http://paradox3d.net/blog/direct3d11-ps4.htmlParadox and Yebis running on PS4 with Direct3D11 layer
Published on Thursday, 07 March 2013 00:00
We are pleased to announce that we have ported Paradox Engine and
Yebis 2 Post-Processing Middleware to Sony Computer Entertainment’s
PlayStation®4.
In order to successfully achieve this, we have managed to develop a
a full C++ compatible Direct3D11/DXGI/D3DCompiler API layer on top
of Sony Computer Entertainment’s PlayStation®4’s existing low level
graphics API. The layer is extremely performant, and Yebis and
Paradox could run with high quality settings. We plan to use this
layer to port other middleware developed in our company.
With such a layer, we have been able to easily port the Direct3D11
versions of Paradox and Yebis 2 without having to change a single
line of code in these middlewares in order to support rendering on
the PlayStation®4:
With the D3DCompiler layer (with a fxc.exe compiler using it), we
can develop our shaders in pure HLSL. We can query shader
reflection, metadata, constant buffer...etc exactly in the same way
we use to do in Direct3D11 on Windows.
With the DXGI layer, we are able to let our application using
regular initialization code as SwapChains...etc.
With the Direct3D11 layer, we are able to efficiently use the
underlying PS4 graphics API, taking care of the whole setup of
pipeline stages, double buffering for command buffers, supporting
all Direct3D11 states, Resources and Views...etc.
As the PlayStation®4 Graphics API is low level, our Direct3D11
layer for PlayStation®4 is taking care of all the details of
interoperating with this API, allowing to easily develop and port
an existing Direct3D11 game on PlayStation®4.. if you are
interested in this technology, please contact us at:
contact@paradox3d.netWas bedeutet das jetzt genau?