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Quote:
Originally Posted by sugarhell View Post

Nvidia doesnt push CUDA down to your throat. If you are a developer YOU choose either to use CUDA or opencl.
So Microsoft is forcing you to play all your games in Windows Store?
Got any proof?

You are always welcome to use a different operating system as well.
 
UWP Apps are more efficient. Microsoft has been trying to push for this since Windows 8 first came out. .exe are old school. There are to be a change but the way Microsoft is handling their Store since Windows 8 is pathetic. Also they could start but having the replacement be as good that what its replacing.
 
Quote:
Originally Posted by sugarhell View Post

Nvidia doesnt push CUDA down to your throat. If you are a developer YOU choose either to use CUDA or opencl.
I seem to be missing something.. Are MS forcing developers to use UWP over Win32? We don't even know how the Windows store or UWP is planned to function in the future.
 
Quote:
Originally Posted by Redwoodz View Post

So Microsoft is forcing you to play all your games in Windows Store?
Got any proof?

You are always welcome to use a different operating system as well.
If i use a different OS i will not gonna use dx12. You see the difference?

Its like saying if i dont use CUDA i cant use compute apps at all.
 
Quote:
Originally Posted by ZealotKi11er View Post

UWP Apps are more efficient. Microsoft has been trying to push for this since Windows 8 first came out. .exe are old school. There are to be a change but the way Microsoft is handling their Store since Windows 8 is pathetic. Also they could start but having the replacement be as good that what its replacing.
Total BS, you can write efficient programs in most of the "old school" programming langauges. If a program is inefficient that is mostly the developers fault....
 
Quote:
Originally Posted by tpi2007 View Post

So, Rise of the Tomb Raider, a DX 11 game (for now) has SLI and Crossfire support in the Steam version and not on the Windows Store. That logically implies that you have to do more work to have the exact same game work under the Windows Store model than under the general platform.

Also, Nvidia's brand image with gamers is largely due to their superior drivers perception and why AMD was the one pushing Mantle. As good an idea as Mantle is, it doesn't invalidate the former statement, so let's keep that in mind when implying that Nvidia is tired of having a good brand reputation.

Lastly, don't forget that the V-Sync and exclusive fullscreen problem you mention in the last sentence is currently a Windows Store implementation problem. They've said so themselves. You didn't mention it, but modding is also a problem and again, they admitted to that already.
The Unreal engine is used by many developers of PC games. And that is why I think that his opinion has many people behind him, this isn't just a single guy's op-ed in a newspaper. It carries more significance.
That's simple because the Tomb Raider on Steam was coded on DX11 API while the one on the Windows Store was coded on DX12 API without use the DX12's features yet. As for them having to do more work, well they have to do all of this work given the fact that this game has already been demonstrated by Microsoft at the Windows 10 Gaming Conference in San Francisco a couple of days ago doing Cross-vendors GPUs.

Once again, it's up to the developer to do Crossfire/SLI along with Cross-vendors GPUs support for these DX12 games not AMD, Nvidia and Microsoft.

Forget perception, this is a business here. Nvidia doesn't want to waste resources/operating expenses for optimizations if they don't have to. Remember now, driver support is the primary reason why Workstation GPUs cost way more than Gaming GPUs.

As for V-sync and exclusive fullscreen mode, Microsoft already said that there is no reason why developers can't make an exclusive fullscreen game. Ryan Shrout from PCper got an official statement from Microsoft on this. Listen at the 26:51 mark when asked about this and Ryan tells his co-anchor what Microsoft officially said:
 
Quote:
Originally Posted by MoorishBrutha View Post

That's simple because the Tomb Raider on Steam was coded on DX11 API while the one on the Windows Store was coded on DX12 API without use the DX12's features yet. As for them having to do more work, well they have to do all of this work given the fact that this game has already been demonstrated by Microsoft at the Windows 10 Gaming Conference in San Francisco a couple of days ago doing Cross-vendors GPUs.

Once again, it's up to the developer to do Crossfire/SLI along with Cross-vendors GPUs support for these DX12 games not AMD, Nvidia and Microsoft.

Forget perception, this is a business here. Nvidia doesn't want to waste resources/operating expenses for optimizations if they don't have to. Remember now, driver support is the primary reason why Workstation GPUs cost way more than Gaming GPUs.

As for V-sync and exclusive fullscreen mode, Microsoft already said that there is no reason why developers can't make an exclusive fullscreen game. Ryan Shrout from PCper got an official statement from Microsoft on this. Listen at the 26:51 mark when asked about this and Ryan tells his co-anchor what Microsoft officially said:
What? This is an insane logic.

Tomb raider on both Stores is using dx11 with the same features.And if you check the files on both versions they have the same files minus the exe. I analyzed the game with a profiler a lot of time there isnt anything there.

UWS doesnt support afr because it lacks fullscreen mode. All the apps that works through UWS they have to use right now vsync because they work with borderless fullscreen ONLY.
 
Quote:
Originally Posted by sugarhell View Post

What? This is an insane logic.

Tomb raider on both Stores is using dx11 with the same features.And if you check the files on both versions they have the same files minus the exe. I analyzed the game with a profiler a lot of time there isnt anything there.

UWS doesnt support afr because it lacks fullscreen mode. All the apps that works through UWS they have to use right now vsync because they work with borderless fullscreen ONLY.
Then explain this to me..........and by the way, are you saying that Ryan Shrout is lying about his official statement from Microsoft about them saying there is nothing preventing a developer from create an exclusive fullscreen mode?

 
Quote:
Originally Posted by MoorishBrutha View Post

Then explain this to me..........and by the way, are you saying that Ryan Shrout is lying about his official statement from Microsoft about them saying there is nothing preventing a developer from create an exclusive fullscreen mode?

So a new version of tomb raider with dx12 is playable. What to explain from that? That they will patch the game with dx12? We already know that dx12 is coming to tomb raider but that doesnt mean that it is already there

I dont believe microsoft. RIght now all the apps are borderless and they dont support crossfire/sli for some "reason". I am trying to not read any pr from any company

ALso they dont mention that they can create a UWS app with fullscreen. They are saying that if you use WDDM 2.0 you can create an application with fullscreen mode and there isnt any limitation except UWS that force borderless.
Quote:
One particular fear for some gamers is that Microsoft would attempt to move to the WDDM compositing model not just for games sold in the Windows Store, but for all games that run on the OS. I asked Microsoft directly:

To answer your question, can we assume that those full screen features that work today with DX12 will work in the future as well - yes.
 
Folks, it's just like Nintendo with the Wii U. Alot of consoles gamers ridicule Nintendo for releasing the Wii U back in 2012 without voice chat. But what alot of consoles dudes fail to mention up was the reason why Nintendo did that in the first place; and that reason was that Nintendo perceived themselves as a kids' consoles and they didn't want adults socializing too heavy with little kids so they let developers decide if they want voice chat in their respective games if they see fit. So just for the record, voice-chat for the Wii U was always available, it's just that the developers have to do the work/programming instead of Nintendo. The developers can ALWAYS enable these features.
Quote:
Originally Posted by sugarhell View Post

So a new version of tomb raider with dx12 is playable. What to explain from that? That they will patch the game with dx12? We already know that dx12 is coming to tomb raider but that doesnt mean that it is already there

I dont believe microsoft. RIght now all the apps are borderless and they dont support crossfire/sli for some "reason". I am trying to not read any pr from any company
It goes back to what I originally said to that other poster about the version from Windows Store is coded on DX12 API and they just haven't officially enabled the DX12 features yet like how they did at the Windows 10 Gaming Conference a couple of days ago. Please think before responding, just don't argue for the sake of argument.

As for you not believing in Microsoft, that's a personal issue, I'm dealing with facts. Ryan Shrout said that Microsoft gave him an official statement that any developer can make a game with exclusive fullscreen as I marked in that last posting.

I'm not here to give you conviction about Microsoft, I'm here to bring the facts.
 
Quote:
Originally Posted by MoorishBrutha View Post

As for V-sync and exclusive fullscreen mode, Microsoft already said that there is no reason why developers can't make an exclusive fullscreen game. Ryan Shrout from PCper got an official statement from Microsoft on this. Listen at the 26:51 mark when asked about this and Ryan tells his co-anchor what Microsoft officially said:
No, that is not what they said and that is not what is being said in the video and that is not what I said in the post you are quoting. We are talking about what is possible within UWP and UWP only.

Let's be precise here: Using the current Nvidia drivers you can play a DX 12 game outside UWP that runs in exclusive fullscreen mode. When AMD releases their driver with FlipEx enabled, you'll be able to do the same. But as of today you can't do it with a UWP based game, no matter the driver.

Also, a DX 12 game is not necessarily a UWP game and a UWP game is not necessarily a DX 12 game.

If you don't believe me or sugarhell, read Phil Spencer's own words:
Quote:
PCG: Universal Windows Applications currently don't support a lot of the features PC gamers would expect, for instance multi-GPU support, exclusive fullscreen, modding, etc. What are you doing to improve UWA functionality.

Phil: Yeah, well, we obviously have the same list, and maybe even a little longer than what the community has brought up around Rise of the Tomb Raider. Certain things will happen very quickly in terms of, like, mGPU support and stuff where there's no policy, it's just us working through the timeline of implementation. VSync lock, kind of the same thing. There's specific reasons that it's there, but it's not something that's kind of a religion on our side that this has to work. Modding, we're focused on modding even on console with, like, Fallout. We obviously own Minecraft, we understand the importance of modding, and making sure that we support that in the PC ecosystem is critical to UWA success. Our goal is to make UWP [Universal Windows Platform] the best platform for game developers and gamers to support, but we know we've got room to grow.
http://www.pcgamer.com/phil-spencer-interview-on-microsofts-pc-gaming-strategy/
 
Quote:
Originally Posted by tpi2007 View Post

No, that is not what they said and that is not what is being said in the video and that is not what I said in the post you are quoting. We are talking about what is possible within UWP and UWP only.

Let's be precise here: Using the current Nvidia drivers you can play a DX 12 game outside UWP that runs in exclusive fullscreen mode. When AMD releases their driver with FlipEx enabled, you'll be able to do the same. But as of today you can't do it with a UWP based game, no matter the driver.

Also, a DX 12 game is not necessarily a UWP game and a UWP game is not necessarily a DX 12 game.

If you don't believe me or sugarhell, read Phil Spencer's own words:
http://www.pcgamer.com/phil-spencer-interview-on-microsofts-pc-gaming-strategy/
No, that's what they were saying. Ryan mentioned up about the UWP's current policies afterwards. Just think about it for a couple of seconds: a couple of days ago at the Windows 10 Gaming Conference in San Francisco, not Steam Conference, they played Rise of the Tomb Raider with cross-vendor GPUs.

UWP doesn't allow multi-GPUs configuration yet so who else could had implemented that in? It can only be the developers. Developers always have control like in my example about Nintendo with the Wii U. Most consoles dudes think that the Wii U doesn't have voice chat because Nintendo never universally implemented it in lest pedophilia/lascivious behavior but Nintendo has said plenty of times that developers can implement voice chat themselves if they see fit.
 
Quote:
Originally Posted by MoorishBrutha View Post

No, that's what they were saying. Ryan mentioned up about the UWP's current policies afterwards. Just think about it for a couple of seconds: a couple of days ago at the Windows 10 Gaming Conference in San Francisco, not Steam Conference, they played Rise of the Tomb Raider with cross-vendor GPUs.

UWP doesn't allow multi-GPUs configuration yet so who else could had implemented that in? It can only be the developers.
So, now you're explicitly contradicting what Phil Spencer said. Awesome. I even went one step further and not only put in bold but also underlined the part where he says that it's currently a platform limitation. I don't know how much clearer it can get than this. Quoted again:

Quote:
Certain things will happen very quickly in terms of, like, mGPU support and stuff where there's no policy, it's just us working through the timeline of implementation. VSync lock, kind of the same thing. There's specific reasons that it's there
What they probably did for that presentation was work on the platform limitation like he said they would and worked together with the developer to explore that newly added capability. None of that invalidates the fact that currently, the platform, as it is deployed in consumer's machines, does not allow for that. Some things may change "very quickly" as he said, but no time frame was given. For all we know it's working in the lab and it'll be a month or two before it's truly ready for broad adoption.
 
Forgive me, I did not read through the thread so I'm not sure if this was answered or not but, could someone explain to me what these "new Windows features" are that he's angry about?
Quote:
"I believe Microsoft has every right to operate a PC app store, and to curate it how they choose" -- instead, he's angry that Microsoft is launching new Windows features exclusively to developers that participate in what he calls the "locked-down UWP ecosystem."
 
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