Could i ask you to be more specific? Which company, though i presume you're suggesting AMD, but then which cards?They use a custom API based on DX12. It isn't DX12 itself.
Could i ask you to be more specific? Which company, though i presume you're suggesting AMD, but then which cards?They use a custom API based on DX12. It isn't DX12 itself.
Could i ask you to be more specific? Which company, though i presume you're suggesting AMD, but then which cards?
I think he is talking about the Xbox One.
Could i ask you to be more specific? Which company, though i presume you're suggesting AMD, but then which cards?
Thank you!Yes sorry I mean the Xbox. Microsoft said during one of their presentations before the launch (which I followed closely as I pre-ordered) that it uses a low level API that was based on DirectX 11 and was highly optimized and made special for the console. Later they announced plans to bring DX 12. They did say though that DX12 won't bring significant improvements, but rather ease development for developers doing games for both PC and Xbox.
http://www.xbitlabs.com/news/multim...ft_Xbox_One_Will_Rely_on_Direct3D_11_API.html
http://www.bit-tech.net/news/gaming/2013/06/28/directx-11-2/
http://www.kitguru.net/gaming/anton...tx-12-will-not-dramatically-improve-xbox-one/
MSFT already said that current cards like GCN, can run DX12, but that doesn't mean they can run all features of DX12. To analogize, a DX10 card might be compatible with a game written for DX11, but the DX10 card can't do tessellation. That's a DX11 feature the card can't handle. Same thing for DX12 and current-generation DX11 cards.
Which DX12 feature that's not found in DX11 support on GCN or Kepler will be missing on those cards in DX12 games? No one has provided even 1 graphical example. Your example of tessellation was a crucial feature of DX11 GPUs. It was advertised/marketed everywhere. There is no such graphical feature that DX12 brings, at least NV, AMD and MSFT never mentioned one to this day. The killer feature of DX12 is lower CPU overhead, not new mind-blowing graphical features. If I missed where DX12 is about new graphical effects, I would love to see pictures![]()
Only 1 million GTX970/980 cards have been sold so far vs. Hundreds of millions of gaming PCs out there. What developer will throw 99% of PC gaming market under the bus and make a DX12 game?
Indeed. There will be a new feature level to go along with Direct3D 12. You don't need them to get the advantages of the low-level API, but they will be available to developers who want to take advantage of them.Microsoft has not disclosed the new features for DX12 that will actually require DX12 hardware, but they said they will do so at this year's GDC..
Conservative Rasterization. Which not-so-coincidentally is also planned as D3D FL 11_3 feature.Which DX12 feature that's not found in DX11 support on GCN or Kepler will be missing on those cards in DX12 games? No one has provided even 1 graphical example.
Conservative Rasterization. Which not-so-coincidentally is also planned as D3D FL 11_3 feature.
When can I see an actual graphical difference in games with and without this features on vs. off on a DX11 vs. DX12 videocard?
@cmdrdredd
9xx series has brought efficiency to table, but it's not really an upgrade. GM200, well, let's see, but the pricing may make it so that it won't be first pick of every enthusiast.
Stop shifting goalposts.
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https://developer.nvidia.com/content/dont-be-conservative-conservative-rasterization
Off- Regular shadow map
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Regular raytracing
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Conservative rasturization
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You said something about new cards being sufficient for DX12, and that is what i was addressing. The only DX12 cards that were launched as DX12 cards are 9xx series, or is it not? IIRC, you're wrong about full feature support... in that, i've read that DX12 is to be supported piecemeal as was DX11 by Nvidia on older cards. If you have more information on the same, i'd like you to share.What? That's not the topic, it's not relevant to the conversation in the last few posts, and I said nothing about specific cards. We are talking about DX12. DX12 brings benefits of lower overhead and increased performance to any card that can use it. There are some new graphic abilities that may not be used by some older cards that don't have that support. As far as I know the GTX900 series is the first to have full feature support but other cards can benefit from it as well.
I actually paid attention to the OP. I recommended in other threads for his needs to buy Reference BestBuy blower 970 SLI, which appears to be the best option for him since he can't fit the 295X2's radiator in his case but wants the heat to be exhausted out of his case. So while I did recommend 970 SLI for him, that is not because of DX12. By the time DX12 rolls around, a $400-500 videocard will be as fast as both 970s, maybe even cheaper than that. It's possible that a late 2016/early 2017 $350 Pascal will match or beat GM200 like 970 vs. 780Ti. That took only 10 months.
I am not shifting anything. I asked to provide examples and was provided. You linked more data. I appreciate that. When DX12 use the benefits you depicted, I will simply dump my DX11 videocards and buy something much faster with better performance than a 290X/980. That's why I keep saying that for most here DX12 future proofness with existing cards on the market is a checkmark. You first provided the differences that DX12 brings, now you have to answer the 2nd part -- when are we going to see DX12 games with those differences?
If it's in 2017, most of us could care less. By that point cards like 290/970 will be 3-4 years old. Unless you have a list of DX12 games for 2015-2017 that proves why DX12 matters for a GPU purchase right now, you are just talking theoreticals. In practice, most of us will have upgraded to Pascal or Volta or whatever else is there. Don't make a mountain out of a mole hill.
I actually paid attention to the OP. I recommended in other threads for his needs to buy Reference BestBuy blower 970 SLI, which appears to be the best option for him since he can't fit the 295X2's radiator in his case but wants the heat to be exhausted out of his case. So while I did recommend 970 SLI for him, that is not because of DX12. By the time DX12 rolls around, a $400-500 videocard will be as fast as both 970s, maybe even cheaper than that. It's possible that a late 2016/early 2017 $350 Pascal will match or beat GM200 like 970 vs. 780Ti. That took only 10 months.
Unless you think otherwise, I think we have a solid 2-3 years before DX12 games become mainstream. In 2.5 years we have $1000 690/680 SLI/7990 performance in a $550 980. The primary reasons to buy 970 SLI now are its excellent price/performance and great power usage/efficiency over the similarly priced 295X2. For now DX12 is just a marketing feature and nothing else, until games actually start using it and showing vast advantages over running DX11 cards.
It's a misconception that the only GPU architecture to support conservative rasterization is the 2nd gen Nvidia Maxwell ...
Any DX11 capable GPU is capable of supporting conservative rasterization by implementing the algorithms in the geometry shader. Hell, even DX9 GPUs are capable of performing conservative rasterization in the vertex shaders!
Also the 2nd gen Nvidia Maxwell is not the first GPU to support hardware conservative rasterization, that goes to Intel Haswell!
It's a misconception that the only GPU architecture to support conservative rasterization is the 2nd gen Nvidia Maxwell ...
Any DX11 capable GPU is capable of supporting conservative rasterization by implementing the algorithms in the geometry shader. Hell, even DX9 GPUs are capable of performing conservative rasterization in the vertex shaders!
Also the 2nd gen Nvidia Maxwell is not the first GPU to support hardware conservative rasterization, that goes to Intel Haswell!
Both of which are very good points. In theory, you can do almost anything on Shader Model 3.0 hardware. It's not quite Turing Complete, I believe, but it's very close. Tessellation, order independent transparency (via linked lists), conservative rasterization, typed UAV loads; all of that can be emulated to some degree in shaders.Yes, but at what performance cost? DX12 will likely make the technique much more efficient and performance friendly to be actually worth using.
You said something about new cards being sufficient for DX12, and that is what i was addressing. The only DX12 cards that were launched as DX12 cards are 9xx series, or is it not? IIRC, you're wrong about full feature support... in that, i've read that DX12 is to be supported piecemeal as was DX11 by Nvidia on older cards. If you have more information on the same, i'd like you to share.
Hmm, good point, but let us see. There will always be games like Civ BE (not that i play that genre, but i can respect good programming for what it is) which can use all you can give and then some.Here's the thing, because dx12 brings performance benefits and lower overhead it is likely that when dx12 games come out they won't be unplayable on first gen hardware. With dx11 the cards didn't have enough horsepower for all the new features.
Yes, but at what performance cost? DX12 will likely make the technique much more efficient and performance friendly to be actually worth using.
The article I linked mentioned that but they said it would incur a massive performance hit.
