Soldato
- Joined
- 30 Nov 2011
- Posts
- 11,493
So you agree that in game it will be culled, so it won't affect performance
Please remember that any mention of competitors, hinting at competitors or offering to provide details of competitors will result in an account suspension. The full rules can be found under the 'Terms and Rules' link in the bottom right corner of your screen. Just don't mention competitors in any way, shape or form and you'll be OK.
(and don't ask me what a 0.5 card looks like)
Do's
•Use hardware conservative raster for full-speed conservative rasterization
◦No need to use a GS to implement a ‘slow’ software base conservative rasterization
◦See https://developer.nvidia.com/content/dont-be-conservative-conservative-rasterization
•Make use of NvAPI (when available) to access other Maxwell features
◦Advanced Rasterization features
Bounding box rasterization mode for quad based geometry
New MSAA features like post depth coverage mask and overriding the coverage mask for routing of data to sub-samples
Programmable MSAA sample locations
◦Fast Geometry Shader features
Render to cube maps in one geometry pass without geometry amplifications
Render to multiple viewports without geometry amplifications
Use the fast pass-through geometry shader for techniques that need per-triangle data in the pixel shader
◦New interlocked operations
◦Enhanced blending ops
◦New texture filtering ops
Don’ts
•Don’t use Raster Order View (ROV) techniques pervasively
◦Guaranteeing order doesn’t come for free
◦Always compare with alternative approaches like advanced blending ops and atomics
Check carefully if the use of a separate compute command queues really is advantageous
Even for compute tasks that can in theory run in parallel with graphics tasks, the actual scheduling details of the parallel work on the GPU may not generate the results you hope for
Be conscious of which asynchronous compute and graphics workloads can be scheduled together
https://developer.nvidia.com/dx12-dos-and-donts#dx12
AND
so yes that's `DO use what we can do well and Don't use other stuff our competition can use well
wasn't the ocean under the map thing debunked by Crytek themselves as Cryengine uses occlusion culling, stick it in dev mode and you can see all the polys as it stops culling, but in the game most of that doesn't get rendered?
So you agree that in game it will be culled, so it won't affect performance
https://developer.nvidia.com/dx12-dos-and-donts#dx12
AND
so yes that's `DO use what we can do well and Don't use other stuff our competition can use well
NVIDIA tend to put their money where their mouth is, AMD tend to put their mouth where they think they can generate money.
This is correct, these workloads aren't going to be tax free. The results certainly aren't what certain users will be expecting given the amount of attention that has been drawn to it already. Just because it isn't as transparent as to how a particular game is handling the technique, does not mean it can't be detrimental to performance.
If the workload can be run conventionally without the need for simultaneous command queuing with low frame latency then there is no need to run this technique. In fact given the current hardware spectrum and capabilities of both vendors latest hardware compared to the lowest denominators, I doubt you'll see many cases where this is relevant in the near future. NVIDIA tend to put their money where their mouth is, AMD tend to put their mouth where they think they can generate money.
The amount of times I've been called out on things when posting here, not least of all with Mantle 2 years ago, you'd think people would realise that the realist is always right![]()
the biggest money makers in the market are all AMD based - the consoles , therefore devs will code for them as they generate the biggest profits. so by default games will favour AMD hardware and add on gameworks , unless gameworks break the game
This Do and Don't list is pretty sound advice, particularly the DXGI swapchain information. I wish we had this info 6 months ago, as we had to figure out a lot of this information the hard way. The Do's list could almost be a description of how Nitrous is implemented.
Even AMD's pet developer thinks the list is valid. http://www.overclock.net/t/1575062/...rectx-12-tips-for-developers/40#post_24453908
But also it's arguably impossible that AMD would weigh in neutrally and give clarification to the devs that this is sound advice. Should the Nvidia fanboys be heard then AMD are too lazy to lift a finger for developers and we must all chastise them for existing.Impossible, we all know this is some nefarious plot for NVidia to shaft AMD.
Article: http://www.pcper.com/news/Graphics-Cards/NVIDIA-Publishes-DirectX-12-Tips-Developers
Direct link to Nvidia's do's and dont's: https://developer.nvidia.com/dx12-dos-and-donts
Even AMD's pet developer thinks the list is valid. http://www.overclock.net/t/1575062/...rectx-12-tips-for-developers/40#post_24453908
Impossible, we all know this is some nefarious plot for NVidia to shaft AMD.
I think its a problem with certain people on the outside looking in rather than anything else, one developer or anyone with anything positive about AMD is instantly marked as an "AMD Fanboi"
It seems that for a some people you can't be a "PC Hardware Fanboi" you have to be in one camp and hate the other, its pathetic and a pretty sad state of affairs.
I think they are called rivalries, and happens in every walk of life. From football, to business, to manufacturing. It's natural for me, healthy, good for banter and no getting away from it.