The figures I mentioned for the i5 still besting the fx 8350 were from testing, not just my opinion. It was benchmarked. I've seen no evidence from you otherwise except your opinion NightAntilli. I did say that performance improved and efficiency improved with dx12 over dx11, I also pointed out that when you say dx11 is single thread limited when it's really not. I didn't make this up, it comes directly from microsoft. The talk has been of consoles like the xbox which already has access to a few dx12 features but is currently running dx11. If the console is running dx11 same as pc's, how is the pc version of dx11 'limiting' compared to consoles? The limiting part that doesn't change is a pc game/port what have you has to be 'generic' so it will run on anything from an fx 6300, i3 4160, i5 4460, fx 4xxx, fx 8350 etc. That variable of 'potential' system hardware they have to work with isn't the same as a console where they know exactly what cpu/gpu they have to work with.
This part confuses me. "DX12 will make it easier for developers to port because they don't have to perform magic to make 6 threads that communicate simultaneously to the GPU on a console to work on a system that uses 4 threads and only one thread can communicate with the GPU at the same time. The API limits access." For one, ps4 uses its own api not dx anything. Their api can use some dx feature sets. Xbox one uses dx11. They're just now talking about getting dx12 access same as pc's. So how would this have any relevance on a pc port being dx11 limited? No more limited than what xbox is using and if it's a ps4 exclusive title being ported to pc it has to be completely rewritten for a totally different api.
What I find interesting in relation to this are all the arguments that have been made that if pc's were suddenly more like consoles with lots of cores doing the work how they'd be so superior. Yet here stardock ceo says "One way to look at the XBox One with DirectX 11 is it has 8 cores but only 1 of them does dx work. With dx12, all 8 do."
http://www.cinemablend.com/games/PS4-Substantially-Better-Than-Xbox-One-Even-With-DirectX-12-Says-Stardock-CEO-63486.html
Which confirms the fact that yes dx12 will be an improvement but in essence consoles (xbox anyway) are working no more efficiently than pc's. Using the same dx as the xbox already does and having access to 8 cores via the fx 8xxx pc performance lags on the amd's compared to intel chips with half the hardware/cores. They have 8 weaker cores with only 1 doing the dx work. Sounds like an fx 8xxx rig to me. Except for the fact that pc's in general are much more powerful than consoles. Something I've said before, the spreading out of the cores doesn't make it better. It makes it more appropriate for a small cramped console which can't cool a decent quad core chip found in pc's. Fewer stronger cores simply produce too much heat for the tiny space so they had to go low power and wider cores. In the end, xbox one has had the same exact limitations as pc's. Ps4's have had their own api which acts more like dx12 as they had lower level access and explains why the ps4 had better overall performance than the xbox one. Dx12 will finally give xbox the low level interaction ps4 has had to begin with. If this is the case, then there's no way bethesda and dice are doing anything differently when working with the same api confines as pc's regarding the xbox (dx to dx straight comparison).
It's a lot like windows itself. If they knew exactly what motherboard drivers you used, that your language was english, what display you have and so on, the windows os could be heavily streamlined to work perfectly with that system. Instead it's somewhat bloated and complex, why? They don't know if you're running an asus display or lg, a single hard drive or raid, which network adapter you have and so on so it becomes a one size fits all to provide compatibility with as many unknowns as possible.
I will somewhat take that back, in a sense when it comes to drivers, pairing an amd/ati card with an fx cpu it is somewhat single thread bound. That's not the limitation of dx11 though, it's amd's drivers. That's why nvidia cards run better, they run on 3 threads. So again, having the tools to work with isn't the end of the story, actually using them is the other. The one core at a time communication with the gpu isn't the huge limiter really as many things that go together get funneled to the same thread and other small 'busy' activity will then receive a thread. It's in the way the games are coded. The gpu only handles the picture aspect, not the total processing of the game which if it were multithreaded would be beneficial. They're already not making full use of what they have (game devs).
Confetti FX’s founder Wolfgang Engel, who is well-known for his work at Rockstar’s core technology group as the lead graphics programmer says “Sony’s own custom API is more low-level and definitely something that graphics programmers love. It gives you a lot of control. DirectX 12 will be a bit more abstract because it has to work with many different GPUs, while the PS4 API can go down to the metal."
Read more:
http://wccftech.com/ps4-api-graphics-programmers-love-specific-gpu-optimizations-improve-performance/#ixzz3hJDNpumX
So again dx12 will be an improvement to dx11 but coming from console developers to explain it, dx12 is still more abstract and not as low level/direct as even sony's own api. This is why console to pc ports shouldn't be compared so much, they're not really the same thing. Dx11 on the pc hasn't been the flaw that's gimped ports from the xbox. It has to be more 'vague' not knowing which hardware will be running on any given pc where it's laid out in black n white for a console.
In your analogy of cars, my fear is this. Look at current games, soon as they're released. Broken, glitchy, broken, broken. This is while only controlling 2 cars on that racetrack. They can't handle that, you want them controlling 6 cars without crashing? Good luck. If they have trouble driving a basic sedan I'd hate to see how they do with something more complex like a 21 speed semi pulling doubles trying to back the trailers up. I'm sure eventually they'll get it under control but being something they're not used to coding for it's liable to be a trainwreck for awhile. Dx12 releases soon. They'll need to code games for it, tackle it, get it ironed out. By the time most of this gets sorted I think we're looking well into 2016, 2017. Adoption of x64 by programs took a long time to slowly become the norm as well. After all that time, even zen won't be the new kid on the block.
I'm curious to see how all this pans out in the real world like everyone else. "wait for the benchmarks and you'll see" sounds very familiar. Wasn't that what amd said when bulldozer came out? We saw alright. Amd still hasn't recovered from that faux pas. The api will reduce the graphics overhead and allow more pretty pictures to be drawn on the screen at once. It doesn't control all the position of the players, the geometry of bullets fired, what constitutes a hit or miss, relative object positioning from ally to foe and the rest of what makes a game a game. That's still on the cpu, that's the part that has to be either single or multithreaded. That can be 32 threads wide if they wanted it to be, even now.