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AMD Confirms GCN Cards Don’t Feature Full DirectX 12 Support – Feature Level 11_1 on GCN 1.0, Featur

Do any titles make us of all these features ?

No as there is non to speak of that we know of which detail what fetaures and levels they use so as of now its totally irrelevant and when new AMD cards come out you can bet they will support the same or more than nvidia's maxwell 2.
 
On advertising by feature level: 11_0 was enough for nVidia to advertise full DX11 support, AMD were mean about it in the press but couldn't prevent them claiming it - so really 12_0 should be enough for AMD to advertise full support while leaving plenty room for nVidia to be mean about them back.... none of which matters to any of us who actually may be using it!

Seems the sanest post for pages. :cool:
 
It's an open ended question, you can't offer support for 'tiers' which is just a fancy way of adding new iterations rather than with previous builds where they just add .x on the end, due to changes that may be required in the pipeline and or various shader changes.

It's also a convenient argument when your cards qualify for less support for whatever reason that may be whether it be age or otherwise. Less is not more in any respect, so not really sure what the objection is with it.

Just saying...
 
DX12.1 Rasterizeration :D

15s6cso.jpg
 
https://forum.beyond3d.com/posts/1849663/

DirectX feature level 12.0 mandates tiled resource support (64 KB granularity virtual memory paging for textures and buffers). New consoles support it as well. Tiled resources make it easy for developers to implement fine grained JiT texture and mesh streaming (only visible parts of a texture need to be loaded to memory).

Some last gen console games (including two of our games) already implemented software virtual texturing, allowing practically unlimited amount of texture content inside a single game level, with only a constant memory footprint (less than 100 MB at 720p). 1080p virtual textured game only needs 256 MB of GPU memory for all material textures (assuming four 8bpp DXT material layers) regardless of the texture resolution or texture count/variety. Tiled resources make virtual texturing easy and efficient, meaning that we will see AAA games that do not require obscene amount of GPU memory, even at ultra settings.

As said earlier, DX 12 async copy makes streaming more efficient and reduces the latency. Volume tiled resources (12.1) allow easy implementation of space efficient voxel and distance field data structures (used commonly for global illumination, ambient occlusion and soft shadows).

DX 12 also allows aliasing the same memory region with multiple resources (when you don't need both at the same time). This is a commonly used console memory optimization trick and it is proven to produce big GPU memory savings. Now we can do the same on PC as well.

Just two generations ago NVIDIAs highly praised flagship GeForce GTX 680 was released with 2 GB of graphics memory. Nobody complained. There are still lots of players with these cards (and other one or two generation old 2 GB hardcore gamer cards). It would be a very bad business move to release a game that didn't run properly on these cards at 1080p.

I do however understand that multimonitor gaming and 4K gaming will at some point require a GPU with more than 4 GB of memory. But currently we are talking about a less than 1% niche here.
 
Fury 8GB will be out and 8GB will be mainstream by the time DX12 games have trickled onto the market in any worthwhile number, any card releasing now needs to be optimised for DX11... and the 1% niche are the target market Fury is aimed at that's why it's so flawed such a card having only 4GB.

The only way I can see 4GB justified is if Fury has a more mainstream pricing (~£400) so that people haven't invested too heavily into it (allowing them to upgrade later to the 8GB version) but everything I've heard says it's won't be.
 
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Very impressed with that :cool:

Wow very stunning realistic life like demo. :cool:

Very impressed what Nvidia is doing with DirectX 12_1. Cant wait to see ray-traced shadows in DirectX 12 games, hopefully all features will be in Project Cars upcoming DirectX 12 patch, Battlefront, Ark: Survival Evolved etc. I would be amazed if GTA V will have DirectX 12 patch, have ray-traced shadows will be absolutely stunning. :D
 
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