Alessio1989
Regular
so, it's just a bug in the developer mode?
Last edited:
You mean FL12_0? I think this too late already!dds basic FL11_0 support for Fermi
To my shock and disbelief dx12 is enabled for fermi on this driver and is fully functional, Kinda bizarre they didn't list it in the changelog.
For sure. Eludes me, why they did bother at all.As for Fermi: it's a little too late?
You and me both. You guys have no idea how many times I bugged NVIDIA about DX12 on Fermi in 2016...For sure. Eludes me, why they did bother at all.
Perhaps.I guess they are trying to fulfill a promise they made. Maybe to avoid a potential lawsuit?
I was not even aware that this was not common knowlegde (with people who are interested in those subjects in the first place).I mean it's about the worst kept secret in the world that NVIDIA has been in possession of working (though perhaps not production-ready) Fermi DX12 drivers for quite some time.
Fair enough. 3DMark DX12 Fermi results have been showing up for I want to say the past 18-24 months now? It was on a dev driver branch, which is why it's not been seen outside of structured benchmark results.I was not even aware that this was not common knowlegde (with people who are interested in those subjects in the first place).
Direct3D 12 feature checker (July 2017) by DmitryKo
https://forum.beyond3d.com/posts/1840641/
Windows 10 version 1607 (build 14393)
Warning: experimental features are not supported
ADAPTER 0
"NVIDIA GeForce GTX 980 Ti"
VEN_10DE, DEV_17C8, SUBSYS_49923842, REV_A1
Dedicated video memory : 3221225472 bytes
Total video memory : 4294901760 bytes
Video driver version : 22.21.13.8476
Maximum feature level : D3D_FEATURE_LEVEL_12_1 (0xc100)
DoublePrecisionFloatShaderOps : 1
OutputMergerLogicOp : 1
MinPrecisionSupport : D3D12_SHADER_MIN_PRECISION_SUPPORT_NONE (0)
TiledResourcesTier : D3D12_TILED_RESOURCES_TIER_3 (3)
ResourceBindingTier : D3D12_RESOURCE_BINDING_TIER_3 (3)
PSSpecifiedStencilRefSupported : 0
TypedUAVLoadAdditionalFormats : 1
ROVsSupported : 1
ConservativeRasterizationTier : D3D12_CONSERVATIVE_RASTERIZATION_TIER_1 (1)
StandardSwizzle64KBSupported : 0
CrossNodeSharingTier : D3D12_CROSS_NODE_SHARING_TIER_NOT_SUPPORTED (0)
CrossAdapterRowMajorTextureSupported : 0
VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation : 1
ResourceHeapTier : D3D12_RESOURCE_HEAP_TIER_1 (1)
MaxGPUVirtualAddressBitsPerResource : 40
MaxGPUVirtualAddressBitsPerProcess : 40
Adapter Node 0: TileBasedRenderer: 0, UMA: 0, CacheCoherentUMA: 0
HighestShaderModel : D3D12_SHADER_MODEL_5_1 (0x0051)
WaveOps : 1
WaveLaneCountMin : 32
WaveLaneCountMax : 32
TotalLaneCount : 45056
ExpandedComputeResourceStates : 1
Int64ShaderOps : 1
RootSignature.HighestVersion : D3D_ROOT_SIGNATURE_VERSION_1_1 (2)