Registar
Página 20 de 20 PrimeiroPrimeiro ... 10181920
Resultados 286 a 296 de 296

Tópico: DirectX 12

  1. #286
    Moderador Avatar de Winjer
    Registo
    Feb 2013
    Local
    Santo Tirso
    Posts
    9,991
    Avaliação
    3 (100%)

  2. #287
    O Administrador Avatar de LPC
    Registo
    Mar 2013
    Local
    Multiverso
    Posts
    15,736
    Avaliação
    31 (100%)
    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

    My Specs:
    CPU: AMD Ryzen 5 - 2600 @ 4.1Ghz @ 1.35v - Board: MSI AMD B450 Gaming Pro Carbon AC - RAM: 16GB DDR4 G.Skill RipJaws V 3200Mhz CAS 14-14-14-34 (2x8GB) - GPU: Sapphire Nitro+ AMD RX Vega 64 @ 1600Mhz Core + 1000Mhz HBM2 Undervoltage Powa!
    Case: Phanteks Eclipse P400S - Cooling: Arctic Cooling 4x F14 Silent +1x F12 Silent - CPU Cooler: Arctic Cooling: Freezer 33 Plus - Storage: Samsung SSD 840 EVO 1 TB - PSU: EVGA G3 750W - Monitor: ACER XB270HU 1440p @ 144hz G-Sync

  3. #288
    Moderador Avatar de Winjer
    Registo
    Feb 2013
    Local
    Santo Tirso
    Posts
    9,991
    Avaliação
    3 (100%)
    Calma, é apenas uma tech demo de uma das features do DX12 com raytracing.

  4. #289
    Tech Bencher Avatar de reiszink
    Registo
    Feb 2013
    Posts
    5,624
    Avaliação
    5 (100%)

    DirectX 12

    Gostava de ver uma comparação entre a 1080Ti e Titan V, os Tensor Cores devem dar muito jeito para isto.
    Intel i7 5820K - ASRock X99M Killer - 16GB G.Skill DDR4 - Gigabyte GTX 980Ti G1 - Plextor M6e 256GB + Samsung 850 EVO 500GB - Corsair H110 - EVGA G3 750W - Acer 27" 144Hz IPS - Zowie EC2-A - Filco Majestouch 2 TKL - HyperX Cloud II Pro

  5. #290
    Moderador Avatar de Winjer
    Registo
    Feb 2013
    Local
    Santo Tirso
    Posts
    9,991
    Avaliação
    3 (100%)
    Tech demo de raytracing da Epic Games no Unreal Engine.


  6. #291
    O Administrador Avatar de LPC
    Registo
    Mar 2013
    Local
    Multiverso
    Posts
    15,736
    Avaliação
    31 (100%)
    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,

    LPC

    My Specs:
    CPU: AMD Ryzen 5 - 2600 @ 4.1Ghz @ 1.35v - Board: MSI AMD B450 Gaming Pro Carbon AC - RAM: 16GB DDR4 G.Skill RipJaws V 3200Mhz CAS 14-14-14-34 (2x8GB) - GPU: Sapphire Nitro+ AMD RX Vega 64 @ 1600Mhz Core + 1000Mhz HBM2 Undervoltage Powa!
    Case: Phanteks Eclipse P400S - Cooling: Arctic Cooling 4x F14 Silent +1x F12 Silent - CPU Cooler: Arctic Cooling: Freezer 33 Plus - Storage: Samsung SSD 840 EVO 1 TB - PSU: EVGA G3 750W - Monitor: ACER XB270HU 1440p @ 144hz G-Sync

  7. #292
    Moderador Avatar de Winjer
    Registo
    Feb 2013
    Local
    Santo Tirso
    Posts
    9,991
    Avaliação
    3 (100%)
    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
    Moderador Avatar de Winjer
    Registo
    Feb 2013
    Local
    Santo Tirso
    Posts
    9,991
    Avaliação
    3 (100%)
    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
    Moderador Avatar de Winjer
    Registo
    Feb 2013
    Local
    Santo Tirso
    Posts
    9,991
    Avaliação
    3 (100%)
    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
    Tech Mestre Avatar de Sonas
    Registo
    Feb 2013
    Posts
    5,859
    Avaliação
    9 (100%)
    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!
    PC: Intel i9 7900X | Asus ROG Rampage VI Extreme X299 | Gigabyte RTX 2080ti Gaming OC | 4 x 16GB G.Skill Trident Z RGB DDR4-3600mhz | SSD: Crucial 500gb + 2xM2 960 EVO 512 GB| Anidees Cube | EVGA Supernova G3 1000W 80 Plus Gold Modular
    Monitor:
    Dell Alienware Curved Gaming Monitor 34" (AW3418Dw) 3440 x 1440@120HZ G-Sync

  11. #296
    Moderador Avatar de Winjer
    Registo
    Feb 2013
    Local
    Santo Tirso
    Posts
    9,991
    Avaliação
    3 (100%)
    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.

 

 

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
  •