I almost have the feeling that the boundary between PCs and consoles is disappearing more and more.
Mwoa, I don’t quite share that feeling. At least, the new Xbox is no closer to a PC than the very first Xbox, for example . What is a bit different is that you now have different versions within the same generation.
The vast majority of code is, of course, shared between all platforms. But if you look at the graphics API, we have started sharing a lot of code between Xbox and PC since the Xbox One. It’s still not 100% identical, by the way. Yes, that was always possible on the Xbox (already from the first Xbox) because you “just” had a Direct3D version on it that you can use exactly like on PC. But D3D remains an abstraction layer that is less needed on the console, so there are a lot of things you can do more efficiently on the console with low-level API calls or direct memory access. But you don’t have to use that. Consider, for example, shaders that are compiled offline on the console directly to the correct microcode and then only have to be put in the memory, while it is translated to a kind of intermediate language on the PC and eventually converted to something by the driver. that the hardware understands.
But precisely because of this low-level access there are still a lot of platform-specific optimisations to be done that are not or less suitable for PC. In a way it is true that you work with some kind of graphics profiles like you have on PC, but instead of being adjustable by the user it depends on the kind of console you have. But it remains a lot of work to get the best out of every platform.
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