Hey guy's... I came across something last night in the design specs of the new xbox scorpio...
It has a Directx12 Chip between the CPU an the GPU.. Is this Dx12 in a chip.. It is supposed to take halve the rendering load off the CPU. Have you guy's heard of this before.. What's the story with this. Is Dx12 running in hardware as opposed to software ?
Anyway what is this Dx12 chip on the scorpio an can it be implemented on the PC ? The mind boggles...
I have tried googling this to no avail.. so far anyway.
Hello AMD an AMD fans alike this is my first post on this forum I think.. Well with this a/c anyway I may have had one many moons ago in a time far far away...
""It has a Directx12 Chip between the CPU an the GPU.. Is this Dx12 in a chip.. It is supposed to take halve the rendering load off the CPU. Have you guy's heard of this before.. What's the story with this. Is Dx12 running in hardware as opposed to software ?
I understand your question and the link I gave you answers it.
If you have Win10
If you have a compatible graphics card
If the game or application is written for DX12
I'm not sure about that.. That's why I'm asking. Dx12 runs in software on a PC... But the Xbox Scorpio has a Dx12 Chip sitting between the CPU and the GPU.
Someone has said to me on another forum that this might be a draw call processor is this correct ?
What is it's exact function and can it be implemented on a PC ?
Microsoft is calling it a "GPU Command Processor".. They say it can reduce CPU an GPU usage by severel cycles everytime it's used...
It is often used Dx12 draw calls in hardware.. Parts of the API are now in hardware in the form of a Dx12 chip... savage !
"What’s more interesting about the Scorpio console is that, according to Microsoft, it’s designed to incorporate basic, oft-used DirectX12 draw calls into the GPU command processor itself, potentially freeing up some processing power for devs.
“It's the first time I'm aware of us ever doing something like this,” Gammill said. “We actually pulled some of the DX12 runtime components directly into the hardware. So basically, these high-frequency DX12 draw calls you'd normally call [to output a frame, for example] which would take up a lot of GPU and CPU cycles, now that that's baked into the system itself, it makes the system significantly more efficient.”
"Gammill estimates this can lead to situations where hundreds of specific API calls can be cut down to 10-15, potentially giving developers a bit of extra efficiency to play with."
Full article can be read here: