
DirectX 12 Work Graphs Officially out, New GPU Autonomy System That Aims to Eliminate CPU Bottlenecks
With the introduction of Work Graphs, DirectX 12 aim to eliminate CPU bottlenecks and unlock laten GPUs capabilities
Remedy's interview with WCCFtech on work graphs noted:
In June, Microsoft announced a major new D3D12 feature called Work Graphs. Have you looked into this preview yet? If so, what do you think about its potential applications in games?
Tatu Aalto, Lead Graphics Programmer, Remedy Entertainment: Work Graphs are the natural next step in moving heavy graphics work from CPU to GPU, and we are eagerly waiting for GPU-based work submission to be adapted on all the platforms we target. Communication between CPU and GPU has been a major performance cost in real-time applications like games for a long time already, and we saw a large performance gain in Alan Wake 2 when moving more computation to happen fully on GPU. Having more fine-grained control on GPU scheduling ensures that all the available GPU power can be wisely used. Exposing something like this is very fundamental and can be used in many algorithms we run in Northlight.