Microsoft has released a new developer SDK for DX12 and it brings new features for developers to DX12 games.
They include:
* Shader Model 6.8 - new features to Shader Model 6.8 are Work Graphics Management, Vertex Instance Location, Wave Size Ranges and Comparison Sampling
* GPU Upload Heap
Link to technical documentation below, but a quick summary of what the most important new features do:
* Work Graphics Management: Currently CPU's schedule work for GPU's but do this inefficiently, this features allows the GPU to schedule it's own work or to tell the CPU how to schedule the GPU's work - this feature is designed to reduce latency in the graphics pipeline.
* Comparison sampling: This feature makes it easier for developers to manage pre shader compilation across PC and Consoles, instead of having to do shader compilation differently between systems.
* GPU Upload Heap: This feature allows the CPU to address the entire GPU VRAM frame buffer, instead of only addressing 256mb chunks, this allows for faster data transfer between CPU and GPU. This feature requires Resizeable Bar to be enabled and supported by the PC.
In summary most of the new features are designed to reduce pipeline latency, allow GPUs to better schedule their own work and to allow for faster transfer of data between the CPU and GPU. Microsoft says it has implemented these changes because Epic Games has requested it. I would assume these are changes Epic Games hopes will alleviate Shader Compilation and other stutters that are common in Unreal Engine 5 games.
For the gamer's PC to support all the new features, the following conditions need to be met:
* The system must support resizeable bar
* Must have a RTX3000 or newer Nvidia GPU or RX7000 or newer AMD GPU (Intel GPU currently not supported)
* Must be using the latest GPU driver from Nvidia and AMD that was recently released (may be in beta)
* Must be using the latest build of Windows 11 (currently in beta)
Can read more technical documentation here: https://devblogs.microsoft.com/directx/directx12agility/
They include:
* Shader Model 6.8 - new features to Shader Model 6.8 are Work Graphics Management, Vertex Instance Location, Wave Size Ranges and Comparison Sampling
* GPU Upload Heap
Link to technical documentation below, but a quick summary of what the most important new features do:
* Work Graphics Management: Currently CPU's schedule work for GPU's but do this inefficiently, this features allows the GPU to schedule it's own work or to tell the CPU how to schedule the GPU's work - this feature is designed to reduce latency in the graphics pipeline.
* Comparison sampling: This feature makes it easier for developers to manage pre shader compilation across PC and Consoles, instead of having to do shader compilation differently between systems.
* GPU Upload Heap: This feature allows the CPU to address the entire GPU VRAM frame buffer, instead of only addressing 256mb chunks, this allows for faster data transfer between CPU and GPU. This feature requires Resizeable Bar to be enabled and supported by the PC.
In summary most of the new features are designed to reduce pipeline latency, allow GPUs to better schedule their own work and to allow for faster transfer of data between the CPU and GPU. Microsoft says it has implemented these changes because Epic Games has requested it. I would assume these are changes Epic Games hopes will alleviate Shader Compilation and other stutters that are common in Unreal Engine 5 games.
For the gamer's PC to support all the new features, the following conditions need to be met:
* The system must support resizeable bar
* Must have a RTX3000 or newer Nvidia GPU or RX7000 or newer AMD GPU (Intel GPU currently not supported)
* Must be using the latest GPU driver from Nvidia and AMD that was recently released (may be in beta)
* Must be using the latest build of Windows 11 (currently in beta)
Can read more technical documentation here: https://devblogs.microsoft.com/directx/directx12agility/
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