Direct3D feature levels discussion

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

  1. DmitryKo

    Regular

    Joined:
    Feb 26, 2002
    Messages:
    637
    Likes Received:
    478
    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:
    579
    Likes Received:
    283
    I still wish they made a better public documentation :(
     
  3. iroboto

    iroboto Daft Funk
    Legend Regular Subscriber

    Joined:
    Mar 6, 2014
    Messages:
    7,688
    Likes Received:
    5,985
    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:
    637
    Likes Received:
    478
    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:
    637
    Likes Received:
    478
    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    No idea - Direct3D12 and DXIL documentation is still outdated, no description of new features beyond SM 6_2 and SDK 1709.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:
    8,561
    Likes Received:
    2,284
    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]
     
    Lightman, Kej, Silent_Buddha and 2 others like this.
  8. Shifty Geezer

    Shifty Geezer uber-Troll!
    Moderator Legend

    Joined:
    Dec 7, 2004
    Messages:
    40,414
    Likes Received:
    10,784
    Location:
    Under my bridge
    Cool. Tier 1 is effectively variable resolution but local to objects/surfaces instead of the whole screen. The water is shaded quarter resolution. Tier 2 uses a delta mask, so areas of low delta where it won't be noticeable are rendered lower resolution, so a form of delta compression on workload if you will. Every game should get this as it means free performance.

    [​IMG]
     
    Cyan likes this.
  9. Kaotik

    Kaotik Drunk Member
    Legend

    Joined:
    Apr 16, 2003
    Messages:
    8,114
    Likes Received:
    1,813
    Location:
    Finland
    In ideal circumstances that is. At least IIRC some reviewers did note on Wolfenstein (only(?) example so far) that it does reduce image quality noticeably in some areas
     
  10. Shifty Geezer

    Shifty Geezer uber-Troll!
    Moderator Legend

    Joined:
    Dec 7, 2004
    Messages:
    40,414
    Likes Received:
    10,784
    Location:
    Under my bridge
    Using what method? If you select where to apply it correctly, the difference shouldn't be noticeable. Although any game filling the screen with high quality textures is going to have little room for optimisation I supposes. There's a 14% gain for Civilization simply because 2/3's of the screen is water. If there wasn't such a large expanse of low detail, the saving would either be a lot less, or the fidelity will suffer. So perhaps in real-world games its going to have little impact? :(
     
  11. Kaotik

    Kaotik Drunk Member
    Legend

    Joined:
    Apr 16, 2003
    Messages:
    8,114
    Likes Received:
    1,813
    Location:
    Finland
    They worked on it with NVIDIA, it's Turing exclusive feature in Wolfenstein, so should be whatever method NVIDIA saw best
     
  12. Cyan

    Cyan orange
    Legend Veteran

    Joined:
    Apr 24, 2007
    Messages:
    8,561
    Likes Received:
    2,284
    does that method have something to do with DirectX 12 or is it an entirely new thing? Because I am not sure what is the technique you are mentioning.
     
  13. Malo

    Malo Yak Mechanicum
    Legend Veteran Subscriber

    Joined:
    Feb 9, 2002
    Messages:
    6,909
    Likes Received:
    2,975
    Location:
    Pennsylvania
    Variable Rate Shading.
     
    Cyan likes this.
  14. milk

    Veteran Regular

    Joined:
    Jun 6, 2012
    Messages:
    2,858
    Likes Received:
    2,384
    Wolfenstein uses a Delta mask of sorts. The heuristics seem to be based on visual output of past frame if I had understood it correctly.
     
  15. Cyan

    Cyan orange
    Legend Veteran

    Joined:
    Apr 24, 2007
    Messages:
    8,561
    Likes Received:
    2,284
    OCASM likes this.
  16. Alessio1989

    Regular Newcomer

    Joined:
    Jun 6, 2015
    Messages:
    579
    Likes Received:
    283
  17. SlmDnk

    Regular

    Joined:
    Feb 9, 2002
    Messages:
    523
    Likes Received:
    66

     
    Cyan likes this.
  18. Alessio1989

    Regular Newcomer

    Joined:
    Jun 6, 2015
    Messages:
    579
    Likes Received:
    283
    GCN3 (R3 380X) under 1903

    Code:
    Direct3D 12 feature checker (December 2018) by DmitryKo (x64)
    https://forum.beyond3d.com/posts/1840641/
    
    Windows 10 version 1903 (build 18362.116 19h1_release) x64
    
    ADAPTER 0
    "AMD Radeon (TM) R9 380 Series"
    VEN_1002, DEV_6938, SUBSYS_E308174B, REV_F1
    Dedicated video memory : 4071.4 MB (4269203456 bytes)
    Total video memory : 12230.1 MB (12824170496 bytes)
    Video driver version : 26.20.11015.1003
    Maximum feature level : D3D_FEATURE_LEVEL_12_0 (0xc000)
    DoublePrecisionFloatShaderOps : 1
    OutputMergerLogicOp : 1
    MinPrecisionSupport : D3D12_SHADER_MIN_PRECISION_SUPPORT_NONE (0) (0b0000'0000)
    TiledResourcesTier : D3D12_TILED_RESOURCES_TIER_2 (2)
    ResourceBindingTier : D3D12_RESOURCE_BINDING_TIER_3 (3)
    PSSpecifiedStencilRefSupported : 1
    TypedUAVLoadAdditionalFormats : 1
    ROVsSupported : 0
    ConservativeRasterizationTier : D3D12_CONSERVATIVE_RASTERIZATION_TIER_NOT_SUPPORTED (0)
    StandardSwizzle64KBSupported : 0
    CrossNodeSharingTier : D3D12_CROSS_NODE_SHARING_TIER_NOT_SUPPORTED (0)
    CrossAdapterRowMajorTextureSupported : 0
    VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation : 1
    ResourceHeapTier : D3D12_RESOURCE_HEAP_TIER_2 (2)
    MaxGPUVirtualAddressBitsPerResource : 40
    MaxGPUVirtualAddressBitsPerProcess : 40
    Adapter Node 0:     TileBasedRenderer: 0, UMA: 0, CacheCoherentUMA: 0, IsolatedMMU: 1, HeapSerializationTier: 0, ProtectedResourceSession.Support: 0
    HighestShaderModel : D3D12_SHADER_MODEL_6_4 (0x0064)
    WaveOps : 1
    WaveLaneCountMin : 64
    WaveLaneCountMax : 64
    TotalLaneCount : 2048
    ExpandedComputeResourceStates : 1
    Int64ShaderOps : 1
    RootSignature.HighestVersion : D3D_ROOT_SIGNATURE_VERSION_1_1 (2)
    DepthBoundsTestSupported : 1
    ProgrammableSamplePositionsTier : D3D12_PROGRAMMABLE_SAMPLE_POSITIONS_TIER_2 (2)
    ShaderCache.SupportFlags : D3D12_SHADER_CACHE_SUPPORT_SINGLE_PSO | LIBRARY | AUTOMATIC_INPROC_CACHE | AUTOMATIC_DISK_CACHE (15) (0b0000'1111)
    CopyQueueTimestampQueriesSupported : 1
    CastingFullyTypedFormatSupported : 1
    WriteBufferImmediateSupportFlags : D3D12_COMMAND_LIST_SUPPORT_FLAG_DIRECT | BUNDLE | COMPUTE | COPY (15) (0b0000'1111)
    ViewInstancingTier : D3D12_VIEW_INSTANCING_TIER_1 (1)
    BarycentricsSupported : 0
    ExistingHeaps.Supported : 1
    MSAA64KBAlignedTextureSupported : 1
    SharedResourceCompatibilityTier : D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_1 (1)
    Native16BitShaderOpsSupported : 0
    AtomicShaderInstructions : 0
    SRVOnlyTiledResourceTier3 : 0
    RenderPassesTier : D3D12_RENDER_PASS_TIER_0 (0)
    RaytracingTier : D3D12_RAYTRACING_TIER_NOT_SUPPORTED (0)
    AdditionalShadingRatesSupported : 0
    PerPrimitiveShadingRateSupportedWithViewportIndexing : 0
    VariableShadingRateTier : D3D12_VARIABLE_SHADING_RATE_TIER_NOT_SUPPORTED (0)
    ShadingRateImageTileSize : 0
    BackgroundProcessingSupported : 0
    Metacommands enumerated : 4
    Metacommands : Conv (Convolution), Conv (Convolution), GEMM (General matrix multiply), GEMM (General matrix multiply)
    
    Nothing new except for SM 6.4 and some basics metacommands...
     
  19. Svensk Viking

    Regular

    Joined:
    Oct 11, 2009
    Messages:
    498
    Likes Received:
    51
    I also tried running the feature checker tool on Win10 1903, Nvidia Kepler, but it just results in the usual Windows message about the exe has stopped working, before it's finished.

    It does say "BackgroundProcessingSupported: 1" though, as well as Shader Model 6.4
     
  20. DmitryKo

    Regular

    Joined:
    Feb 26, 2002
    Messages:
    637
    Likes Received:
    478
    Location:
    55°38′33″ N, 37°28′37″ E
    You mean it just hangs while trying to enumerate metacommands on a Nvidia Kepler (GeForce 600/700)?
     
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...