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kilroys2

DX11 Multi-Threaded Rendering with DirectX 11

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After finally grabbing the Vista Platform Update and the August 2009 SDK I've decided to play around with the new multi-threading functionality in DX11. As such I'm looking for some tutorials on getting to grips with this new feature (outside the shipped Sample) and was wondering has anyone come across any yet? I've google'd quite extensively and all I've come across is the various MS/Gamefest presentations as well as the usual announcements on tech sites but nothing in the area of tutorials/examples so any help would be great appreciated. :)

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You're right, there isn't much in the way of tutorials/demos (other than the SDK sample which is worth a look) to do with multi-threaded rendering and deferred contexts. Your best bet is to just jump in and give it a shot - set up a render context for each core and send stuff to each, then combine them all in your immediate context and push it all out.

The main thing you're going to run into isn't going to be so much as API issues but actually a higher level idea of how to best utilize these new features - or if you even need them at all. Multi-threaded rendering isn't going to magically increase your performance unless your app/game is a good candidate for it - ie CPU (driver) bound.

Here's a good article I came across when the August SDK first got released. I think it's really well worth implementing something like this, across your whole job system, not just the rendering side of things, to see if your threads are performing optimally.

http://www.rorydriscoll.com/2009/04/21/direct3d-11-multithreading/

Sorry if that wasn't overly helpful but hopefully it will give you something to think about! Good luck :)

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