QUOTE(cstkl1 @ Oct 1 2015, 11:09 PM)
To make this simple for you
Overheads in dx12 refers to command list from driver to the game/application.
Dx11 on nvidia is superb because of the syncronous nature of the command list by the driver from multithreaded api calls to the gpu. Nvidia has done a insane job.
Dx12 gives game developers to optimize their game engine for command list.
Witcher 3 is poorly optimized?? Thats a first.
Batman AK is pretty good now. The dx11 flaws were as i said.. Game devs just introduce threaded api calls without caring for how drivers are going to issue a command list to the gpu.
Also things gets complicated with different hardware config on pc with the async nature of managing resources. Think of this like how gsync solved tearing etc.. Similar concept.
Consoles are poor performers. Its just that with low level apis game devs get to optimize its hardware. Aint so simple with pc.
Dx12 gives game dev the same oppurtunity. If the game engine is bad.. It will reflect in console as well.
Well, I'm sure you're right about this, but it doesn't change the fact that for many PC counterparts of the console games, you can't expect "oh PC version of the PS4 should be running a dual core, and HD78xx, and yeah, it'll work just the same, because it doesn't.
Not forgetting to mention that on paper alone the GPU on PS4 would outdo a GTX960M, so that's why I've been suggesting that the potential owner should really go for the 970M instead of the 960M. Even then the 970M is not marginally "better" than overall PS4 system's GPU, but at the very least with proper "tinkering" it should provide satisfactory gaming that should be a little bit above what you can get from the consoles, therefore that Z5 purchase with a 970M would outlast the generation of the PS4/XBoxOne