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Async compute is the biggest bang in DX 12 IMHO...finally handling task parallel can bring a great performance jump
I don't want to see anyone miss out though and hopefully by the time DX12 is upon us, we are all enjoying it and arguing over 1 fps
Threads like these make Amd look unfairly subpar.
You missed the bit about that being the point.
If nvidia has a trivial feature (which at this very moment in time with zero DX12 games it is) it's totally weak that AMD doesn't.
If AMD has a feature nvidia doesn't have, it's totally trivial.
I'm completely agnostic card wise. It's still fairly obvious to spot threads attempting cheap punches then trying it's hardest to look down it's nose at folks. Leave it alone, lets get all the current gen cards out, folks can buy the best one for their budget and start measuring and comparing their new toys with all needed knowledge available.
Nothing is trivial about DX12.
So you'll be making sure to play it on existing hardware as you don't expect to have to upgrade to use new API's?
So you'll be making sure to play it on existing hardware as you don't expect to have to upgrade to use new API's?
did you actually read it shanks?
because ROV's, UAV's, VTR and CR are all ways of making the graphics better / more accurate whilst improving performance over the DX11 way of doing things
basically, the DX12 features allow an additional level of graphics and accuracy not available for performance reasons on dx11
e.g. Volume tiled resources can drop a background's memory requirements from 1.6GB to 156bm, allowing massively more details backgrounds for a start, as just an example
if your interpretation is that is of no benefit to end users then... well... I just don't know
Tiled Resources is part of DX12_0 that is what the goodness comes under.. 12_0 is ROV and CR... Going by what I been told and read these two features are not for us.. there tools for devs to make there job easier..
you're reading it wrong then shanks, both are ways of doing things that massively improve performance over the way things have to be done under DX11 (e.g. big shortcuts have to be taken under DX11 which also reduce the accuracy of what is shown on screen and end up causing artefacts like textures/objects popping through each other)
I see AMD PR is in full damage control mode. I wonder if they are still peddling their lies about full DX12 support in current GCN hardware.
These features make things much faster than in previous version of DX whilst improving to looks as well. Enabling effects that are not possible or feasible on hardware with limited DX12 support.
I see AMD PR is in full damage control mode. I wonder if they are still peddling their lies about full DX12 support in current GCN hardware.
These features make things much faster than in previous version of DX whilst improving to looks as well. Enabling effects that are not possible or feasible on hardware with limited DX12 support.