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DX12 to Allow Better Use of CPU Cores, Xbox One Already Has Similar API For Freeing Up CPU

Posted on the 25 May 2014 by Sameo452005 @iSamKulii
DX12 to Allow Better Use of CPU Cores, Xbox One Already Has Similar API For Freeing Up CPU In a new interview with the tech enthused guys at GamingBolt, Confetti CEO and co-founder Wolfgang Engel how DX12 will be able to take better advantage of the Xbox One, and how it will ultimately improve development on the X1.
Regarding DirectX 12, Engel said to the site, “I like it. It’s great and it’s a fantastic opportunity to raise the bar again. It works with the same piece of hardware, so it’s the same CPU and the same GPU, and certainly we have much more CPU time to spend.
“The workload on the CPU decreases substantially, because you can utilize better the cores of the CPU. In this way you are less likely to be CPU limited. One of the cool features of modern games is that we have physics, and they have been traditionally implemented on the CPU and as a game developer you have to go back and ask ‘do I have to spend 40% of my CPU time’ on rendering or ‘can I reduce this so that I can use it for physics’ and this is one of the things that DirectX 12 allows you. This makes sure that the developers can get more out of the existing hardware.”
“AMD’s Mantle is also going in the same direction and has the same structural idea, reducing CPU time so that it can be free up for other tasks. One CPU usage case is multiple GPU set ups which is kind of an interesting development because when you have multiple GPUs, say two GPUs, you would not expect to be actually CPU limited. But now the CPU has to feed two GPUs which are really fast, suddenly your CPU becomes the bottleneck. DirectX 12 and Mantle are resolving that situation.”
There are plenty of similarities between DX 12 and Mantle but what about their respective advantages? “The advantage of Mantle is that it’s able to squeeze out of a few more cycles from the AMD platforms. The advantage of DX12 is that it runs on all GPUs,” says Engel.

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