Direct3D feature levels discussion

Discussion in 'Rendering Technology and APIs' started by DmitryKo, Feb 20, 2015.

  1. DmitryKo

    Regular

    Joined:
    Feb 26, 2002
    Messages:
    607
    Likes Received:
    411
    Location:
    55°38′33″ N, 37°28′37″ E
    That's what they say in the Direct3D SDK headers.

    DirectML would use metacommands (vendor-specific implementations of standard machine learning subroutines), not just HLSL compute shaders:
    https://developer.nvidia.com/using-ai-slide
    https://www.highperformancegraphics.org/wp-content/uploads/2018/Hot3D/HPG2018_DirectML.pdf


    I guess it's rather about re-aligning the feature levels to a new 12_1 baseline - though it's hard to project how the new levels would be structured, but that particular level is obviously targeted at Radeon Instinct MI and similar cards with no monitor output.
     
    #941 DmitryKo, Jan 5, 2019
    Last edited: Jan 7, 2019
  2. Alessio1989

    Regular Newcomer

    Joined:
    Jun 6, 2015
    Messages:
    564
    Likes Received:
    273
    I still wish they made a better public documentation :(
     
  3. iroboto

    iroboto Daft Funk
    Legend Regular Subscriber

    Joined:
    Mar 6, 2014
    Messages:
    7,067
    Likes Received:
    5,330
    hmmm
    VariableShadingRateTier : D3D12_VARIABLE_SHADING_RATE_TIER_NOT_SUPPORTED (0)

    Is this under 6_5 or 6_4?
    Surprised this didn't catch my eye earlier.
     
  4. DmitryKo

    Regular

    Joined:
    Feb 26, 2002
    Messages:
    607
    Likes Received:
    411
    Location:
    55°38′33″ N, 37°28′37″ E
    Nvidia Turing Architecture [2018], #20
    https://devblogs.nvidia.com/nvidia-turing-architecture-in-depth/
     
  5. DmitryKo

    Regular

    Joined:
    Feb 26, 2002
    Messages:
    607
    Likes Received:
    411
    Location:
    55°38′33″ N, 37°28′37″ E
    No idea - Direct3D12 and DXIL documentation is still outdated, no description of new features beyond SM 6_2 and SDK 1709.
     
    #945 DmitryKo, Jan 9, 2019
    Last edited: Jan 9, 2019
  6. donjulio

    Joined:
    Dec 15, 2017
    Messages:
    9
    Likes Received:
    22
    The Radeon VII with Vega 20 GPU:

     
    Lightman, Per Lindstrom, BRiT and 2 others like this.
  7. Cyan

    Cyan orange
    Legend Veteran

    Joined:
    Apr 24, 2007
    Messages:
    8,257
    Likes Received:
    2,033
    VRS -Variable Rate Shading-, new DirectX 12 technology that allows developers to run games about 20% faster.

    Look at the image below and try to discern which of the two parts has better quality. We haven't got it, and that's good, because the quality difference is achieved by a special Microsoft rendering technique that improves performance
    "It's a new API that offers developers the ability to use GPU more efficiently."

    "For each pixel on the screen, the shaders calculate the color that should assigned. The shader rate corresponds to the resolution in which they are loaded (which is different from the general resolution). A higher rate implies higher visual quality, but a higher GPU load; Lower shade rate, the opposite: lower visual quality and lower GPU load. "​

    https://devblogs.microsoft.com/directx/variable-rate-shading-a-scalpel-in-a-world-of-sledgehammers/

    [​IMG]
     
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...