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AlphaPapa: For those of you saying this won't work with Xbox One or DX12 was an afterthought patch to work, let me break this down for you in the most simple way I possibly can. Microsoft builds its consoles around its own software, they do not build their software around their hardware. Xbox One was designed from the beginning to work with DX12. Their whole SOC which by the way was a $3bn design and fabrication partnership with AMD is designed for multi channel free flow of data packets (search PRT in hardware or Tiled Resources), hence the split banks of 15MB dRAM on chip with the data move engines and the 32MB eSRAM on chip. It was not a cheap way to save money on GDDR5 as Sony spent $0 on R&D and just bought their system off the shelf. So MS spend $3bn and Sony spend $0. With me so far? Why spend that amount of money building a fully custom APU only for it to be weaker than an off the shelf APU they could have bought and saved all that money themselves? Does that really make sense to you? And not have it designed specifically for their own software they are developing alongside it. The fact is the biggest graphics whore developers in the World are making games for Xbox One, Epic, Remedy and Crytek. Why would they choose to work with the "weaker console". DX12 will also open up other features on Xbox One such as the 15 offloading chips to the APU which will offload tasks from the GPU. So you have high bandwidth eSRAM/dRAM streaming PRT through hardware (displaying 6GB scenes on instant call in 32MB eSRAM) and offloading chips to the GPU also. Xbox One launched way to early and e3 onwards will demonstrate this.