DirectX12 to be revealed at GDC on March 20

PS5 Pro

DC looking a 1/2 seed right about nuh
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Yeah but they are planning for the future and meanwhile losing in the present. I expected more from the cloud processing and more tiled resources. They aren't doing anything for those? and are already looking forward to 2015.
This is in addition to the cloud and tiled resources. Tiled Resources was just introduced and is part of DirectX 11.2 which drops before 12
It might already be here. All I know for sure was they said Tiled Resources wouldn't be used in games til this summer so...
 

HNIC973

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X 12 Will Improve Xbox One Games’ Performance, Reduces CPU Utilization By 50%
Microsoft details the advantages of DX 12.


20th, Mar. 2014 | Posted In News | By Rashid Sayed| Follow This Author @GamingBoltTweet


Update 2: Microsoft has confirmed that it will release DX 12 in Holiday 2015. There is no update on a Windows 7 support although they will consider it. As mentioned below, DX 12 will support mobiles but with better power efficiency. This means batteries won’t drain out. DX 12 will also support multiple GPUs as they have ‘ways’ to target each one of them.

Update: An interesting bit of information has popped out of the conference. DX12 can enhance any modern graphics chip. When compared to previous iterations, this a big change in the way DX talks to the GPU. In short this will improve performance across the board for Xbox One games.

In the on going Microsoft’s presentation for DX 12, it was announced that DX 12 will improve performance of game’s on the Xbox One. DX 12 features a lower level of abstraction and new rendering features. In addition, it also addresses state and rendering overhead along with resource management improvements.

In DX 11 most of the work was done by a single core, but in DX 12 overall CPU utilization is down 50% and the workload is more spread out across all cores. Furthermore DX 12 may allow applications to control graphics memory in an efficient manner. Rendering overhead includes new command lists for for multi-thread scale-ability along with GPU indexing with large array of resources.

DX 12 features an API of a lower level with less API and driver tracking universally. This is to improve predictability. Further more on the GPU end, DX 12 will enable better better collision and culling.

Recently we did an article on what advantages DX 12 could bring to Xbox One. You can read that article here. DX 12 will come to mobiles and all Microsoft platforms. Let us know your thoughts in the comments section below.

Thanks, PCPer Live Blog


Read more at http://gamingbolt.com/dx-12-will-im...ces-cpu-utilization-by-50#ydlCz2ASUhqd64CD.99
 

daze23

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http://blogs.nvidia.com/blog/2014/03/20/opengl-gdc2014/

GAMING
NVIDIA, AMD, Intel Explain How OpenGL Can Unlock 15x Performance Gains

If you want to get a developer’s attention, all you need to do is start dropping whole numbers.

Offer something that’s not 1.2 times better — but two or three times better — you know you’ve got them.

That’s the good news we teamed up with AMD and Intel to deliver at this week’s Game Developer Conference in San Francisco.

GDCLogoAMD’s Graham Sellers, Intel’s Tim Foley, and our own Cass Everitt and John McDonald appeared on the same panel to explain the high-level concepts available in today’s OpenGL implementations that reduce driver overhead by up to 10x or more.

With OpenGL, an open, vendor-neutral standard, developers can get significantly better performance – up to 1.3 times. But with a little tuning, they can get 7 to 15 times more performance.

That’s a figure that will make any developer sit up and listen.

Better still: the techniques presented apply to all major vendors and are suitable for use across multiple platforms. And they brought demos, showing what these improvements mean on real world systems.

That’s because OpenGL can cut through the driver overhead that has been a frustrating reality for game developers since the beginning of the PC game industry.

On desktop systems, driver overhead can decrease frame rate. On mobile devices, however, driver overhead is even more insidious, robbing both battery life and frame rate.

the future looking good :blessed:
 
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