Re: DirectX 12 - info a vše okolo
Napsal: pon 18. led 2016, 15:43
Tak jako vzdycky s novou verzi DX - vzhled stejny, vykon polovicni.
Diskuze o hardware, software a overclockingu
https://forum.pctuning.cz/
Nope, nic takového. To že v GPU není přímo implementovaná podpora dané funkce neznamená, že ji neumí.hnizdo píše:To vypada na FL 12_1, tedy maxwell-v2 a Skylake only. To jsem zvedav jak to bude vypadat.
Jasně, implementrace v HW je určitě lepší, ale pokud máš dobře navrženou architekturu s podporou bindless resources (GCN), podporu v HW skoro nepotřebuješ, protože "performance hit" je minimálníConservative rasterization can be performed in the geometry shader so there's no worries there ...
Raster ordered views is just a fancy way to rename Intel's pixelsync and the feature's name in OpenGL is Intel_fragment_shader_ordering which by the way GCN already supports so ROVs are already covered with GCN ...
...Conservative rasterization in hardware is much more performant than in software using the geometry shader. See in the topic about shading decoupled from rasterization, read the Intel pdf if you will find a table of performance comparison between an Intel GPU, a Nvidia GPU and an AMD GPU the best performance is on GCN architecture. And they compare software conservative rasterization and hardware conservative rasterization between all GPU . The performance are bad for software rasterization on Nvidia GPU (780), the series 900 solve the problem with hardware conservative rasterization.The best performance is on GCN architecture.
Last time I tried that extension on AMD it was incredibly slow... like it took 300ms to render a single trivial test frame when enabled with no overlap/contention at all. That may have just been some buggy initial code but unless someone has run - for instance - the Intel sample on GCN lately and determined that it's actually fast now, I wouldn't count on this being particularly usable... certainly they'd have to do better to legitimately claim hardware support in my opinion.
Ehm, on tam ale napísal niečo iné, zle si si to vyložil/preložil. V poslednej vete (tá červená) totiž napísal, že na to, aby to AMD mohlo prehlásiť ako podporované v HW, by museli podľa neho podávať lepšie výsledky. Ostatne, z jeho príspevku jasne vyplýva, že je to podľa neho strašne pomalé.Krteq píše:No, Andrew Lauritzen (Intel) to testoval a přímo napsal, že by AMD mělo prohlásit jako že to mají podporované v HWLast time I tried that extension on AMD it was incredibly slow... like it took 300ms to render a single trivial test frame when enabled with no overlap/contention at all. That may have just been some buggy initial code but unless someone has run - for instance - the Intel sample on GCN lately and determined that it's actually fast now, I wouldn't count on this being particularly usable... certainly they'd have to do better to legitimately claim hardware support in my opinion.
Inside Fable Legends: An Exclusive Interview With Stuart WhyteFable Legends will use DirectX 12 (DX12) and we wondered why. Whyte said that by using DX12, the team was able to achieve “a significant amount of horsepower – resulting in increased visual fidelity, higher frame rates, and improved shadows and effects.” Whyte further said that, depending on the graphics card, the team saw “up to 40% faster performance” on DX12 as compared to DX11. He believes anything that helps improve the graphical quality in games will definitely be loved by gamers and developers alike, and we couldn’t agree more.
The Xbox was based on Direct X technology, and that’s where the X comes from. Since Fable Legends is also being released on the Xbox One and allows cross-play, we were curious to know how Microsoft’s latest machine would benefit from DX12. And from the looks of it, apparently quite a bit.
“Fable Legends is using a number of features on Xbox One,” said Whyte, “including asynchronous compute and efficient multi-threaded rendering.” This has led to improvements in rendering efficiency, which means that the developer can “push the visual bar higher than would otherwise be possible.” This also means that the Xbox One now has better graphical and computing capabilities without actually increasing the hardware, all thanks to DirectX 12.
ESO Live - Ask Us Anything!Is a DX12 upgrade a possibility in the future? ESO runs pretty darn well, except when there are many things requiring animation on screen at once. My slight understanding of this is that there are too many "draw calls" going out in such situations, and that DX12 handles them drastically better. Right now I run my game on lower settings specifically because of the lower framerate I get in cities, and it sounds like DX12 could improve the situation.
Yes, we are planning on a DX12 upgrade and expect that this will give us a number of graphics performance improvements. We cannot provide an ETA at this time, but it is something we’re working towards.
WoW tak na to jsem fakt zvědavej, by mohlo být hodně fajn.Krteq píše:The Elder Scrolls Online dostane DX12 patchESO Live - Ask Us Anything!Is a DX12 upgrade a possibility in the future? ESO runs pretty darn well, except when there are many things requiring animation on screen at once. My slight understanding of this is that there are too many "draw calls" going out in such situations, and that DX12 handles them drastically better. Right now I run my game on lower settings specifically because of the lower framerate I get in cities, and it sounds like DX12 could improve the situation.
Yes, we are planning on a DX12 upgrade and expect that this will give us a number of graphics performance improvements. We cannot provide an ETA at this time, but it is something we’re working towards.
oneb1t píše:hlavne povoleni async zpracovani a dalsich veci poskodi vykon nvidia karet ktery to prakticky neumej
To se uvidi. Sam jsem zvedavej jak se to vyvrbi.oneb1t píše:zakazanim AS neziskas ten vykonostni narust kterej to prinasi