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Tópico: DirectX 12

  1. #286
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    Boas!
    Não fiquei convencido...

    Em vez de melhorarem as sombras, os efeitos físicos e as colisões, metem é melhores reflexos...

    Agora vamos ter tudo espelhado novamente como era no passado...
    Chão de mármore em todo o lado para se ver os reflexos...

    Cumprimentos,

    LPC
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  3. #288
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    Calma, é apenas uma tech demo de uma das features do DX12 com raytracing.
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  4. #289
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    DirectX 12

    Gostava de ver uma comparação entre a 1080Ti e Titan V, os Tensor Cores devem dar muito jeito para isto.
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  5. #290
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    Tech demo de raytracing da Epic Games no Unreal Engine.

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  6. #291
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    Citação Post Original de Winjer Ver Post
    Tech demo de raytracing da Epic Games no Unreal Engine.

    Boas!
    Estive a ver ontem...

    Agora sim já se percebe algumas coisas e melhorias na iluminação e efeitos visuais...

    Á quem diga que aquilo estava com várias Pascals a correr para ficar em tempo real...
    Se é verdade ou não... não sabemos...

    Edit aqui está:

    This demo required an NVIDIA DGX Station with 4x Tesla V100 connected via NVLink in it to run at 1080p 24fps (not Titan V's, as I originally wrote). Clearly only for the movie industry at this time.


    Cumprimentos,

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  7. #292
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    Para quem tem alguns problemas de stuttering em jogos com DX12, aqui está uma possível solução.

    https://forums.guru3d.com/threads/po.../#post-5641790

    1.Search and Open Exploit Protection
    2.Click On the Program Settings Tab
    3.Click On The + Add Programs To Customise
    4.Click On Choose Exact File Path
    5.Find Game Which You would Like To Try To Remove DX12 Stutter Click Open
    6.Programs Settings For Game Opened ,Scroll Down To Control Flow Guard(Never Use For Global Setting)
    7.Put Check Mark In Override System Settings And Turn From On To Off And Apply
    8.Restart May Be Needed

  8. #293
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    AMD states that all of its DX12 GPUs support real-time ray tracing via Microsoft’s DXR fallback layer

    Now as you may know, only the RTX series is currently capable of running the real-time ray tracing effects in the latest games and that’s because AMD has not added support for the fallback layer on its drivers.
    From what we know so far, the only GPU that supports Microsoft’s fallback layer is the NVIDIA Titan V, something that explains why this particular GPU was able to run Battlefield 5 (something we’ve covered in the past).
    Performance, however, appears to be underwhelming via this “emulation/software” method. This could explain why AMD has not enabled the real-time ray tracing fallback layer on its drivers as its GPUs currently lack hardware components that could accelerate the ray tracing calculations.

    In short, and while theoretically AMD’s DX12 GPUs can support real-time ray tracing, chances are we won’t see the red team adding support to it for the foreseeable future (or at least until AMD releases GPUs that are capable of running RT games with acceptable framerates).

  9. #294
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    A Microsoft adicionou o DirectX 12 no Windows 7. E esta, hein!
    O WoW é apenas o primeiro jogo com este suporte.
    World of Warcraft uses DirectX 12 running on Windows 7


  10. #295
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    Citação Post Original de Winjer Ver Post
    A Microsoft adicionou o DirectX 12 no Windows 7. E esta, hein!
    O WoW é apenas o primeiro jogo com este suporte.
    World of Warcraft uses DirectX 12 running on Windows 7
    "apenas" um jogo com 15 anos... TOP!!!!

    WOW sempre na frente!
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    LG 34GN850 UW @ 144Hz

  11. #296
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    Microsoft standardizes variable-rate shading as a part of DirectX 12


    Nvidia's Turing graphics cards came along with quite a few new technologies. The big one of course is their RTX real-time ray-tracing feature, but Deep-Learning Super-Sampling (DLSS) has gotten its share of time in the spotlight as well. However, perhaps the most interesting technology to toddle along with Nvidia's Turing architecture is the one that's been mostly overlooked: variable-rate shading (VRS).

    Jeff wrote about "content-adaptive shading" (an implementation of VRS) back when it was added to Wolfenstein II: The New Colossus in a patch. Now, Microsoft has announced that the technology has been added to DirectX 12 as an API feature for anyone to use. In a blog post titled "Variable Rate Shading: a scalpel in a world of sledgehammers," Microsoft's Jacques van Rhyn explains the concept of VRS and briefly examines the benefits it offers using a demo especially constructed using Civilization VI and a GeForce RTX 2060.

    Red areas are shaded at the full rate, while blue areas are shaded at a reduced rate.
    Variable-rate shading as implemented in DirectX 12 differs slightly based on the capabilities of the hardware on which you're implementing it. Microsoft divides hardware into "Tier 1" and "Tier 2", which currently translates into "most DirectX 12-capable hardware" and "Turing cards." The difference comes into whether or not the graphics card can vary the shading rate within a single draw call; Tier 1 GPUs are limited to changing things up between separate draw calls.
    Perhaps ironically, the Civilization demo that Firaxis created actually sees a larger performance improvement on Tier 1 cards, but as Microsoft notes, the game does take a small hit to visual quality due to the reduced shader work done in certain areas. Firaxis says that implementing terrain and water at a lower shading rate than vehicles, buildings, and UI afforded a 20% performance improvement on the RTX 2060 card while playing in 4K. The Tier 2 implementation sees a smaller speed gain—"only" 14% over full-rate shading—but is visually indistinguishable from the full-rate shaded image.

    This was apparently captured on an Intel Gen11 graphics part.
    While Nvidia's Turing GPUs are the only Tier 2-capable designs at this time, Intel more or less created the idea way back in 2014 with its "coarse pixel shading" concept. Unsurprisingly then, Chipzilla's upcoming Gen11 graphics hardware—which will be found in both its next-generation "Sunny Cove" desktop CPUs as well as its "Elkhart Lake" low-power processors—will support variable-rate shading in hardware as well. The technology offers decent gains on Nvidia's powerful graphics hardware, but it could prove to be a real boon to Intel's more resource-constrained integrated offerings.
    Microsoft says virtually everyone who's anyone is looking at adding VRS to their game engines, including such names as Unity, Unreal, Activision, Ubisoft, and a few smaller developers. DirectX developers keen to get cracking on the new tech will be pleased to hear that the PIX performance tuning and debugging tool already has full support for the feature. The company will be talking about VRS at its sessions during the 2019 Game Developers Conference, and interested parties can hit up the DirectX forums for more details.
    No Wolfenstein 2, esta tecnologia deu para ganhar uns 5% - 10% de desempenho, de forma quase gratuita.
    Não é muito, mas é sempre bom ter melhor desempenho.

  12. #297
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    Microsoft Details DirectX Raytracing Tier 1.1, New DirectX 12 Features

    Microsoft detailed feature additions to the DirectX 12 3D graphics API, and an expansion of its DirectX Ray-tracing (DXR) API to Tier 1.1. The updated APIs will be included with the Windows 10 major update that's scheduled for the first half of 2020 — the features are accessible already for developers in Windows Insider preview builds. DXR 1.1 is the first major update to the API since its Q4-2018 launch, and adds three major features. To begin with, it brings support for extra shaders to an existing ray-tracing PSO (pipeline-state object), increasing the efficiency of dynamic PSO additions. Next up, is ExecuteIndirect for Raytracing support, described by Microsoft as "enabling adaptive algorithms where the number of rays is decided on the GPU execution timeline." This could be a hint what to expect from NVIDIA's next-generation GPUs that are expected for next year. Lastly, the API introduces support for Inline Raytracing, which gives developers more control over ray traversal and scheduling.

    Over in the main DirectX 12 API, Microsoft is introducing support for Mesh Shaders, which brings about systemic changes to the graphics pipeline. "Mesh shaders and amplification shaders are the next generation of GPU geometry processing capability, replacing the current input assembler, vertex shader, hull shader, tessellator, domain shader, and geometry shader stages," writes Microsoft in its blog post. DirectX Sampler Feedback contributes toward memory management by allowing games to better understand which texture assets are more frequently accessed and need to remain resident.
    Microsoft describes the performance impact of DirectX Sampler Feedback on two key API features: streamed textures and texture-space shading, as follows:

    Texture Streaming
    Many next-gen games have the same problem: when rendering bigger and bigger worlds with higher and higher quality textures, games suffer from longer loading time, higher memory pressure, or both. Game developers have to trim down their asset quality, or load in textures at runtime more than necessary. When targeting 4k resolution, the entire MIP 0 of a high quality texture takes a lot of space! It is highly desirable to be able to load only the necessary portions of the most detailed MIP levels.

    One solution to this problem is texture streaming as outlined below, where Sampler Feedback greatly improves the accuracy with which the right data can be loaded at the right times.
    • Render scene and record desired texture tiles using Sampler Feedback.
    • If texture tiles at desired MIP levels are not yet resident:
      o Render current frame using lower MIP level.
      o Submit disk IO request to load desired texture tiles.
    • (Asynchronously) Map desired texture tiles to reserved resources when loaded.

    Texture-Space Shading
    Another interesting scenario is Texture Space Shading, where games dynamically compute and store intermediate shader values in a texture, reducing both spatial and temporal rendering redundancy. The workflow looks like the following, where again, Sampler Feedback greatly improves efficiency by avoiding redundant work computing parts of a texture that were not actually needed.
    • Draw geometry with simple shaders that record Sampler Feedback to determine which parts of a texture are needed.
    • Submit compute work to populate the necessary textures.
    • Draw geometry again, this time with real shaders that apply the generated texture data.

    Other Features
    • DRED support for PIX markers
    • New APIs for interacting with the D3D9on12 mapping layer
    • R11G11B10_FLOAT format supported for shared resources
    • New resource allocation flags that allow creating D3D12 resources without also making them resident in GPU memory, or without zero initializing them, which can improve the performance of resource creation
    • D3DConfig: A new tool to manage DirectX Control Panel settings

    PIX Support
    PIX support for these new DirectX 12 features is coming in the next few months. We will provide more details when deep diving into each feature in coming weeks.

  13. #298
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    Boas!
    Mais um conjunto de melhoramentos ao API DX12.

    Gostava de ver o Vulkan a ser mais puxado pela industria... Continua tudo ... na mesma... Nem Linux avança, nem Vulkan ganha tracção...

    Claramente a Microsoft e os seus milhões a travar a evolução...

    Cumprimentos,

    LPC
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  14. #299
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    DirectX Ultimate.......Porquê? Se calhar DirectX 12.1 já estava ocupado......
    E Ray Tracing 1.1.

    DirectX Raytracing 1.1 Key Features

    • 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.
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    DX12 'Agility' SDK, new Xbox dev features, cloud gaming, and much more


    On April 21, Microsoft kicks off its Game Stack Live event, a session-based show primarily aimed at developers and companies building games for Xbox and PC. Game Stack is Microsoft's suite of services for game development. It includes the Havok physics engine, which powers physics calculations in many, many games; PlayFab, which helps manage analytics and scaling for multiplayer games; and, of course, Xbox services and Azure, allowing devs to run their games in the cloud.
    Game Stack Live will host a range of sessions for developers covering all sorts of topics, from design philosophy, to accessibility, graphics deep dives, to new services on the platform. Here's a glimpse at what to expect from some of the new features and services Microsoft will demonstrate to the industry later this month, both from official and trusted sources.
    Microsoft will also demonstrate a range of existing and new DirectX 12 features, including toolsets for HDR support across Windows 10 and Xbox. Microsoft will also discuss DirectStorage for PC, which brings Xbox's standardized data streaming techniques from the NVME SSD on the new-gen consoles to PC. DirectStorage has implications for game development beyond the loading of games, including things like rapid decompression of assets, reducing file sizes, or using storage for RAM-like rapid streaming of data, resulting in game worlds that are "more expansive and detailed than ever."

    Microsoft will also host a keynote from Xbox lead Phil Spencer to kick off the event and discuss the future of gaming, alongside a separate keynote dedicated to the "next-generation of gaming graphics." There will also be discussions hosted by AMD, on their open-source FidelityFX engine for RDNA2-capable devices (such as new-gen Xbox consoles). FidelityFX helps remove noise from graphically-intense visuals at high resolutions, including ray tracing, alongside various other powerful visual enhancement techniques and features. NVIDIA will also present to discuss how they worked with Microsoft and Mojang to implement RTX ray tracing in Minecraft.
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