Microsoft DirectX 11.3 Revealed - The Feature Set of DX12 Minus the CPU Overhead Reduction
[Editorial] So something did happen at GAME24 that we had not foreseen. Or leaked. Or heard well-nigh. I am talking almost the DirectX 11.three update that Microsoft has revealed alongside DirectX 12. This seemingly redundant iteration of the API will provide most of the feature ready of DX12 minus the processor overhead reduction that is the authentication of DX12 API.
Direct3D eleven.3 is a Partial DX12 with Most of the Feature Ready and No Overhead Reduction
The burning question in anybody'southward heed would be 'Why'? Well, as to that I accept no answer. DX12 API already works with older cards so in that location really is no point to introduce an fifty-fifty newer standard (technically older) to the Market that gives y'all only half of the stuff. A probable reason that comes to my heed, is that Microsoft wants to make DX 11.3 readily available and DX 12 express to Windows 9 and in a higher place. fifty% of the user base of operations has been clinging to Windows 7 and I wont be surprised if Microsoft uses tricks like these to force migration to the new and upcoming OS. The DirectX xi.3 API volition incorporate features that form a subset of D3D 12. And then any feature you run into here is automatically included in the succeeding API. The following list shows the new "Rendering Features":
- Ordered rasterizer View
- Typed UAV Load
- Book Tiled Resources
- Bourgeois grid
Every bit most of you know, DirectX12 is a depression level API which aims to lower CPU Overhead and increase GPU performance in situations which are CPU Bound. However the DirectX 11.3 API will comply with "feature levels" meaning that you can code for D3D12 and accept compatibility carry over to xi.three. This was seen in DirectX 11 as well, where you code for D3D11 and have compatibility with x and 9 adapting automatically by code alone. Lets take look at the features one by one.
Ordered Rasterizer View or Rasterizer Ordered Views
This characteristic of DX 11.iii basically gives the programmer control on the 'order' in which elements on screen are rasterized. For the tech averse, this means that objects on screen will be drawn in the correct order. This comes as an culling to UAV which is Unordered Admission Views which as yous can tell from the name means there is no social club. While UAV is fine in some cases, at that place are times when you lot would like to control the draw society and this is where the ROV would come in. This feature is included in DirectX 11.iii. It is worth mentioning that this really takes some of the load off the CPU, though exactly how much is not certain at this bespeak.
Typed UAV Load
You remember the UAV I mentioned in the para above? Well ane of the downsides of UAV is that at that place are specific restrictions in identify due to its unordered nature. This characteristic will address those restrictions in a scenario where the UAV is data typed and volition enable better handling of the aforementioned. Basically unpacking was handled on the software side, which means the job was put on the CPU to do information technology. Now the GPU volition be able to accomplish the aforementioned affair without CPU intervention.
Volume Tiled Resources
This is my favorite characteristic that will be present in Direct3D 11.3. This feature deals with voxels and mega textures and sparse allocation; the bad boys of the rendering world. Volume Tiled Resources in essence are the 'current-rendering-technique's extension into the 3rd Dimension. They will be used in conjunction with Voxels (volumetric pixels) which for the tech averse are basically these cute little cubes used to enhance lightning. This feature will permit immense textures to be implemented while retaining the memory footprint OR drastically reduce the foot print while retaining the texture size.
Conservative Grid
At the end of the listing we have a conservative rasterization feature. This will allow better and exponentially more accurate detection of polygons on screen. At present Microsoft isn't very good with making reader-friendly slides and so I will attempt to take a jab and explain this rather circuitous feature. Have a look at the diagram above. Find the 4th box from the left in the summit most row. Now notice that the polygon (the weird rune thingy) line is passing through a very very small-scale part of the pixel. Under conventional rasterization this pixel will non detect the polygon. That will mean the polygon is inaccurately detected resulting in clumsy collison detection, apoplexy culling and the tons of stuff mentioned in the slide in a higher place. But perhaps most importantly, and once over again something that Microsoft fails to properly explicate, is that this technique can exist used to build voxels. Did I mention I beloved voxels? I am pretty sure I did. This characteristic will ofcourse exist a more ability intensive approach, but this is not really surprising since increased accuracy usually comes at a cost.
Interestingly, neither Nvidia nor AMD has pledged allegiance to DirectX xi.3. Thank you to the feature leveling of this API, developers will non have to worry about providing support for it manually, it will be all-automated. All the same, I will be interested to see the response this API receives from the world. Both APIs will be released sometime in tardily 2022.
#Microsoft's DX11.three revealed. Non really certain what to think about this 1. http://t.co/gpMeSwhFNJ
— Usman Pirzada (@usmanpirzada) September 20, 2022
Source: https://wccftech.com/directx-11-3-api/
Posted by: toddspoicken90.blogspot.com

0 Response to "Microsoft DirectX 11.3 Revealed - The Feature Set of DX12 Minus the CPU Overhead Reduction"
Post a Comment