Direct X 12 Ultimate API

Leasy

Let's add some Alizarin Crimson & Van Dyke Brown
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Philly (BYRD GANG)
When gamers purchase PC graphics hardware with the DX12 Ultimate logo or an Xbox Series X, they can do so with the confidence that their hardware is guaranteed to support ALL next generation graphics hardware features, including DirectX Raytracing, Variable Rate Shading, Mesh Shaders and Sampler Feedback. This mark of quality ensures stellar “future-proof” feature support for next generation games!

DirectX Raytracing 1.1
DirectX Raytracing (DXR) brings a new level of graphics realism to video games, previously only achievable in the movie industry. The effects achievable by DXR feel more real, because in a sense they are more real: DXR traces paths of light with true-to-life physics calculations, which is a far more accurate simulation than the heuristics based calculations used previously.

We’ve already seen an unprecedented level of visual quality from titles that use DXR 1.0 since we unveiled it, and built DXR 1.1 in response to developer feedback, giving them even more tools with which to utilize DXR.

Announcing DirectX 12 Ultimate | DirectX Developer Blog

Microsoft coming hard this generation coming up

DXR 1.1 is an incremental addition over the top of DXR 1.0, adding three major new capabilities:

  • GPU Work Creation now allows Raytracing. This enables shaders on the GPU to invoke raytracing without an intervening round-trip back to the CPU. This ability is useful for adaptive raytracing scenarios like shader-based culling / sorting / classification / refinement. Basically, scenarios that prepare raytracing work on the GPU and then immediately spawn it.
  • Streaming engines can more efficiently load new raytracing shaders as needed when the player moves around the world and new objects become visible.
  • Inline raytracing is an alternative form of raytracing that gives developers the option to drive more of the raytracing process, as opposed to handling work scheduling entirely to the system (dynamic-shading). It is available in any shader stage, including compute shaders, pixel shaders etc. Both the dynamic-shading and inline forms of raytracing use the same opaque acceleration structures.
 

Tim Lord

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What does this mean for non rtx cards?

Games will still work. This is just building a standard feature set to let people know that DX 12 Ultimate means that your PC graphics card is built for the next generation. PC gaming is moving forward. Look for DX 12 U cards moving forward. A Radeon 5700 series and below are bad buys.

This is a concerted effort by Microsoft to gain developer mindshare and then marketshare. By unifying Xbox and PC (even more than before), they can convince developers not to skip the Xbox since you can essentially develop a PC game at the same time with ‘minimal’ effort.

And just as importantly, not to use the Vulkan API over Direct X on PC for the same reason (you are essentially getting an Xbox game with ‘minimal’ effort when you use DX 12). Microsoft does not want PC games developed with Vulkan they gain nothing from it.

Anyways, kudos to Nvidia for being WAY ahead of the curve in Q4 of 2018. The Nvidia turing cards fully support DX12 Ultimate. While they were expensive (and still are) it looks like gamers will get some longevity out of them. But then on the other hand, most of the features in their architecture have been laying dormant for 1.5 years.
 
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