
More in-depth analysis of AMD's Mantle driver and speculation of it's relation to Xbox one's low level API.

Microsoft announced its financial results for Q3 of fiscal year 2026, including an update on its gaming Xbox business and more.
Not looking good. Hopefully Asha Sharma is able to turn Phil’s disaster around.
To me it's still quite remarkable how they can cash-in 5.3bn in revenue in a single quarter, since their hardware is basically dead.

Thanks to the slip-up of an artist working on the title, we now have more evidence that a new Injustice game is in the works.

Spiders: "We're going to cut straight to the chase so you're not left wondering: After a long period without clear answers, we have received confirmation that Spiders is being liquidated.
What does it mean? This means the company as a whole no longer exists. We'll cease our functions immediately. The planned DLC will release via Nacon, and then-- well, that's it.
We're sorry that it's come to this and would like to thank each and every one of you for your support over the years.
If you have any questions or run into issues with your games, please contact Nacon directly as we'll no longer be able to reply."
pretty much the same as with the PS4 both will be pretty kick @ss machines.
Example with the PS4
Low-level access and the "wrapper" graphics API
In terms of rendering, there was some interesting news. Norden pointed out one of the principal weaknesses of DirectX 11 and OpenGL - they need to service a vast array of different hardware. The advantage of PlayStation 4 is that it's a fixed hardware platform, meaning that the specifics of the tech can be addressed directly. (It's worth pointing out at this point that the next-gen Xbox has hardware-specific extensions on top of the standard DX11 API.)
"We can significantly enhance performance by bypassing a lot of the artificial DirectX limitations and bottlenecks that are imposed so DirectX can work across a wide range of hardware," he revealed.
The development environment is designed to be flexible enough to get code up and running quickly, but offering the option for the more adventurous developers to get more out of the platform. To that end, PlayStation 4 has two rendering APIs.
"One of them is the absolute low-level API, you're talking directly to the hardware. It's used to draw the static RAM buffers and feed them directly to the GPU," Norden shared. "It's much, much lower level than you're used to with DirectX or OpenGL but it's not quite at the driver level. It's very similar if you've programmed PS3 or PS Vita, very similar to those graphics libraries."
But on top of that Sony is also providing what it terms a "wrapper API" that more closely resembles the standard PC rendering APIs.
Online gaming - with real names
Sony is set to include support for a player's "true name" into online gaming on PlayStation 4. Every player has dual identities - their real name and profile picture, and a second online ID with PSN avatar.
"It's kind of up to you how you want people to have access to your true name. You're going to have to explicitly enable that. Not everyone is going to see your true name by default," Norden said during his GDC talk.
True names are automatically enabled and visible to any friends you import from social networks where you have already shared this information - for example, Facebook. Real identities are also shared through a process described as
"true name search" which we assume to be akin to finding friends on Facebook. Outside of these two paths, these details are only shared when players explicitly agree to share them with one another.
Sony also confirmed that the friends list max limit on PlayStation 3 has been increased for the new console.
"The key is that it doesn't sacrifice the efficiency of the low-level API. It's actually a wrapper on top of the low-level API that does a lot of the mundane tasks that you don't want to have to do over and over."
The cool thing about the wrapper API is that while its task is to simplify development, Sony actually provides the source code for it so if there's anything that developers don't get on with, they can adapt it themselves to better suit their project.
http://www.eurogamer.net/ar...
If my understanding is correct this could mean a massive performance leap for pc graphics removing that pc tax when pushing to the gpu