Question CPU overhead may get lowered in new games with the new Work Graphs feature in DX12

Jul 27, 2020
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From this post https://developer.nvidia.com/blog/work-graphs-in-direct3d-12-a-case-study-of-deferred-shading/

On a GeForce RTX 4090 GPU, the work graph lights the scene at 1920 x 1080 within 0.8 ms to 0.95 ms, whereas the uber shader dispatch technique takes 0.98 ms.
So roughly a 20% improvement in lighting performance in this particular sample. Hopefully developers can squeeze more out of it.

GPU support as of now:

Geforce 3000 and 4000 series
RDNA3

RDNA2 support may become available in Q2 2024 (AMD is silent about that).

No word from Intel. Keeping fingers crossed!
 

BFG10K

Lifer
Aug 14, 2000
22,709
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We were promised better performance and lower overhead from DX12 / Vulkan ten years ago when released. Instead most modern games run like garbage and look like a Baboon's rear end. They also consume horrific storage space and have incurable shader compilation stutter.

I just replayed OG Doom 3 from 2004 and the visuals are still amazing for a 20 year old game, with none of the aforementioned issues. Also just 1.5GB for a solid ~12 hour single player campaign with no micro-transactions, "games as a service", loot boxes, or Darth Vader skins.
 

MoogleW

Member
May 1, 2022
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Apparently Epic Games pushed for this one so there is hope for a wider adoption, especially by companies like CDProjektRed who are migrating to this engine and are not shy about trying cutting edge GPU technology. Hopefully its merged into the main branch of Unreal Engine