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DirectX 12 Work Graphs Officially out, New GPU Autonomy System That Aims to Eliminate CPU Bottlenecks

mrk

mrk

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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.
 
The exact numbers won't be known until someone measures them and does a take. Anandtech might come to the rescue given it's been out in preview for a while, amybe shortly we will see articles pop up as it's officially out now.

Should be big though because this effectively has the means to remove a CPU bottleneck situation on a heavy workload. If anything this could mean much higher 1% lows, the maximums obviously still depend on the resolution and GPU.
 
The exact numbers won't be known until someone measures them and does a take. Anandtech might come to the rescue given it's been out in preview for a while, amybe shortly we will see articles pop up as it's officially out now.

Should be big though because this effectively has the means to remove a CPU bottleneck situation on a heavy workload. If anything this could mean much higher 1% lows, the maximums obviously still depend on the resolution and GPU.

We'll see I guess and fingers crossed. There is some difference at times, but don't know... Mesh Shaders isn't new, but so far only AW2 uses them if I'm not mistaken.
 
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Probably because Mesh Shaders came out in 2018 and in that time and through the Pandemic the masses were not buying newer GPUs that supported it. Seems Remedy decided with AW2 to say sod it and embrace the technology as it's superior.

Work Graphs is only supported by RDNA3+ and RTX 30 series and up, which is leaves an even bigger number of gamers that won't be able to make use of it than using Mesh Shaders would too.
 
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