KazeoHin
[H]F Junkie
- Joined
- Sep 7, 2011
- Messages
- 9,055
Three words
Physically based rendering.
Seriously.
Physically based rendering.
Seriously.
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Three words
Physically based rendering.
Seriously.
I hope DirectX fails. We need to get out of this cage. Forcing people to buy windows only software along with stifling technology. They don't upgrade it enough to be a leader in 3d gaming and technology. They are holding everyone back. It wont be faster than mantle thats for sure. If anything it will be only be a feature upgrade with minor framerate increases. Mantle is the key to the Lamborghini. Mantle allows your videocard memory to be used as a whole in crossfire mode without copying the same stuff into all the cards as if its one. Can't argue with results and thats what mantle has proven. Crossfiring with mantle can give you over 200-400% fps increase compared to crossfiring in directx. Theres no comparison. Directx is dead tech.
You make a good point and I forgot how poor of a performance JIT compilers can be, especially with Java.A JIT would have even higher overhead than existing API's.
The advantage with a JIT is portability and not performance. There is no getting around that.
Can Mantle works on nvidia graphic card? If not, then I don't see how it is better. Going out of OS specific cage, and right into vendor specific cage
Not necessarily. Microsoft works with IHVs on Direct3D over slow iteration periods, and current architectures may well support all or at least a subset of D3D12.Maxwell can't support it. The engineering was finished on it a long time ago and DX12 would be too new to add it
Unless MS does a GPU arch. specific (not just vendor specific) low-ish level API a la Mantle then something like Mantle will still perform better. A "fixed" and/or greatly improved DX that suits more modern GPU arch. but didn't offer quite the level of control and performance but worked as well as previous versions of DX across multiple GPU arch. would probably still be enough to make Mantle irrelevant to the market.Most likely, if any of this sees fruition, we'll be back to the conundrum of what is the better low level API that provides the best performance on the PC-- DirectX, OpenGL, or Mantle?
They're pretty different markets and many PC gamers aren't PC only gamers. That is usually just their main platform.The problem here: Will Microsoft be willing to give that much control and performance to PC users without it encroaching on their gaming consoles like the XONE?
The coupling between hardware and Direct3D isn't that tight. Hardware and drivers are tightly coupled, but the coupling between D3D and hardware isn't so tight so as to negate the possibility of a subset of D3D12 features being supported by current architectures.They would've had to start years ago and MS would've had to have had DX12 either mostly or partially finished back then for that to be true.
But, wouldn't that require that AMD, Intel and Nvidia support a common standard GPU arch across their models?Unless MS does a GPU arch. specific (not just vendor specific) low-ish level API a la Mantle then something like Mantle will still perform better. A "fixed" and/or greatly improved DX that suits more modern GPU arch. but didn't offer quite the level of control and performance but worked as well as previous versions of DX across multiple GPU arch. would probably still be enough to make Mantle irrelevant to the market.
They're pretty different markets and many PC gamers aren't PC only gamers. That is usually just their main platform.
I hope DirectX fails. We need to get out of this cage. Forcing people to buy windows only software along with stifling technology. They don't upgrade it enough to be a leader in 3d gaming and technology. They are holding everyone back. It wont be faster than mantle thats for sure. If anything it will be only be a feature upgrade with minor framerate increases. Mantle is the key to the Lamborghini. Mantle allows your videocard memory to be used as a whole in crossfire mode without copying the same stuff into all the cards as if its one. Can't argue with results and thats what mantle has proven. Crossfiring with mantle can give you over 200-400% fps increase compared to crossfiring in directx. Theres no comparison. Directx is dead tech.
Yeah, seems like he should be rooting for OpenGL to implement some additional hardware interfaces. Mantle doesn't remove any of DirectX's lock-in.So you want to move from DirectX which is Windows only to Mantle which is Windows and AMD GCN only? That makes no sense what so ever.
Three words
Physically based rendering.
Seriously.
Technically so is a ISA.Direct3D is a set of specifications and interfaces that IHVs provide conformance to through their own implementations, not an implementation itself.
Maxwell can't support it. The engineering was finished on it a long time ago and DX12 would be too new to add it. They're going to have to re-design the GPU + drivers for DX12. And then the games supporting it have to come out.
You're assuming that DX12 will require hardware features beyond what's currently avaiable in Shader Model 5.0.
It's possible this will be a purely software update (kernel, drivers, and driver-model), built around Shader Model 5.0. In which case, no new hardware is needed.
Similarly, Mantle works on all GCN graphics processors, even those that came out long, long before Mantle was finished. The API was developed around existing hardware.
We're talking about relatively loosely-defined API calls into a hardware driver, not an ISA. These are entirely different things. Just because my rough description fits other models doesn't mean those other models are identical.Technically so is a ISA.
The sort of specifications a new version of DX typically requires need hardware to back them up though. Otherwise AMD, Intel, or Nvidia would have just taken MS's "relatively loosely defined API calls into the driver" and tweaked their drivers and firmware as necessary to make their DX9 GPU's into DX10 GPU's, DX10 GPU's into DX11 GPU's, and so on and so forth.We're talking about relatively loosely-defined API calls into a hardware driver, not an ISA.
Its possible but unlikely I think. There are still lots of things developers want to do or want to do in a easier fashion and API tweaks only go so far.It's possible this will be a purely software update (kernel, drivers, and driver-model), built around Shader Model 5.0. In which case, no new hardware is needed.
Not if MS supports each IHV's arch. They probably would do a cut off much like AMD did with Mantle only being for GCN GPU's. So older arch. wouldn't be supported due to their age and lack of hardware features making support difficult or even impossible.But, wouldn't that require that AMD, Intel and Nvidia support a common standard GPU arch across their models?
Again, you're assuming they need new hardware features...Software changes aren't enough to add new features to these GPU's since they still use and require huge amounts of fixed function hardware in order to process huge amounts of information at a high enough rate.
Considering DX10 required some pretty substantial changes to shader addressing, no, they couldn't have done that. DX10 was as close to a clean break for Direct3D as we're likely to ever see from Microsoft. Whether it couldn't have been done in the DX10->DX11 jump I don't know. Too much of the API may have changed to allow for any acceptable baseline level of conformance in existing DX10 hardware.Otherwise AMD, Intel, or Nvidia would have just taken MS's "relatively loosely defined API calls into the driver" and tweaked their drivers and firmware as necessary to make their DX9 GPU's into DX10 GPU's, DX10 GPU's into DX11 GPU's, and so on and so forth.
Microsoft doesn't "support" any architectures. Direct3D is not an implementation.Not if MS supports each IHV's arch.
Or they just can't be bothered to make Mantle driver for different, old architecture because it would obviously be lots of work.They didn't add Mantle support, they made Mantle support everything GCN. They explicitly said this was possible due to certain hardware feature support across all generations of GCN.
That is also why they're not supporting older VLIW arch. AMD GPU with Mantle. They don't have the necessary hardware to work with it.
Mantle also isn't an attempt to add new functions or features to GCN GPUs. Its just a lower-level-than-DX vendor specific API that uses existing hardware in a more efficient fashion.
Not sure what you're trying to say here...They didn't add Mantle support, they made Mantle support everything GCN. They explicitly said this was possible due to certain hardware feature support across all generations of GCN.
The IHV's aren't in the business of throwing away money and so none of them would ever do hardware redesigns unless they were forced to for major reasons. Hell just look how they keep rebadging old GPU's for instance. They're perfectly willing to straight up scam customers out of money by duping them with marketing.Considering DX10 required some pretty substantial changes to shader addressing, no, they couldn't have done that....Whether it couldn't have been done in the DX10->DX11 jump I don't know.
Sure but I'm not disputing them. Why muddy the issue further by bringing that stuff up?There are more aspects at play than just the hardware.
Didn't say they did or that DX currently does. Re-read the post(s) I was replying to there.Microsoft doesn't "support" any architectures. Direct3D is not an implementation.
I don't know of a simpler way to put it, sorry.Not sure what you're trying to say here...
Put what? You're not actually saying anything... more specifically, you're providing no evidence.I don't know of a simpler way to put it, sorry.
I'm not suggesting they do any hardware redesigns. I'm actually suggesting exactly the opposite: that conformance to a subset or to the entirety of D3D12 may not require new hardware. Note the extreme emphasis on "may not".The IHV's aren't in the business of throwing away money and so none of them would ever do hardware redesigns unless they were forced to for major reasons.
I'm not suggesting any changes would need to be made to fixed-function hardware. You're suggesting it is absolutely, unequivocally necessary for conformance to an API we know nothing about beyond its version number. That, to me, is astoundingly nonsensical.Even if you wish to ignore the issue of some how "reprogramming" fixed function hardware into supporting new standards via new drivers/firmware you know that to be true.
Your entire post was an implication of precisely that.Didn't say they did or that DX currently does.
Agreed, especially when DirectX is now being designed with down-level hardware support in mind. For example, DirectX 11.2 will run on the following graphics hardware (with features made available as specified by the associated feature level): http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876(v=vs.85).aspxI'm not suggesting any changes would need to be made to fixed-function hardware. You're suggesting it is absolutely, unequivocally necessary for conformance to an API we know nothing about beyond its version number. That, to me, is astoundingly nonsensical.
Sure, and you can even lock-out down-level feature levels entirely if you like.Acting appropriately for a given feature level is on you. Calls will probably just fail if you don't meet the requirements.