Registar

User Tag List

Likes Likes:  0
Página 18 de 21 PrimeiroPrimeiro ... 81617181920 ... ÚltimoÚltimo
Resultados 256 a 270 de 304

Tópico: DirectX 12

  1. #256
    Tech Ubër-Dominus Avatar de Jorge-Vieira
    Registo
    Nov 2013
    Local
    City 17
    Posts
    30,121
    Likes (Dados)
    0
    Likes (Recebidos)
    2
    Avaliação
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Saiu um update à noticia que o Reis colocou:

    [UPDATED 2016-03-01 – 9:44:52 PM] We’ve received reports of stuttering and hitching issues on Nvidia GeForce GTX 980 TI graphics cards as well.




    Nvidia has also just launched Game Ready drivers with specific optimizations and fixes for Gears of War : Ultimate Edition which you can find over here.



    Noticia:
    http://wccftech.com/amd-nvidia-gears...timate-broken/
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  2. #257
    Master Business & GPU Man Avatar de Enzo
    Registo
    Jan 2015
    Local
    País Campeão Euro 2016
    Posts
    7,793
    Likes (Dados)
    0
    Likes (Recebidos)
    1
    Avaliação
    41 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Só posso dizer fo**-se então e que vão todos pó....
    Que mania de querer monopolizar tudo, e sem qualidade! Que raio vem a ser isto afinal?
    Ideias sem Nexo e Provas do Tráfico de Hardware
    "que personifica o destino, equilíbrio e vingança divina." Dejá vú. Que cena!

  3. #258
    Tech Ubër-Dominus Avatar de Jorge-Vieira
    Registo
    Nov 2013
    Local
    City 17
    Posts
    30,121
    Likes (Dados)
    0
    Likes (Recebidos)
    2
    Avaliação
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Microsoft touts benefits of DirectX 12 in new teaser video






    Microsoft has published a teaser video showing some of the benefits of DirectX 12 on Windows 10 compared to its predecessor, DirectX 11.
    The clip is jam packed with footage from several new and upcoming games including Quantum Break, Forza Motorsport 6: Apex, Gears of War: Ultimate Edition, Ashes of the Singularity and Just Cause 3, just to name a few. In it, Microsoft promises up to a 20 percent increase in GPU performance and up to a 50 percent improvement in overall CPU usage with reduced latency and smoother framerates.
    While on the subject, be sure to check out our recent feature in which we put DirectX 12's multi-GPU technology to the test by pairing GeForce and Radeon cards together. In a separate write-up, we compared DirectX 11 to DirectX 12 performance in Ashes of the Singularity.
    Noticia:
    http://www.techspot.com/news/63990-microsoft-touts-benefits-directx-12-new-teaser-video.html







    DirectX 12 Tech Demo Showcases Visual Upgrades and Promises Performance Gains of Up To 20% in Typical GPU Bound Scenarios

    Microsoft has recently released a new video showcasing some of the visual upgrades that gamers are going to be treated with by shifting to the DirectX 12 API as well as a promise of up to 20% performance gains in normal scenarios. This year is very critical for the gaming industry, as we are going to be seeing more and more titles released with Direct3D12 capability. The rules of the games have changed and IHVs will need to keep up with the times to be able to provide their customers the best possible experience.






    DirectX 12 Update: Dues Ex tech demo and up to 20% performance gains in typical use-cases

    The promotional video from Microsoft features a tech demo as well as some interesting comments. This is one of the few times when the consortium has officially listed performance numbers. DirectX 12 is a low level API, which means that any scenarios which are CPU-Bound (meaning bottle-necked by the CPU, with the GPU being inefficiently utilized) will naturally get quite a boost. According to this video, we can expect up to a 50% boost. It goes without saying that you will only get this kind of boost in highly unrealistic scenario (think an AMD R9 Fury X paired with an APU).
    Interestingly however, Microsoft is stating performance gains of up to 20% on GPU-Bound scenarios (where the performance is being bottle-necked by the GPU; in other words, the everyday situation of an optimally built PC). This can also be interpreted as a pure performance gain – something that results from the elimination of the under-utilization of the GPU. Realistically speaking, gamers should be able to see a performance gain of 5%-10% in most use cases owing to the fact that graphics drivers from both vendors are really quite advanced at the moment.
    Advertisements

    The 20% mark stated by Microsoft is really very impressive and slightly worrisome in context – because we are getting all this just from the elimination of the API overhead present in DirectX 11. Which goes on to say a lot about the state of the API before AMD’s Mantle entered the scene. Some other features like frame rate smoothing are also mentioned as well as a tech demo – which appears to be a showcase of the new Deus Ex title with and without some dynamic lightning:








    The visual representation given above is an obviously exaggerated example of what DirectX 12 brings to the table. Much of what it does so (like ASync Compute) happens out sight of the gamer. As far as the DirectX 12 compatibility race goes, Nvidia has had an edge in supporting the highest feature level (DirectX 12 Feature Level 12_1) while AMD has had the performance advantage (thanks to its uncannily powerful ability to leverage ASync).
    Keep in mind though that developers usually code for the lowest common denominator, which means both AMD and Nvidia’s edge depends entirely on how many devs use it; and the expected mean result is a win-win for owners of both vendors. All that said and done, we will be looking out for more DX12 titles this year (AotS is after all a single DX12 title, and there is way too much bias involved with making conclusions from a single data source regardless of how concrete they seem).



    Última edição de Jorge-Vieira : 08-03-16 às 20:53
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  4. #259
    Tech Ubër-Dominus Avatar de Jorge-Vieira
    Registo
    Nov 2013
    Local
    City 17
    Posts
    30,121
    Likes (Dados)
    0
    Likes (Recebidos)
    2
    Avaliação
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    PresentMon gives us a peek under the hood of DirectX 12 games


    One worry that's arisen from game developers' move to DirectX 12 and the Universal Windows Platform is its potentially chilling effect on benchmarking and frame-time monitoring. Good old Fraps doesn't work with DirectX 12 apps like Ashes of the Singularity or UWP apps like Gears of War: Ultimate Edition yet. There's some hope, though. Friend of TR and Intel graphics guru Andrew Lauritzen released a tool called PresentMon today that gives us an independent look into the performance of DX12 apps.
    Put simply, PresentMon uses counters from a Windows facility called Event Tracing for Windows (in a manner that Lauritzen says is similar to Microsoft's own GPUView tool) to give us frame times for DirectX 12 apps in a comma-separated-values file. That's quite useful for the type of benchmarking we like to perform at TR. Here's a rough graph of some random data we collected from Gears of War: Ultimate Edition:
    And here's a look at one from the Ashes of the Singularity DirectX 12 benchmark:
    Pretty cool, huh?
    PresentMon does take some work to get running, though. You'll need to download the repository from GitHub, grab Visual Studio Express Community 2015, and open the PresentMon.vcxproj file from the repository in the IDE. After Visual Studio grabs some required updates, just build the solution and you'll get an x64 directory in your project folder. Look inside the "Debug" or "Release" folder in that x64 directory, depending on your settings, and you'll see a PresentMon executable.
    In its current form, PresentMon is a command-line app. I found it easiest to use by copying the Debug or Release folder from the steps above to my desktop, then navigating to the folder from the command line. At the bare minimum, users will need to run "PresentMon.exe -process-name " from a command prompt, which launches a monitoring window for the game in question. Exiting the PresentMon executable (or the app it's logging) will stop logging. Full documentation is available on the PresentMon GitHub page.
    Our thanks to Andrew for making this invaluable tool available to the public.
    Noticia:
    http://techreport.com/news/29830/presentmon-gives-us-a-peek-under-the-hood-of-directx-12-games












    PresentMon: Frame Time Performance Data for DX12 / UWP Games

    A start to proper testing

    During all the commotion last week surrounding the release of a new Ashes of the Singularity DX12 benchmark, Microsoft's launching of the Gears of War Ultimate Edition on the Windows Store and the company's supposed desire to merge Xbox and PC gaming, a constant source of insight for me was one Andrew Lauritzen. Andrew is a graphics guru at Intel and has extensive knowledge of DirectX, rendering, engines, etc. and has always been willing to teach and educate me on areas that crop up. The entire DirectX 12 and Unified Windows Platform was definitely one such instance.
    Yesterday morning Andrew pointed me to a GitHub release for a tool called PresentMon, a small sample of code written by a colleague of Andrew's that might be the beginnings of being able to properly monitor performance of DX12 games and even UWP games.
    The idea is simple and it's implementation even more simple: PresentMon monitors the Windows event tracing stack for present commands and records data about them to a CSV file. Anyone familiar with the kind of ETW data you can gather will appreciate that PresentMon culls out nearly all of the headache of data gathering by simplifying the results into application name/ID, Present call deltas and a bit more.

    Gears of War Ultimate Edition - the debated UWP version
    The "Present" method in Windows is what produces a frame and shows it to the user. PresentMon looks at the Windows events running through the system, takes note of when those present commands are received by the OS for any given application, and records the time between them. Because this tool runs at the OS level, it can capture Present data from all kinds of APIs including DX12, DX11, OpenGL, Vulkan and more. It does have limitations though - it is read only so producing an overlay on the game/application being tested isn't possible today. (Or maybe ever in the case of UWP games.)
    What PresentMon offers us at this stage is an early look at a Fraps-like performance monitoring tool. In the same way that Fraps was looking for Present commands from Windows and recording them, PresentMon does the same thing, at a very similar point in the rendering pipeline as well. What is important and unique about PresentMon is that it is API independent and useful for all types of games and programs.

    PresentMon at work
    The first and obvious question for our readers is how this performance monitoring tool compares with Frame Rating, our FCAT-based capture benchmarking platform we have used on GPUs and CPUs for years now. To be honest, it's not the same and should not be considered an analog to it. Frame Rating and capture-based testing looks for smoothness, dropped frames and performance at the display, while Fraps and PresentMon look at performance closer to the OS level, before the graphics driver really gets the final say in things. I am still targeting for universal DX12 Frame Rating testing with exclusive full screen capable applications and expect that to be ready sooner rather than later. However, what PresentMon does give us is at least an early universal look at DX12 performance including games that are locked behind the Windows Store rules.
    Continue reading our look at the new PresentMon tool!!
    So let's look at some data provided by PresentMon and how it compares to other tools in the market.

    • Intel Core i7-5960X + X99
    • NVIDIA GTX 980 Ti (364.00)
    • AMD Fury X (16.3)

    If you want to use PresentMon for yourself, you can download the source code at GitHub today. You'll need to run it in an elevated command prompt in Windows 10 and the output is clean enough to sort through with Excel.

    Ashes of the Singularity (DX12)
    This graph shows a 60 second segment of frame times as produced by PresentMon. This test Ashes of the Singularity was set to Vsync off and uncapped frame rendering, showing frame times faster than the 16ms / 60Hz of the display it was connected to. There appears to be quite a bit of variance in the frame times as they are shown, though the average range is in the 60-65 FPS mark. Specific performance of the system aside, this shows us that gathering data of Present commands in DX12 is possible through the PresentMon tool.

    Gears of War Ultimate Edition (DX12/UWP)
    In a similar vein, this result shows that we can gather frame time data for the Gears of War Ultimate Edition UWP based game, something that was impossible until yesterday! Also note that we have gone with a higher refresh rate display (120Hz) to give this game that caps at the maximum display refresh rate more room to show performance deltas. No frame time ever goes below 8.33ms but the margin between that and 16.6ms gives a much more granular view of performance.
    But how does PresentMon compare to other tools? To check on that I ran Fraps, PresentMon and our Frame Rating / FCAT-based system through the DX11 version of Rise of the Tomb Raider.

    Rise of the Tomb Raider (DX11) - PresentMon vs. Frame Rating
    Here is the same run of the game being compared between the PresentMon data that looks at the Present calls from the OS and our Frame Rating / FCAT / capture-based testing with an overlay, etc. Interestingly, the blue line of Frame Rating shows a much smoother experience with more consistent frame times than the green line from PresentMon. It's obvious that something occurs between the OS present commands and the image being displayed on the screen, something we have posited from the very beginning, and thus the results are somewhat contentious.

    Rise of the Tomb Raider (DX11) - PresentMon vs. Fraps
    Maybe its not a surprise to anyone then that the data from PresentMon looks very similar to results from Fraps, more or less the consumer standard for performance evaluation. The frame time swings are much larger in both cases though it appears at least in this test run, Fraps results have even wider swings.

    Rise of the Tomb Raider (DX11) - PresentMon vs. Fraps vs. Frame Rating
    A quick look at all three results overlaid on each other shows the differences in data between capture-based testing and the OS-level Present call data. There are arguments for the value of each data set to be sure, and maybe even the relationship between them on a per-game level, but I can tell you that my "feeling" of how Rise of the Tomb Raider played in this testing relates more with the Frame Rating result than PresentMon or Fraps.
    All of that being said, for today, the best and only way to measure frame time performance of UWP apps is with PresentMon or with other tools built off of the open source PresentMon code. Let's look at what Gears of War Ultimate Edition shows when comparing a GTX 980 Ti and a Radeon R9 Fury X.

    Gears of War Ultimate Edition - PresentMon
    I made the red line representing the Fury X semi-transparent to help with visualizing the results, but otherwise we are looking at PresentMon data as provided and described above. The green team is consistently running at lower frame times (higher frame rates) with the GTX 980 Ti and it shows significantly fewer spikes in frame times than the Fury X. It should be noted that the benchmark and game play of Gears feel SIGNIFICANTLY better with the recently released 16.3 driver from AMD than with 16.2 even though the overall advantage still lies with NVIDIA.

    This is just some sample data we have been gathering over the last 24 hours with PresentMon and I am excited to continue playing with the application to measure performance and driver improvements on DX12 and UWP games going forward. That being said, I am hopeful that the community will take the code provided by Andrew and his team to build applications with additional features and perhaps a UI that can improve usability. I know we are working on some early changes and BAT files to work around this application; I expect many others in forums are on the same path.

    The Windows Store and UWP
    PresentMon is a great tool that gives us a better look at DX12 and UWP applications previously unavailable to us, but we are still dedicated to the capture-based testing that has brought about such significant change in the industry over the last few years. Hopefully I will soon be able to combine results from this application and an updated suite of capture-based tools to really dive into the differences between reported results, getting closer to the holy grail of performance and animation measurement.
    Noticia:
    http://www.pcper.com/reviews/Graphic...DX12-UWP-Games

    Última edição de Jorge-Vieira : 10-03-16 às 21:13
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  5. #260
    Tech Ubër-Dominus Avatar de Jorge-Vieira
    Registo
    Nov 2013
    Local
    City 17
    Posts
    30,121
    Likes (Dados)
    0
    Likes (Recebidos)
    2
    Avaliação
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Total War: Warhammer & Battlezone To Support DirectX 12 & Async Compute Through AMD Partnership

    During the AMD Capsaicin event, it was confirmed that Creative Assembly’s Total War: Warhammer and Rebellion’s Battlezone will both support DirectX 12 through a partnership with AMD.



    Follow
    Roy Taylor ‎@Roy_techhwood

    10,000 characters at once! #DX12 @totalwar Warhammer from @SEGA
    · Oakland, CA, United States







    In our exclusive interview from Paris Games Week, Creative Assembly had hinted at DirectX 12 support and now it’s been confirmed. Given the nature of Total War: Warhammer, this could yield significant benefits.
    No specific details on the DX12 implementation for either game were shared, but AMD published a video titled The importance of DirectX 12 and Virtual Reality with a few developers talking about the API.





    Tamàs Ràbel and Charlie Dell, respectively Lead Graphics Programmer and Technical Director at Creative Assembly, said:

    Advertisements

    The three most important DirectX 12 features for us are Asynchronous Compute, Multithreading and MultiGPU support. One of the advantages of DX12 is that it enables Async Compute. This allows us to take systems such as our particle system and sorting tasks in parallel with the GPU on the main rendering pipeline. These parallel tasks or so-called spare GPU cycles allow us to extract the maximum performance out of the hardware.
    In Total War: Warhammer we have several parts of our pipeline running in compute shaders. A few examples are the particle simulations, screen space ambient occlusion (SSAO), directional light – all these compute shader parts are running as Async Compute in parallel with others like shadow maps, G-Buffer pass, UI.
    Chris Kinglesy, Co-Founder and CTO at Rebellion, added:
    The great thing about DirectX 12 is that with Asynchronous Compute we can now use much more of the GPU processing power, effectively doing what we’ve been doing on console for some time.
    As a closing note, Dell and Kingsley said:
    I think overall the great thing about DirectX 12 is the flexibility it gives developers in terms of how to interact with the GPU.
    One of the ironies of DirectX 11 was that we couldn’t access GPUs as fast as we wanted to because of CPU bottelenecks, but now with DX12 that’s going away. We can access the GPU so fast now and it’s really important for VR games


    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  6. #261
    Tech Ubër-Dominus Avatar de Jorge-Vieira
    Registo
    Nov 2013
    Local
    City 17
    Posts
    30,121
    Likes (Dados)
    0
    Likes (Recebidos)
    2
    Avaliação
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    DirectX 12 Adoption Big for Developers Microsoft shares New Info


    Over at GDC (Game Developers Conference) Microsoft talked about the latest advancements in DirectX 12 technology. Principal Development Lead Max McMullen and Program Manager Chas Boyd shared quite a lot of details, there was quite a lot of information that gamers can enjoy.
    Below you can read a recap of the points that were shared, info and photos are courtesy of DualShockers (see source link), and the full slides of the presentation in the gallery.

    • The adoption of DirectX 12 is “huge” among developers, with many more games being worked on.
    • Microsoft is working on improving stability and performance of the API.
    • At the moment V-sync tearing, Freesync and G-Sync don’t work correctly, but the team is working actively to solve the issue and to get an update ready as soon as possible, even if a release date hasn’t been shared. More details will come at Build Conference at the end of the month.
    • Xbox PIX (performance analysis tool for developer) is going to be ported to Windows’ development tools. More details will be shared later this year.
    • The team is working on both Windows 10 and Xbox One, so improvements will work across the two platforms.
    • The HLSL update (HLSL stands for High-Level Shader Language, which is the proprietary shader language for Direct3D) has the objective to expose the latest hardware features in order to enable developers to innovate. There’s focus on GPU programming, and the team will adopt the best ideas from across the industry.
    • Shader Model 6 will be implemented, introducing new features.
    • The team is working on a concept called procedural textures, which is a new hardware feature that lets developers vary dynamically the amount of pixels rendered in a particular screen area, controlling performance by varying the image quality of individual parts of a frame independently of the rest of the screen.
    • Innovations that require driver updates will come in the second time of the year, but the rest can be implemented at any time. Those will be added with a much higher frequency than driver changes.
    • Some features will be deprecated because no one really uses them, while others will be implemented, including language-level features in the second half of the year.
    • Developers can write their own tools based on the tech, and Microsoft provides a sample to show how to do it.
    • Microsoft predicts that adoption of High Dynamic Range will be faster than that of 4k. It’s more clearly noticeable to users than 4k, with several TV models that have begun shopping. It’s very difficult for the average consumer to tell the difference between 1080p and 4k unless they get very close to the screen, whereas HDR is something that end users, not just professional graphics artists can see the advantage of.
    • On a fundamental level, HDR allows a display to emit a peak brightness for certain pixels that is a hundred times higher than on today’s TVs. You can’t run every pixel at that brightness, but having parts of it like stars of floodlights with that kind of brightness is a “big win,”
    • Windows will allow content to access that additional value.
    • At the moment games are locked to a brightness that some define “paperweight” or “email background” color, which is comparable to the brightness of the white background of your mail set so that it’s readable. It’s basically the equivalent of a white sheet of paper. That’s the “1.0 value.”
    • With the new features, the email background will still be set at 1.0 value, but bright spots in games, photos and movies will be able to go substantially above that.
    • Developers will be able to submit really high values of brightness, and they will be clamped only when it’ll be absolutely necessary.
    • Color gamuts will work the same way. How colorful a scene can be is currently limited by the official range of colors that current display of windows and HDTV are set at. Going forward those limits will also be removed, and developers will be able to use more than the currently used 30% of the human visual range, up to 75 or 80%. This will allow games to express things visually that they can’t today.
    • When you see a white spot in a game, you don’t really know if it’s a piece of plaster, the reflection of the sun, or a glowing object, because they’re all clamped to the same 1.0 value. With HDR diffuse surfaces like plaster could be set close to 1.0, while light sources could be two or three times brighter, allowing the user to actually distinguish what the object is. It will be a new level of realism.
    • As Windows will be able to support HDR on all of its devices, there won’t be a limit to what panel vendors can create.
    • To take advantage of this, developers need to utilize physically based rendering, which is already widespread among most AAA productions and keep their reference values such as 1.0 is at about 80-100 nits.
    • After that, developers just need to tweak the buffer values in their game engines so that the intensity of the light sources is actually what it really would be. Most of the content of the game like textures and meshes doesn’t need any additional work.
    • Post-production effects also need to be tweaked a bit. For instance, bloom is used currently to show that something is really bright, when it really isn’t, because the screen cannot display it. With High Dynamic Range that’s not necessary anymore, and actually using a strong bloom with High Dynamic Range overdoes the effect.
    • The UI also needs not to be too bright, and black outlines might be necessary in the case it’s displayed in front of things like sunlight reflecting on water. Movie makers are currently running in the same issue with subtitles.
    • Two formats will be supported, one with a maximum luminance of 5.2 million nits, and the other with a maximum luminance of 10,000 nits.
    • When buying an HDR panel. people should look at the actual maximum brightness. Most retailers actually try to hide them and have you buy according to brand.
    • The support of larger color gamuts is less important, as they require more changes to the art of the game, and users can’t tell the difference as easily as with HDR. That said, it will be supported at the same time as HDR on Windows.
    • Microsoft plans to deliver this feature to developers in calendar year 2016 (those in the Windows Insider program should get an update with it in the second half of the year), while it should become available to end users in calendar year 2017.



    Noticia:
    http://www.guru3d.com/news-story/directx-12-adoption-big-for-developers-microsoft-shares-new-info.html









    Microsoft Details Shader Model 6.0

    Microsoft is giving final touches to Shader Model 6.0, an update to a key component of its Direct3D API. This succeeds Shader Model 5.0, which remained largely unchanged since the introduction of DirectX 11.0 in 2009. Shader Model 6.0 provides a more optimized pathway for shader code to make its way to the metal (GPU, hardware). The outgoing Shader Model 5.0, which is featured on DirectX 11 and DirectX 12, relies on FXC, an offline shader compiler, to both compile and optimize HLSL shader code, supporting HLSL v1.4 to v5.1 code.

    Shader Model 6.0, on the other hand, dedicates compiling to Clang HLSL compiler, and optimization to multiple LLVM passes. Since Shader Model 6.0 supports HLSL code from v5.0 upwards, it should also benefit existing DirectX 11 and DirectX 12 apps, while relegating older apps to the then legacy Shader Model 5.0 pathway. In addition, Shader Model 6.0 claims to provide the right performance to cope with API level features such as tiled resources (mega-textures). It remains to be seen how Microsoft deploys Shader Model 6.0.
    Noticia:
    http://www.techpowerup.com/221129/mi...model-6-0.html

    Última edição de Jorge-Vieira : 23-03-16 às 15:16
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  7. #262
    Banido
    Registo
    Sep 2015
    Posts
    1,034
    Likes (Dados)
    0
    Likes (Recebidos)
    0
    Avaliação
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Boa tarde,

    É o DX12 a dar resultados e o Vulkan a não sair do papel. Microsoft continua a vencer sem problema.

    Cumprimentos.

  8. #263
    Tech Ubër-Dominus Avatar de Jorge-Vieira
    Registo
    Nov 2013
    Local
    City 17
    Posts
    30,121
    Likes (Dados)
    0
    Likes (Recebidos)
    2
    Avaliação
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    AMD Announces Exciting DirectX 12 Game Engine Developer Partnerships

    AMD today once again took the pole position in the DirectX 12 era with an impressive roster of state-of-the-art DirectX 12 games and engines, each with extensive tuning for the Graphics Core Next (GCN) architecture at the heart of modern Radeon GPUs.
    “DirectX 12 is poised to transform the world of PC gaming, and Radeon GPUs are central to the experience of developing and enjoying great content,” said Roy Taylor, corporate vice president, Content and Alliances, AMD. “With a definitive range of industry partnerships for exhilarating content, plus an indisputable record of winning framerates, Radeon GPUs are an end-to-end solution for consumers who deserve the latest and greatest in DirectX 12 gaming.”
    “DirectX 12 is a game-changing low overhead API for both developers and gamers,” said Bryan Langley, Principal Program Manager, Microsoft. “AMD is a key partner for Microsoft in driving adoption of DirectX 12 throughout the industry, and has established the GCN Architecture as a powerful force for gamers who want to get the most out of DirectX 12.”
    Optimized for AMD Radeon Graphics
    •Ashes of the Singularity by Stardock and Oxide Games
    •Total War: WARHAMMER by Creative Assembly
    •Battlezone VR by Rebellion
    •Deus Ex: Mankind Divided by Eidos-Montréal
    •Nitrous Engine by Oxide Games
    Total War: WARHAMMER
    A fantasy strategy game of legendary proportions, Total War: WARHAMMER combines an addictive turn-based campaign of epic empire-building with explosive, colossal, real-time battles, all set in the vivid and incredible world of Warhammer Fantasy Battles.
    Sprawling battles with high unit counts are a perfect use case for the uniquely powerful GPU multi-threading capabilities offered by Radeon graphics and DirectX 12. Additional support for DirectX 12 asynchronous compute will also encourage lightning-fast AI decision making and low-latency panning of the battle map.
    Battlezone VR
    Designed for the next wave of virtual reality devices, Battlezone VR gives you unrivalled battlefield awareness, a monumental sense of scale and breathless combat intensity. Your instincts and senses respond to every threat on the battlefield as enemy swarms loom over you and super-heated projectiles whistle past your ears.
    Rolling into battle, AMD and Rebellion are collaborating to ensure Radeon GPU owners will be particularly advantaged by low-latency DirectX 12 rendering that’s crucial to a deeply gratifying VR experience.
    Ashes of the Singularity
    AMD is once again collaborating with Stardock in association with Oxide to bring gamers Ashes of the Singularity. This real-time strategy game set in the far future, redefines the possibilities of RTS with the unbelievable scale provided by Oxide Games’ groundbreaking Nitrous engine. The fruits of this collaboration has resulted in Ashes of the Singularity being the first game to release with DirectX 12 benchmarking capabilities.
    Deus Ex: Mankind Divided
    Deus Ex: Mankind Divided, the sequel to the critically acclaimed Deus Ex: Human Revolution, builds on the franchise’s trademark choice and consequence, action-RPG based gameplay, to create both a memorable and highly immersive experience. AMD and Eidos-Montréal have engaged in a long term technical collaboration to build and optimize DirectX 12 in their engine including special support for GPUOpen features like PureHhair based on TressFX Hair and Radeon exclusive features like asynchronous compute.
    Nitrous Engine
    Radeon graphics customers the world over have benefitted from unmatched DirectX 12 performance and rendering technologies delivered in Ashes of the Singularity via the natively DirectX 12 Nitrous Engine. Most recently, Benchmark 2.0 was released with comprehensive support for DirectX 12 asynchronous compute to unquestionably dominant performance from Radeon graphics.
    With massive interplanetary warfare at our backs, Stardock, Oxide and AMD announced that the Nitrous Engine will continue to serve a roster of franchises in the years ahead. Starting with Star Control and a second unannounced space strategy title, Stardock, Oxide and AMD will continue to explore the outer limits of what can be done with highly-programmable GPUs.
    Premiere Rendering Efficiency with DirectX 12 Asynchronous Computer
    Important PC gaming effects like shadowing, lighting, artificial intelligence, physics and lens effects often require multiple stages of computation before determining what is rendered onto the screen by a GPU’s graphics hardware.
    In the past, these steps had to happen sequentially. Step by step, the graphics card would follow the API’s process of rendering something from start to finish, and any delay in an early stage would send a ripple of delays through future stages. These delays in the pipeline are called “bubbles,” and they represent a brief moment in time when some hardware in the GPU is paused to wait for instructions.
    What sets Radeon GPUs apart from its competitors, however, is the Graphics Core Next architecture’s ability to pull in useful compute work from the game engine to fill these bubbles. For example: if there’s a rendering bubble while rendering complex lighting, Radeon GPUs can fill in the blank with computing the behavior of AI instead.
    Radeon graphics cards don’t need to follow the step-by-step process of the past or its competitors, and can do this work together-or concurrently-to keep things moving.
    Filling these bubbles improves GPU utilization, input latency, efficiency and performance for the user by minimizing or eliminating the ripple of delays that could stall other graphics cards. Only Radeon graphics currently support this crucial capability in DirectX 12 and VR.
    An Undeniable Trend
    With five new DirectX 12 game and engine partnerships; unmatched DirectX 12 performance in every test thus far; plus, exclusive support for the radically powerful DirectX 12 asynchronous compute functionality, Radeon graphics and the GCN architecture have rapidly ascended to their position as the definitive DirectX 12 content creation and consumption platform.
    This unquestionable leadership in the era of low-overhead APIs emerges from a calculated and virtuous cycle of distributing the GCN architecture throughout the development industry, then partnering with top game developers to design, deploy and master Mantle’s programming model. Through the years that followed, open and transparent contribution of source code, documentation and API specifications ensured that AMD philosophies remained influential in landmark projects like DirectX 12.
    Noticia:
    http://www.hardwareheaven.com/2016/0...-partnerships/


    Como ainda praticamente nada se viu da nVidia em DX 12 e quase tudo o que tem saído sobre esta nova API tem vindo do lado da AMD e com as diferenças a esbaterem-se em DX12 entre nVidia e AMD, para já continuo a achar que a AMD está à frente no que toca ao desenvolvimento desta API.
    Resta aguardar pelo Pascal e ver o que a nVidia faz com o DX 12.
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  9. #264
    Master Business & GPU Man Avatar de Enzo
    Registo
    Jan 2015
    Local
    País Campeão Euro 2016
    Posts
    7,793
    Likes (Dados)
    0
    Likes (Recebidos)
    1
    Avaliação
    41 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Podemos estar perante um abalo na Nvidia do estilo das Fermi 4××, como pode muito bem a Nvidia estar a deixar a AMD mostrar já os seus trunfos e a seguir os verdes mostram os deles.
    Ideias sem Nexo e Provas do Tráfico de Hardware
    "que personifica o destino, equilíbrio e vingança divina." Dejá vú. Que cena!

  10. #265
    Tech Ubër-Dominus Avatar de Jorge-Vieira
    Registo
    Nov 2013
    Local
    City 17
    Posts
    30,121
    Likes (Dados)
    0
    Likes (Recebidos)
    2
    Avaliação
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    O abalo da nVidia já seu quando o DX 12 é feito da ideia incial do Mantle, que foi desenvolvido pela AMD especificamente para os seus GPUs, o que prova que a arquitetura da nVidia (Fermi, Kepler e Maxwell) não foram feitas a pensar em APIs low level como é o DX 12 e a das consolas, sendo que é a AMD que fornece os APUs para as consolas.

    Por isso, teremos de aguardar pelo Pascal, para ver o que faz com APIs low level e se repõe as diferenças que existiam em DX 11 a favor da nVidia, ou se tudo fica equilibrado ou até com alguma vantagem para o lado da AMD.
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  11. #266
    Master Business & GPU Man Avatar de Enzo
    Registo
    Jan 2015
    Local
    País Campeão Euro 2016
    Posts
    7,793
    Likes (Dados)
    0
    Likes (Recebidos)
    1
    Avaliação
    41 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    O interesse da Nvidia parece ser incutir a responsabilidade do processamento todo para o lado da gráfica, estando em vantagem nisso.
    De momento, com dx12 e os tão falado async, parece que essa vantagem desapareceu. Temos visto a diferença que isso está a fazer em software super fraquinho, como é o caso da xbox1 e para já, no Ashes of Singularity
    Ideias sem Nexo e Provas do Tráfico de Hardware
    "que personifica o destino, equilíbrio e vingança divina." Dejá vú. Que cena!

  12. #267
    Tech Ubër-Dominus Avatar de Jorge-Vieira
    Registo
    Nov 2013
    Local
    City 17
    Posts
    30,121
    Likes (Dados)
    0
    Likes (Recebidos)
    2
    Avaliação
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    AMD Announces DX12 Game Engine Partnerships


    One of the biggest changes DX12 brings to the table is the increased reliance on developers to properly optimize their code for GPUs. Unlike DX11, there will have fewer levers to tweak in the GPU driver, with more work being needed in the game engine and the game itself. To address this, AMD has announced a partnership with multiple game engine and game developers to implement DX12.
    To kick start the effort, AMD is headlining 5 games and engines they are partnering with to ensure DX12 works smoothly with Radeon GPUs with the software. These are Ashes of the Singularity by Stardock and Oxide Games, Total War: WARHAMMER by Creative Assembly, Battlezone VR by Rebellion, Deus Ex: Mankind Divided by Eidos-Montréal and the Nitrous Engine by Oxide Games. These titles span a wide range from RTS to RPG and FPS which gives a sense that AMD is trying to cast as wide a net as possible.
    In addition to this, AMD will also be working with EA and Dice to get the Frostbite 3 engine to enable DX12. This engine is of particular importance due to the many AAA EA and other titles using it. AMD is also hoping to push Asynchronous Compute and to make sure games will squeeze the most out of GCN using DX12.
    Noticia:
    http://www.eteknix.com/amd-announces...-partnerships/


    Algumas parcerias bem interessantes que a AMD acaba de anunciar.
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  13. #268
    Master Business & GPU Man Avatar de Enzo
    Registo
    Jan 2015
    Local
    País Campeão Euro 2016
    Posts
    7,793
    Likes (Dados)
    0
    Likes (Recebidos)
    1
    Avaliação
    41 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Sim, tendo em conta que só o terceiro, tem nomes como Mirrors Edge e Battlefields na lista...
    O Ashes of Singularity parece em conjunto com o DX12, um upgrade máximo do Mantle+Star Swarm, com tudo hiper optimizado e não sei quê
    Ideias sem Nexo e Provas do Tráfico de Hardware
    "que personifica o destino, equilíbrio e vingança divina." Dejá vú. Que cena!

  14. #269
    Tech Ubër-Dominus Avatar de Jorge-Vieira
    Registo
    Nov 2013
    Local
    City 17
    Posts
    30,121
    Likes (Dados)
    0
    Likes (Recebidos)
    2
    Avaliação
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Conforme já o tinha dito, neste momento tudo é DX 12, é quase tudo aposta na AMD.
    DX 12 e nVidia pouco ou muito pouco se tem visto...
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  15. #270
    Master Business & GPU Man Avatar de Enzo
    Registo
    Jan 2015
    Local
    País Campeão Euro 2016
    Posts
    7,793
    Likes (Dados)
    0
    Likes (Recebidos)
    1
    Avaliação
    41 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Ou estão muito secretivos acerca do que têm para mostrar, ou nada têm para mostrar. Sendo a Nvidia, apostaria mais no primeiro.
    Ideias sem Nexo e Provas do Tráfico de Hardware
    "que personifica o destino, equilíbrio e vingança divina." Dejá vú. Que cena!

 

 
Página 18 de 21 PrimeiroPrimeiro ... 81617181920 ... ÚltimoÚltimo

Informação da Thread

Users Browsing this Thread

Estão neste momento 1 users a ver esta thread. (0 membros e 1 visitantes)

Bookmarks

Regras

  • Você Não Poderá criar novos Tópicos
  • Você Não Poderá colocar Respostas
  • Você Não Poderá colocar Anexos
  • Você Não Pode Editar os seus Posts
  •