he speaks from the experience of working with low level api's like dx12 and vulkan, and he clearly has developers close to him that are writing code for both and for consoles.. ... so I tend to listen to him ...
Also he definitely sounds like an approved spokesperson for AMD HW, on numerous times AMD have called him out in agreement with his observations ..
Not just a demo, but engine and a demo for that engine, and now a game on that engine.He or is team did wrote on Mantle (although one Demo, Star Swarm, isn't really a lot of experience). But I doubt he ever used Vulkan.
As for the team writing code for consoles... They are... Using the same API as in PC.
But how can they compare with the performance of older APIs if they never used them?
Besides, wasn't Wardell that said Microsoft, AMD and Nvidia were hiding the true benefits of DX 12? The creators and most interested parts on DX 12 were hiding it's benefits... shure, shure!
Not just a demo, but engine and a demo for that engine, and now a game on that engine.
He or is team did wrote on Mantle (although one Demo, Star Swarm, isn't really a lot of experience). But I doubt he ever used Vulkan.
As for the team writing code for consoles... They are... Using the same API as in PC.
But how can they compare with the performance of older APIs if they never used them?
Besides, wasn't Wardell that said Microsoft, AMD and Nvidia were hiding the true benefits of DX 12? The creators and most interested parts on DX 12 were hiding it's benefits... shure, shure!
Besides, wasn't Wardell that said Microsoft, AMD and Nvidia were hiding the true benefits of DX 12? The creators and most interested parts on DX 12 were hiding it's benefits... shure, shure!
He or is team did wrote on Mantle (although one Demo, Star Swarm, isn't really a lot of experience). But I doubt he ever used Vulkan.
As for the team writing code for consoles... They are... Using the same API as in PC.
But how can they compare with the performance of older APIs if they never used them?
Besides, wasn't Wardell that said Microsoft, AMD and Nvidia were hiding the true benefits of DX 12? The creators and most interested parts on DX 12 were hiding it's benefits... shure, shure!
That was actually true though. MS and AMD seemed to specifically downplay the improvements as they didn't think that they would be believed without proof. Prime example is the 2000% improvement seen by DF in their recent article using a benchmarking tool. The 2000% gain is real on that metric, but no one knows what the difference will be in real world game performance.
It will basically always provide a performance boost, assuming you need to stream data during the game play (open world games, etc).* Under what conditions will copying (copy engine) resources in parallel thrive, under what conditions will it provide no benefit.
It gives big boost when the rendering queue is fixed function bound (triangle setup, ROP). Also running ALU bound shader concurrently with BW bound shader (or clears / resolves / decompression) gives big gains. Async compute gives no gains if both shaders running concurrently have identical bottlenecks or have very bad memory access patterns.* Under what conditions will async compute thrive, under what conditions will async compute provide no benefit
No change.* How will DX12 improve/change how deferred/forward+ rendering engines operate
We prefer software virtual texturing instead of hardware PRT. Some games likely benefit from hardware PRT.* Now that FL12 is a baseline, how could games benefit from the direct usage of PRT/Tiled Resources Tier 2 and bindless resources
More clean code. No reinterpret cast hackery. Some saved ALU cost.* How do titles benefit from UAV loads how far can this be pushed, what are the limitations
In our case it means that we don't need to emulate multidraw. This improves our triangle rate, because it allows us to use indexed geometry. It is a big CPU cost reduction for games that need it push big amout of draw calls with binding changes between them. We have virtual texturing for this purpose, so a single indirect draw is sufficient to replace ExecuteIndirect (but at a slight performance cost, so we prefer ExecuteIndirect).* Under what conditions is ExecuteIndirect will thrive, under which conditions will it not
We don't gain from this at all (since our CPU cost in DX11 is already less that 1ms total with multidraw emulation). Games that process their frames by CPU have big gains.* Multi-threaded command buffer generation - how many draws do we expect games to perform per frame 2, 5, 7 years from today.
This is a big question mark. Hopefully we can manually adjust the CU allocation somehow. Fully automatic allocation will likely cause problems.* How is async compute optimized across multiple platforms/configurations - it's clear that Nvidia and AMD do not handle async compute the same.
he speaks from the experience of working with low level api's like dx12 and vulkan, and he clearly has developers close to him that are writing code for both and for consoles.. ... so I tend to listen to him ...
Also he definitely sounds like an approved spokesperson for AMD HW, on numerous times AMD have called him out in agreement with his observations ..
Properly optimized DX11 compute shader based lighting is already able to push 10k+ lights at 60 fps on a middle class GPU. Do you really need more?D3D12 gives you more light sources on PC?
Properly optimized DX11 compute shader based lighting is already able to push 10k+ lights at 60 fps on a middle class GPU. Do you really need more?
Obviously if we are talking about shadow casting light sources, then DX12 is a big boost (cheap draw calls and/or ExecuteIndirect). But even with DX12, shadow casting light sources are going to be expensive.
Tomorrow Children does it on PS4.I've read something about voxel based raytracing in dx12, but I've barely understood that.
It's still too much computationally expensive?
Ray is a special case of a cone. A cone with a zero radius.Tomorrow Children's solution is more Cone Tracing than Ray Tracing.
Conservative rasterization and ROVs allow implementation of faster algorithms to voxelize a triangle mesh. Maxwell also has a special extension to SV_RenderTargetArrayIndex (in OpenGL) that supports a bit field instead of a single RT index. This allows replicating the same triangle to multiple slices at once (without a geometry shader). This further boosts the performance of triangle mesh voxelization.My understanding is that voxel cone global illumination is greatly improved if the GPU is FL12_1. Conservative rasterization, raster ordered views and volume tiled resources all play a part in speeding it up.
It's clear it can be done with Fl12_0 but there are likely some compromises compared to nvidias approach.