Dev talks DX12, next gen graphics

MeachTheMonster

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Explain parallel compute. It just goes back to my i7 argument.

I'm no pro. But from what I understand it basically allows the GPU to do multiple things at once. DX12 will allow all the cores of the CPU and GPU to talk to each other simultaneously. So game engines that are built around it will get more out of the hardware.
 

Ciggavelli

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I'm no pro. But from what I understand it basically allows the GPU to do multiple things at once. DX12 will allow all the cores of the CPU and GPU to talk to each other simultaneously. So game engines that are built around it will get more out of the hardware.
I guess we'll see. I still don't know how a more efficient cpu is going to fix the problem of having a low-level gpu. Unless dx12 somehow offsets things that are going on with the gpu, I don't know how it can help. It seems to be really only good for eliminating cpu bottlenecks (which will be helpful in some games, for sure). Like I said, you can pair the most expensive cpu with a low level gpu and you're still gonna get shytty graphics. No way around it :manny:
 

MeachTheMonster

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I guess we'll see. I still don't know how a more efficient cpu is going to fix the problem of having a low-level gpu. Unless dx12 somehow offsets things that are going on with the gpu, I don't know how it can help. It seems to be really only good for eliminating cpu bottlenecks (which will be helpful in some games, for sure). Like I said, you can pair the most expensive cpu with a low level gpu and you're still gonna get shytty graphics. No way around it :manny:

I think its less about DX12 and more about the advanced techniques and different ways of writing code.

Things like forward rendering; parallel compute, and tiled resources are more than just buzzwords.

In this interview he said games are still being built the same way they were since DX9. He said there will be a fundemantal change in the way games are designed.

But like you said. I guess we'll see:manny:
 

daze23

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Yeah, I was excited about dx12 when it first got announced, but the more I think about it, the less excited I am. It'll help with like 2 games I own.
theoretically it could help a lot. it's my understanding that developing games to efficiently use multi-core cpu's just isn't easy. very few games, besides Frostbite games (BF3/4, DA:I), really do it well. many games use multiple cores, but still end up dependent on one core. I imagine a big part of the problem is there's a lot of cpu's out there with different numbers of cores and virtual cores, as well as those cores running at different clock rates, and being better/worse at certain calculations. plus the lowest common denominator, which is mostly still the cpu's in the ps3 and 360

games are designed around these fundamental issues. a cpu and gpu are just co-processors with different specializations. and pretty much everything they do together translates into an image on your screen. so if dx12 can free up a lot more processing power for devs, I think it could mean better graphics... but not CGI levels
 

Rice N Beans

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I see they haven't learned their lesson locking in DX12 to a new OS. That held DX10+ adoption back years.


Also +500%. :mjlol: I would like their dev presentations more if they kept it honest.
 

MeachTheMonster

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I see they haven't learned their lesson locking in DX12 to a new OS. That held DX10+ adoption back years.


Also +500%. :mjlol: I would like their dev presentations more if they kept it honest.

Upgrade to windows 10 is free.

And there is this

http://www.anandtech.com/show/8962/the-directx-12-performance-preview-amd-nvidia-star-swarm
71450.png
 

Liquid

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Have they mentioned what this might mean for the xbox one? Spencer basically killed all the talk about it improving the performance on the xbox, but it will be interesting to see if others have touched on it.
 

Rice N Beans

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Star Swarm is synthetic. And just abuses draw calls. You see that Mantle is close with DX12 in those benchmarks. And Mantle today in a modern heavy game (BF4) doesn't stretch much beyond DX11 for performance.

I'm not saying there won't be a difference but it's not gonna be as wide as they say for obvious reasons. People for a long time still ran with DX9 renderers because they simply provided better performance even though newer DX versions should have provided that (draw calls being less of an issue, better hardware scaling, etc.). And still to this day there's great modern DX9 level games like CSGO and Titanfall that look good in its genre but also perform much better than the competitors.

Fabricating performance for the sake of sale doesn't need to be done. It should speak for itself.
 

Why-Fi

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you want your gpu at full capacity, you don't want your cpu at full capacity. For example I have an i7. It can use 8 virtual cores. Most games don't use those 8 virtual cores, some even use one. Now, if a game is experiencing a cpu bottleneck because it is only using one of my cores instead of the remaining 7, then dx12 will help. If my gpu is at full capacity, there is nothing that can be done to fix that on the cpu side, as far as I can tell.

I see dx12 helping with open world games and physics based games that rely on a lot of cpu power. If they can use all 8 cores, instead of one, that will be immensely helpful and eliminate cpu bottlenecks. Other than that, using more cores is useless.

Some pc gamers will say an i7 is overkill, and they'd be right, because most games will never use all those cores. DX12 will help with that, but we'll see how helpful it really will be. I really don't see how using more cores is going to increase graphics to cgi levels. You can have a 5960x (8 real cores) paired with a 750ti and the game is still gonna run like shyt at high levels. No amount of using those extra cores is gonna fix the problem that a 750ti is a low-level gpu.
well like i said already the gpu is still going to be wack. in short to answer your question again, efficient cpu will not fix a a crappy gpu.
we're saying the same thing at this point
 

MeachTheMonster

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Star Swarm is synthetic. And just abuses draw calls. You see that Mantle is close with DX12 in those benchmarks. And Mantle today in a modern heavy game (BF4) doesn't stretch much beyond DX11 for performance.

I'm not saying there won't be a difference but it's not gonna be as wide as they say for obvious reasons. People for a long time still ran with DX9 renderers because they simply provided better performance even though newer DX versions should have provided that (draw calls being less of an issue, better hardware scaling, etc.). And still to this day there's great modern DX9 level games like CSGO and Titanfall that look good in its genre but also perform much better than the competitors.

Fabricating performance for the sake of sale doesn't need to be done. It should speak for itself.

It explains where the 500% number comes from. Obviously its not a typical situation, but the number wasnt just pulled out of his ass.
 
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