DirectX 12: The future of it within the console gaming space (specifically the XB1)

Discussion in 'Console Technology' started by Shortbread, Mar 7, 2014.

  1. MetalSpirit

    Newcomer

    Joined:
    Jan 29, 2014
    Messages:
    48
    Likes Received:
    1
    I don´t think fallback is applicable here.
    DX 10 cards can run DX 11 software with fallback, and that doesn´t mean they can enjoy "all the power" of DirectX 11. In fact they cannot enjoy DX 11 at all!

    If DX 11.2 cards could only run DX 12 with fallbacks, then they were not having "The full power of DirectX 12", they were just having the full power of an optimized and low level DX 11.2.
     
  2. dobwal

    Legend

    Joined:
    Oct 26, 2005
    Messages:
    5,955
    Likes Received:
    2,325
    LOL. You do know that FAQs aren't law binding contracts. Its not like "full" can't be a mistake especially when we have MS themselves stating that some DX12 features will require a new generation of gpus.

    We had an AMD official saying no DirectX 12 and we had MS sending emails out saying DirectX is "no longer evolving as a technology". Yet here we are.

    Time will eventually enlightens us to what "full" compatibility means.
     
    #242 dobwal, Mar 25, 2014
    Last edited by a moderator: Mar 25, 2014
  3. Kaotik

    Kaotik Drunk Member
    Legend

    Joined:
    Apr 16, 2003
    Messages:
    10,245
    Likes Received:
    4,465
    Location:
    Finland
    NVIDIA surely thinks so, before DX11.2 they said DirectX 11.1 API (Feature Level 11_0), now they say DirectX 11.2 API (Feature Level 11_0) and with DX12 they'll be saying DirectX 12.0 API (Feature Level 11_0)

    What is "DX 11.2 hardware support"? It has 2 tiers of Tiled Resources, one of which works, to my understanding, on all DX11 cards, and 2nd tier which works only on GCN Radeons (which are D3D Feature Level 11_1 to begin with)
    There's no new features in DX 11.2 to my knowledge, which would require "hardware support", which is why there is no Feature Level 11_2 either.

    Power, not features ;)
    And it's marketing talk anyway.
     
  4. HMBR

    Regular

    Joined:
    Mar 24, 2009
    Messages:
    418
    Likes Received:
    106

    GCN 1.0 (280x, 270x, 250x for example) are tier 1, GCN 1.1 (260x, 290x..) tier 2

    pre GCN DX11 (5000-6000 series) have no support as far as I know

    also DX12 was only announced as GCN compatible on the AMD side, so no 2009-2011 cards are supported.
     
  5. MetalSpirit

    Newcomer

    Joined:
    Jan 29, 2014
    Messages:
    48
    Likes Received:
    1
    You are correct! Tier2 is feature level 11_1.

    But even with that truth, there is, to my knowledge, no feature in the DX 11.1 API that requires the use of Tier2.

    That means that although DX 11.2 has no hardware associated with it, it requires the full implementation of feature level 11_1. And funny enough, not all DX 11.1 cards have it.

    That is why I talked about DX 11.2 hardware. It was a figure of speech just because DX 11.1 hardware may not be enough for it.
     
  6. dobwal

    Legend

    Joined:
    Oct 26, 2005
    Messages:
    5,955
    Likes Received:
    2,325
    I thought AMD stated that the HD 7000 series arch in general was 11.2 capable. It was just a matter of AMD releasing the necessary drivers.
     
  7. Andrew Lauritzen

    Andrew Lauritzen Moderator
    Moderator Veteran

    Joined:
    May 21, 2004
    Messages:
    2,632
    Likes Received:
    1,250
    Location:
    British Columbia, Canada
    You're confusing two separate things. Tiled resources (and associated tiers) is an optional feature in all 11.x with a separate API query; it's not a required part of any of the feature levels. Fire up the DX caps viewer if you want more details but for instance... Kepler claims feature level 11_0 support w/ tier 1 tiled resources. Haswell is feature level 11_1 but no tiled resources, etc.

    This is admittedly confusing to end users, but we're definitely currently in a world where API, "feature level" and optional features (i.e. caps bits) all exist and are somewhat orthogonal (outside of the fact that you usually have to use the latest API to get access to the latest features).
     
  8. HMBR

    Regular

    Joined:
    Mar 24, 2009
    Messages:
    418
    Likes Received:
    106
    yes, all GCN cards are considered to have "full DX11.2 support"

    but GCN 1.0 only support tier 1, GCN 1.1 tier 2
     
  9. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,680
    Andrew is saying that tiled resources is an optional feature of DX11. You can be DX11.2 feature-level compliant and not support tiled resources, if I understand his post correctly.

    What that means for DX12, I don't know.
     
  10. Andrew Lauritzen

    Andrew Lauritzen Moderator
    Moderator Veteran

    Joined:
    May 21, 2004
    Messages:
    2,632
    Likes Received:
    1,250
    Location:
    British Columbia, Canada
    Correct, although somewhat more confusingly there is no "feature level 11_2"... but yes you can be a feature level 11_1 device and not support tiled resources at all, as is the case for Haswell.

    Until more information becomes available, it just means that speculation about what "FULL DX12 SUPPORT" (from IHVs) means in terms of hardware features is pretty much useless :)
     
  11. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,680
    No DX11.2? Weird.

    So, "Full DX12 support" is kind of meaningless at this point. We do know the general concept of some of the features/improvements coming in DX12. I guess with regards to Xbox One, the best we could do is figure out if Mantle supports the same "features" for GCN, and then we could speculate as to whether that makes it likely they'll support the same in DX12.
     
  12. MetalSpirit

    Newcomer

    Joined:
    Jan 29, 2014
    Messages:
    48
    Likes Received:
    1
    According to Ubisoft (see here on page 57), both PS4 and Xbox one have advanced GPU architectures, with lots of custom extensions, and capabilities not available on PCs. So I would not be surprised if these cards were up to DX 12 full specs or even above.
     
  13. Andrew Lauritzen

    Andrew Lauritzen Moderator
    Moderator Veteran

    Joined:
    May 21, 2004
    Messages:
    2,632
    Likes Received:
    1,250
    Location:
    British Columbia, Canada
    That's true of any GPU viewed in isolation. They never map perfectly to a given spec.

    That logic does not follow. You're assuming that there is a clear priority path towards "future graphics hardware features" and a GPU can thus be "further along that path". That's not the case. It's a wacky branchy land of different features and while I do expect some additional amount of API consideration for GCN due to Xbone there are other pieces of hardware to consider for a portable spec too... I don't see any compelling reason why their features should be excluded simply because GCN may not be capable of doing them. That sort of single-architecture design is Mantle terriority, not DX.
     
  14. MJP

    MJP
    Regular

    Joined:
    Feb 21, 2007
    Messages:
    566
    Likes Received:
    187
    Location:
    Irvine, CA
    Yeah it's seems a little unfortunate to me that we went from having an API with one clearly-defined feature set (DX10) to having multiple feature sets (DX10.1, DX11) to having feature sets that are dependent on GPU + OS version combined with optional caps bits (DX11.1, DX11.2). It's caused a lot of confusion, even among developers.
     
  15. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,680
    Maybe (hopefully) DX12 will get back to one clearly defined feature set. It sounds like talk started a long time ago and implementation is in its first of about three years.
     
  16. Starx

    Regular

    Joined:
    Sep 29, 2013
    Messages:
    294
    Likes Received:
    148
    [​IMG]

    http://www.anandtech.com/show/7889/...level-graphics-programming-comes-to-directx/2

    I think the use of compressed resources such as jpeg is one of the fixed functions embedded inside the Xbox hardware.
     
  17. iroboto

    iroboto Daft Funk
    Legend Subscriber

    Joined:
    Mar 6, 2014
    Messages:
    14,834
    Likes Received:
    18,634
    Location:
    The North
    Could someone speak to some of the possible advantages of going with jpeg for resources? And if the relative trade off of compression vs image quality is worth it?
     
  18. Allandor

    Regular

    Joined:
    Oct 6, 2013
    Messages:
    842
    Likes Received:
    879
    well, less memory and bandwidth consumption. It would not only save main memory bandwidth, it would save bandwith for the HDD, which could be an advantage while streaming content.
    JPG images can offer a really good quality, it is just the question how small you want to have it.

    But I don't know, where the decompression takes place. maybe the JPG will be written directly uncompressed into main memory. this would still save HDD bandwidth.
     
  19. pjbliverpool

    pjbliverpool B3D Scallywag
    Legend

    Joined:
    May 8, 2005
    Messages:
    9,237
    Likes Received:
    4,260
    Location:
    Guess...
    More specifically I expect this means "capabilities not exposed in current PC API''s". And further, I'd say there's a good chance Mantle doesn't come into that consideration.

    Since the hardware itself is pretty much identical to that of GCN1.1 based GPU's available to the PC, it's more likely the custom API's of the consoles are exposing more of the GCN 1.1 functionality than DX11.x does.

    I'd expect Mantle exposes similar functionality to the consoles and with luck, DX12 will as well. So in terms of currently exposed functionality, unless DX12 does require completely new hardware beyond the GCN 1.1 spec then yeah I guess you could say that both consoles currently offer DX12 feature level support. But then again so do the 260x and 290x, they just aren't exposed (yet) on the PC by DX11.

    That's my take anyway, happy to hear from more experienced bods if I'm wrong.
     
  20. MJP

    MJP
    Regular

    Joined:
    Feb 21, 2007
    Messages:
    566
    Likes Received:
    187
    Location:
    Irvine, CA
    I strongly suspect that it would be something where you have to decompress to memory first, as opposed to doing it on-the-fly during texture sampling. Block-compressed formats are specifically designed to be fast and easy to decode, while JPEG is not.
     
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...