Would you expect this might be something they fix in DX12?
I'd say that it's extremely likely.
Would you expect this might be something they fix in DX12?
I'm not quite understanding the multithreaded draw calls exactly; if you could assist in a high level version of this. If in my basic render() function I normally have:
background->render();
trees->render();
enemies->render();
explosions->render();
particles->render();
players->render();
gui.render();
Then with DX11 multithreaded, from high level perspective
renderController()->dispatch.immediate(background);
renderController()->dispatch.immediate(trees);
renderController()->dispatch.immediate(enemies);
renderController()->dispatch.secondary(particles);
renderController()->dispatch.secondary(explosions);
renderController()->dispatch.immediate(players);
and basically the renderController is relieving the main thread so that other cores can pick up some of the work load if the number of objects that need to be rendered start to go really high; is this what DX11 multi-threading is attempting to resolve?
I'd say that it's extremely likely.
Yeah, that's the basic idea. You would split your rendering into "batches" of things that need to be submitted contiguously, and each batch would use its own deferred context on a separate thread. Then at the very end you would submit your deferred contexts on the immediate context in whatever order you want them drawn.
Fingers crossed, hopefully we'll get a lot more detail in 3 days.
Tuesday @ GDC
Practical Techniques for Ray Tracing in Games (Presented by Imagination Technologies)
http://schedule.gdconf.com/session-id/828113
Ray tracing has, for many years, been the gold standard of visual realism in 3D rendering. Thanks to advances in modern graphics hardware, ray tracing is now a feasible technique for use in games. This presentation will describe how ray tracing has been successfully integrated into the Unity engine and combined with traditional rasterized 3D graphics.Accurate shadow rendering is a key component of visual realism. Ray traced shadows can provide good performance, accurate penumbra, and they avoid some of the artifacts and pitfalls of shadow maps and shadow volumes.Reflections are an obvious application for ray tracing in games. Reflections and refractions off irregularly shaped objects can add an element of realism that is difficult to achieve any other way.This session will cover the technical details of how these effects are blended into the Unity engine's rendering pipeline without sacrificing real time frame rate.
Attendees will gain an understanding of how ray tracing can be used to enhance their current-generation game engines in a meaningful way. They will also develop an understanding of which effects are possible for which levels of ray tracing performance.
I don't see the relevance. A Ray Tracing talk from a company that provides raytracing hardware makes sense - they want people using the techniques that they're hardware can help accelerate, and which they've spent time researching where perhaps other IHVs haven't. The tweet is about RT in the cloud which has nothing to do with DX or XB1. You could have, for example, a game with backgrounds raytraced and streamed as a video feed into a game.I'm not sure how to take this one, but with MS dropping awkward tweets like this one: https://twitter.com/XboxP3/status/439673026699751425
I don't see the relevance. A Ray Tracing talk from a company that provides raytracing hardware makes sense - they want people using the techniques that they're hardware can help accelerate, and which they've spent time researching where perhaps other IHVs haven't. The tweet is about RT in the cloud which has nothing to do with DX or XB1. You could have, for example, a game with backgrounds raytraced and streamed as a video feed into a game.
An RT pipeline in DX12 may be on the cards, but I don't see evidence pointing to that. RT is a constant presence in the realtime graphics world, with discussions every now and then.
Uhm. Imagination already has RT hardware available (Carmack's comment is inaccurate but fun to read regardless).I don't see any evidence supporting that in this generation or next.
Uhm. Imagination already has RT hardware available (Carmack's comment is inaccurate but fun to read regardless).
http://arstechnica.com/gadgets/2013...t-on-imaginations-real-time-ray-tracing-card/
So, yeah, no evidence for sure.
But putting my jerkiness aside - I have no idea why you've decided to merge Spencer's comments with the announcement of Imagination's presentation. These seem to be two completely separate things.
Carmack has been mainly discussing ray tracing SVOs (sparse voxel octrees), while PowerVR hardware supposedly ray traces triangles. I don't think the PowerVR hardware could be used to ray trace voxel data structures (as the algorithms would be completely different to ray tracing triangles).I know back when John Carmack was still with Id he mentioned something about idtech 6 using a combo of raytracing and rasterizing but he said the hardware that would be needed to do this hasnt been invented yet.
Carmack has been mainly discussing ray tracing SVOs (sparse voxel octrees), while PowerVR hardware supposedly ray traces triangles. I don't think the PowerVR hardware could be used to ray trace voxel data structures (as the algorithms would be completely different to ray tracing triangles).
Yes, not completely different. You can accelerate both with BVHs, etc, and you can combine them together (use BHV and change precise test algorithm based on the style of geometry the ray is currently passing through). Precise test however (ray-voxel and ray-triangle) is however quite different (but if programmable shader units are used, obviously both can be done using the same hardware).Would they really be completely different though ?
DirectX 12 is "one way" Microsoft will "improve" Xbox One graphics
http://www.totalxbox.com/73690/directx-12-is-one-way-microsoft-will-improve-xbox-one-graphics
the addition of DirectX 12 is unlikely to have a dramatic effect on game visuals
Of course, there has been nice advancements with each major release.Sounds like DX12 includes new rendering features and not just performance enhancements....