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#Actualbackstep

Posted 28 June 2013 - 02:52 PM

I had the presentations playing in the background while I worked this morning, the What's New in Direct3D 11.2  and  Massive Virtual Textures for Games: Direct3D Tiled Resources both have some decent-ish information on the new api features.  DirectX Graphics Debugging Tools is also good in places, with some solid info on the new command list annotations and other improvements to the usability of VS's graphics diagnostic tools (a lot of the rest of it retreads existing debugging features though).
 
In particular it's worth checking out slide 40 of What's New in Direct3D 11.2, where it summarises most but not all of the new features in 11.2 in terms of hardware support.  Essentially it boils down to:
 
Hardware Overlay = driver dependent for levels 9_1, 10_0, and 11_0.
Runtime Shader Linking = guaranteed at all levels >= 9_1.
Low Latency Presentation API = guaranteed at all levels >= 9_1.
Mappable Default Buffers  = driver dependent and then only for 11_0.
Tiled Resources = driver dependent and then only for 11_0.
 
I also booted back into 8.1 Preview and had a closer look at the samples this evening.  Mappable Default Buffers currently aren't supported either with forceware 326.01 on my 500 series GPU.  You can check it in the Tiled Resources sample i mentioned before, at the same breakpoint, since MapOnDefaultBuffers is part of the same featureData struct as the TiledResourcesTier value.  
 
Incidentally there appears to be two distinct tiers of tiled resource support for devices (check out d3d11.h in the 8.1 SDK headers, line 7378), so perhaps it isn't so grim for non-GCN non-kepler GPUs:
        D3D11_TILED_RESOURCES_NOT_SUPPORTED	= 0,
        D3D11_TILED_RESOURCES_TIER_1	= 1,
        D3D11_TILED_RESOURCES_TIER_2	= 2
Of course it could just be that tier_2 corresponds to as-yet-unreleased hardware, I'm just speculating until we get better documentation or newer drivers.  That said, I'm hopeful some form of wddm 1.3 and tiled resources come to VLIW4 and fermi based GPUs, since it would make it more practical to invest the time in learning to use the new APIs.  Looking back on past beta drivers for microsoft OS previews, it's possible, since I remember wddm 1.2 drivers were initially only for the 400 series (spring '12), but by the time windows 8 arrived they had wddm 1.2 drivers for the 200 series also.
 
I guess we'll just have to wait and see, I personally don't know or understand enough about the hardware details, hopefully the vendors become more specific than "supported by 90 million shipped GPUs" soon.  smile.png

#2backstep

Posted 28 June 2013 - 02:50 PM

I had the presentations playing in the background while I worked this morning, the What's New in Direct3D 11.2  and  Massive Virtual Textures for Games: Direct3D Tiled Resources both have some decent-ish information on the new api features.  DirectX Graphics Debugging Tools is also good in places, with some solid info on the new command list annotations and other improvements to the usability of VS's graphics diagnostic tools (a lot of the rest of it retreads existing debugging features though).

 

In particular it's worth checking out slide 40 of What's New in Direct3D 11.2, where it summarises most but not all of the new features in 11.2 in terms of hardware support.  Essentially it boils down to:

 

Hardware Overlay = driver dependent for levels 9_1, 10_0, and 11_0.

Runtime Shader Linking = guaranteed at all levels >= 9_1.

Low Latency Presentation API = guaranteed at all levels >= 9_1.

Mappable Default Buffers  = driver dependent and then only for 11_0.

Tiled Resources = driver dependent and then only for 11_0.

 

I also booted back into 8.1 Preview and had a closer look at the samples this evening.  Mappable Default Buffers currently aren't supported either with forceware 326.01 on my 500 series GPU.  You can check it in the Tiled Resources sample i mentioned before, at the same breakpoint, since MapOnDefaultBuffers is part of the same featureData struct as the TiledResourcesTier value.  

 

Incidentally there appears to be two distinct tiers of tiled resource support for devices (check out d3d11.h in the 8.1 SDK headers, line 7378), so perhaps it isn't so grim for non-GCN non-kepler GPUs:



        D3D11_TILED_RESOURCES_NOT_SUPPORTED	= 0,
        D3D11_TILED_RESOURCES_TIER_1	= 1,
        D3D11_TILED_RESOURCES_TIER_2	= 2

Of course it could just be that tier_2 corresponds to as-yet-unreleased hardware, I'm just speculating until we get better documentation or newer drivers.  That said, I'm hopeful some form of wddm 1.3 and tiled resources come to VLIW4 and fermi based GPUs, since it would make it more practical to invest the time in learning to use the new APIs.  Looking back on past beta drivers for microsoft OS previews, it's possible, since I remember wddm 1.2 drivers were initially only for the 400 series (spring '12), but by the time windows 8 arrived they had wddm 1.2 drivers for the 200 series also.

 

I guess we'll just have to wait and see, I personally don't know or understand enough about the hardware details, hopefully the vendors become more specific than "supported by 90 million shipped GPUs" soon.  smile.png


#1backstep

Posted 28 June 2013 - 02:38 PM

I had the presentations playing in the background while I worked this morning, the What's New in Direct3D 11.2  and  Massive Virtual Textures for Games: Direct3D Tiled Resources both have some decent-ish information on the new api features.  DirectX Graphics Debugging Tools is also good in places, with some solid info on the new command list annotations and other improvements to the usability of VS's graphics diagnostic tools (a lot of the rest of it retreads existing debugging features though).

 

In particular it's worth checking out slide 40 of What's New in Direct3D 11.2, where it summarises most but not all of the new features in 11.2 in terms of hardware support.  Essentially it boils down to:

 

Hardware Overlay = driver dependent for levels 9_0, 10_0, and 11_0.

Runtime Shader Linking = guaranteed at all levels.

Low Latency Presentation API = guaranteed at all levels.

Mappable Default Buffers  = driver dependent and then only for 11_0.

Tiled Resources = driver dependent and then only for 11_0.

 

I also booted back into 8.1 Preview and had a closer look at the samples this evening.  Mappable Default Buffers currently aren't supported either with forceware 326.01 on my 500 series GPU.  You can check it in the Tiled Resources sample i mentioned before, at the same breakpoint, since MapOnDefaultBuffers is part of the same featureData struct as the TiledResourcesTier value.  

 

Incidentally there appears to be two distinct tiers of tiled resource support for devices (check out d3d11.h in the 8.1 SDK headers, line 7378), so perhaps it isn't so grim for non-GCN non-kepler GPUs:

        D3D11_TILED_RESOURCES_NOT_SUPPORTED	= 0,
        D3D11_TILED_RESOURCES_TIER_1	= 1,
        D3D11_TILED_RESOURCES_TIER_2	= 2

Of course it could just be that tier_2 corresponds to as-yet-unreleased hardware, I'm just speculating until we get better documentation or newer drivers.  That said, I'm hopeful some form of wddm 1.3 and tiled resources come to VLIW4 and fermi based GPUs, since it would make it more practical to invest the time in learning to use the new APIs.  Looking back on past beta drivers for microsoft OS previews, it's possible, since I remember wddm 1.2 drivers were initially only for the 400 series (spring '12), but by the time windows 8 arrived they had wddm 1.2 drivers for the 200 series also.

 

I guess we'll just have to wait and see, I personally don't know or understand enough about the hardware details, hopefully the vendors become more specific than "supported by 90 million shipped GPUs" soon.  :)


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