiger you can get in a PC. Compare the GeForce GTX 580's count of 512 stream processors with the weedy 48 units found in the Xbox 360's Xenos GPU, not to mention the ageing GeForce 7-series architecture found inside the PS3.


The Xbox 360's Xenos GPU has a less then a tenth of the processing power of a top-end PC GPU, so why don't PC games look ten times better?

Funny how DirectX is under MS and Xbox360 is also under MS....which has more support?....

In consoles, you can draw maybe 10,000 or 20,000 chunks of geometry in a frame, and you can do that at 30-60fps. On a PC, you can't typically draw more than 2-3,000 without getting into trouble with performance, and that's quite surprising - the PC can actually show you only a tenth of the performance if you need a separate batch for each draw call.

DirectX supports instancing, meaning that several trees can be drawn as easily as a single tree. However, Huddy says this isn't still enough to compete with the number of draw calls possible on consoles

Now the PC software architecture – DirectX – has been kind of bent into shape to try to accommodate more and more of the batch calls in a sneaky kind of way. There are the multi-threaded display lists, which come up in DirectX 11 – that helps, but unsurprisingly it only gives you a factor of two at the very best, from what we've seen. And we also support instancing, which means that if you're going to draw a crate, you can actually draw ten crates just as fast as far as DirectX is concerned.

But it's still very hard to throw tremendous variety into a PC game. If you want each of your draw calls to be a bit different, then you can't get over about 2-3,000 draw calls typically - and certainly a maximum amount of 5,000. Games developers definitely have a need for that. Console games often use 10-20,000 draw calls per frame, and that's an easier way to let the artist's vision shine through.'

03-17-11, 08:53 AM
Source (http://www.bit-tech.net/hardware/graphics/2011/03/16/farewell-to-directx/1)

03-17-11, 12:38 PM
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