[DX 12 Feature level 11.1]: AMD GCN 1.0 - INTEL Haswell Broadwell

Nhirlathothep

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Aug 23, 2014
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Feature level 11.0: NVIDIA Fermi Kepler Maxwell 1.0

Feature level 11.1: AMD GCN 1.0 - INTEL Haswell Broadwell

Feature level 12.0: AMD GCN 1.1 - GCN 1.2

Feature level 12.1: NVIDIA Maxwell 2.0


so what s the point , what i lose with a Feature level 11.1 ???


thanks!
 

Tuna-Fish

Golden Member
Mar 4, 2011
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DX11.1 brings visual effects found in DX12 down to cards that aren't fully compatible with DX12. Similar features, but lacking the closer to metal level of the API.

That's not at all an aswer to the question. Feature Level 11_1 GPUs *can* use the low-level API of DX12, they just can't quite use all the features.

The main feature missing from GCN 1.0 is Tier 2 Tiled Resources. Does this matter? Frankly, we don't know yet. We won't know what feature levels game devs will target on their DX12 versions until the DX12 games start coming out.
 

ThatBuzzkiller

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Nov 14, 2014
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Feature level 11_1 brings back graphical features from 12_0 and 12_1 so that hardware is able to expose these separately without the need to support the rest of the capabilities supported by higher feature levels ...

For example, say you have a GPU that's capable of conservative rasterization but it doesn't have adequate support for bindless resources, typed UAV load formats, UAV serialization, or tiled resources however with feature level 11_1 you are able to use that supported feature SEPARATELY without having to support the rest of the capabilities associated with that feature level ...
 

zlatan

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Mar 15, 2011
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so what s the point , what i lose with a Feature level 11.1 ???


thanks!

Nothing, because in D3D12 the important features can be implemented independently of feature levels.
For the the optional techniques the feature levels are a legacy thing now, so these options must be checked independently, step by step.

All D3D12 GPUs support the important D3D12 features like multi-engine, multi-threaded command recording, multi-adapter, and execute indirect. Most optional features won't be used, because these may require some engine structure change, and these might be an ongoing research, but it will take years. Typed UAVs and FP16 ops might be useful in the near future, these can be implemented relatively easy.
 

ShintaiDK

Lifer
Apr 22, 2012
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Hell, you might as well invent a 12_2 feature level and add Skylake to it, considering how far ahead Skylake is of both Maxwell 2 and GCN 1.2, feature support wise.

Haha, ye that was one of the biggest surprises I have seen in a long time.
 

ThatBuzzkiller

Golden Member
Nov 14, 2014
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Nothing, because in D3D12 the important features can be implemented independently of feature levels.
For the the optional techniques the feature levels are a legacy thing now, so these options must be checked independently, step by step.

All D3D12 GPUs support the important D3D12 features like multi-engine, multi-threaded command recording, multi-adapter, and execute indirect. Most optional features won't be used, because these may require some engine structure change, and these might be an ongoing research, but it will take years. Typed UAVs and FP16 ops might be useful in the near future, these can be implemented relatively easy.

There's not a whole lot of optional features ...

You can expect devs to use resource binding tier 3, shader specified stencil reference value, and additional typed UAV load formats since consoles practically support those features ...

Future revisions of DirectX can also allow more features exposed in AMD GCN like cube map querying functions, cross-lane operations and SIMD-ballots ...