Sign in to follow this  

DX11 D3D11 supporting hardware?

This topic is 2846 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I have an ATI Radeon HD 5870 card that was supposed to support d3d11 and am trying to run d3d11 (feb 2010 sdk) on it, but it seems to revert to direct3d as a 10.1 feature set only (in the samples as well, not only my code). I was truly disappointed at first since the only reason I bought the card was to develop d3d11-stuff with a non-reference driver. But then I started to search around the web and everywhere it says the 5870 should support dx11. But why doesn't it? Is it the driver that is not fully functional yet? I just installed the latest catalyst 10.2 (including drivers).

Share this post


Link to post
Share on other sites
I have a 5870 too, and I can develop and run dx11 on it very well. The driver (catalyst 10.x) supports dx11 too.

There is maybe something wrong with your framework. Have you tried explicitly to set feature level 11? Or to use shader version 5?

Does the DX11 haeven benchmark run with dx11?

Share this post


Link to post
Share on other sites
Quote:

There is maybe something wrong with your framework. Have you tried explicitly to set feature level 11? Or to use shader version 5?


I'm not quite sure what you mean. For instance when I try to run the DetailTesselation11 sample from the dxsdk (which uses domain/hull shaders and thus SM5), I can only run it using a reference driver. Is there something I need to do using some config application?

Just so I don't misunderstand, when you say it works fine for you, are you meaning that you can run d3d11 at all (because I can too but not with D3D_FEATURE_LEVEL_11_0) or can you actually run features like domain/hull shaders in hardware?

Quote:

Does the DX11 haeven benchmark run with dx11?


Just tried it, it didn't really complain about anything, does it really require FULL dx11 support or will it silently run on any machine with just visual differences? (The dragon looks nothing like on the screen shots)

Share this post


Link to post
Share on other sites
The HD5870 is capable of the full D3D11 feature set. You don't have to do any special config to enable the new features.

Try to reinstall your graphics driver.

Also, if your motherboard has an integrated GPU, try to disable it.

The Unigine Heaven benchmark will run on older hardware too, but it doesn't use tessellation if it can't access the D3D11 feature level.

Share this post


Link to post
Share on other sites
Yes, I can run it all with the full d3d11 features, inclusive domain/hull shaders in hardware. I have successfully implement tesselation with displacement mapping and it runs very well.

In the haeven benchmark, the stones on the street or the walls should have a volume, shouldn't be like just a texture. I hope, you know what I mean ^^. All you have to do, is to run the benchmark with dx11 (you can choose this in the settings menu).

With "framework" I mean SlimDX, XNA, MDX, etc. if you use one. If you implement directly in c/c++, then just forget what I said ^^.

There is a bug, if you create the dx device without specifying the feature level, then it will be creted with 10_1. This was on my system the problem. But I think, that it has comething to do with SlimDX, because I'm using this wrapper framework.

I can also run DetailTesselation11 in hardware.

Share this post


Link to post
Share on other sites

This topic is 2846 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Forum Statistics

    • Total Topics
      628702
    • Total Posts
      2984298
  • Similar Content

    • By GreenGodDiary
      Having some issues with a geometry shader in a very basic DX app.
      We have an assignment where we are supposed to render a rotating textured quad, and in the geometry shader duplicate this quad and offset it by its normal. Very basic stuff essentially.
      My issue is that the duplicated quad, when rendered in front of the original quad, seems to fail the Z test and thus the original quad is rendered on top of it.
      Whats even weirder is that this only happens for one of the triangles in the duplicated quad, against one of the original quads triangles.

      Here's a video to show you what happens: Video (ignore the stretched textures)

      Here's my GS: (VS is simple passthrough shader and PS is just as basic)
      struct VS_OUT { float4 Pos : SV_POSITION; float2 UV : TEXCOORD; }; struct VS_IN { float4 Pos : POSITION; float2 UV : TEXCOORD; }; cbuffer cbPerObject : register(b0) { float4x4 WVP; }; [maxvertexcount(6)] void main( triangle VS_IN input[3], inout TriangleStream< VS_OUT > output ) { //Calculate normal float4 faceEdgeA = input[1].Pos - input[0].Pos; float4 faceEdgeB = input[2].Pos - input[0].Pos; float3 faceNormal = normalize(cross(faceEdgeA.xyz, faceEdgeB.xyz)); //Input triangle, transformed for (uint i = 0; i < 3; i++) { VS_OUT element; VS_IN vert = input[i]; element.Pos = mul(vert.Pos, WVP); element.UV = vert.UV; output.Append(element); } output.RestartStrip(); for (uint j = 0; j < 3; j++) { VS_OUT element; VS_IN vert = input[j]; element.Pos = mul(vert.Pos + float4(faceNormal, 0.0f), WVP); element.Pos.xyz; element.UV = vert.UV; output.Append(element); } }  
      I havent used geometry shaders much so im not 100% on what happens behind the scenes.
      Any tips appreciated! 
    • By mister345
      Hi, I'm building a game engine using DirectX11 in c++.
      I need a basic physics engine to handle collisions and motion, and no time to write my own.
      What is the easiest solution for this? Bullet and PhysX both seem too complicated and would still require writing my own wrapper classes, it seems. 
      I found this thing called PAL - physics abstraction layer that can support bullet, physx, etc, but it's so old and no info on how to download or install it.
      The simpler the better. Please let me know, thanks!
    • By Hexaa
      I try to draw lines with different thicknesses using the geometry shader approach from here:
      https://forum.libcinder.org/topic/smooth-thick-lines-using-geometry-shader
      It seems to work great on my development machine (some Intel HD). However, if I try it on my target (Nvidia NVS 300, yes it's old) I get different results. See the attached images. There
      seem to be gaps in my sine signal that the NVS 300 device creates, the intel does what I want and expect in the other picture.
      It's a shame, because I just can't figure out why. I expect it to be the same. I get no Error in the debug output, with enabled native debugging. I disabled culling with CullMode.None. Could it be some z-fighting? I have little clue about it but I tested to play around with the RasterizerStateDescription and DepthBias properties with no success, no change at all. Maybe I miss something there?
      I develop the application with SharpDX btw.
      Any clues or help is very welcome
       


    • By Beny Benz
      Hi,
      I'm currently trying to write a shader which shoud compute a fast fourier transform of some data, manipulating the transformed data, do an inverse FFT an then displaying the result as vertex offset and color. I use Unity3d and HLSL as shader language. One of the main problems is that the data should not be passed from CPU to GPU for every frame if possible. My original plan was to use a vertex shader and do the fft there, but I fail to find out how to store changing data betwen shader calls/passes. I found a technique called ping-ponging which seems to be based on writing and exchangeing render targets, but I couldn't find an example for HLSL as a vertex shader yet.
      I found https://social.msdn.microsoft.com/Forums/en-US/c79a3701-d028-41d9-ad74-a2b3b3958383/how-to-render-to-multiple-render-targets-in-hlsl?forum=xnaframework
      which seem to use COLOR0 and COLOR1 as such render targets.
      Is it even possible to do such calculations on the gpu only? (/in this shader stage?, because I need the result of the calculation to modify the vertex offsets there)
      I also saw the use of compute shaders in simmilar projects (ocean wave simulation), do they realy copy data between CPU / GPU for every frame?
      How does this ping-ponging / rendertarget switching technique work in HLSL?
      Have you seen an example of usage?
      Any answer would be helpfull.
      Thank you
      appswert
    • By ADDMX
      Hi
      Just a simple question about compute shaders (CS5, DX11).
      Do the atomic operations (InterlockedAdd in my case) should work without any issues on RWByteAddressBuffer and be globaly coherent ?
      I'v come back from CUDA world and commited fairly simple kernel that does some job, the pseudo-code is as follows:
      (both kernels use that same RWByteAddressBuffer)
      first kernel does some job and sets Result[0] = 0;
      (using Result.Store(0, 0))
      I'v checked with debugger, and indeed the value stored at dword 0 is 0
      now my second kernel
      RWByteAddressBuffer Result;  [numthreads(8, 8, 8)] void main() {     for (int i = 0; i < 5; i++)     {         uint4 v0 = DoSomeCalculations1();         uint4 v1 = DoSomeCalculations2();         uint4 v2 = DoSomeCalculations3();                  if (v0.w == 0 && v1.w == 0 && v2.w)             continue;         //    increment counter by 3, and get it previous value         // this should basically allocate space for 3 uint4 values in buffer         uint prev;         Result.InterlockedAdd(0, 3, prev);                  // this fills the buffer with 3 uint4 values (+1 is here as the first 16 bytes is occupied by DrawInstancedIndirect data)         Result.Store4((prev+0+1)*16, v0);         Result.Store4((prev+1+1)*16, v1);         Result.Store4((prev+2+1)*16, v2);     } } Now I invoke it with Dispatch(4,4,4)
      Now I use DrawInstancedIndirect to draw the buffer, but ocassionaly there is missed triangle here and there for a frame, as if the atomic counter does not work as expected
      do I need any additional synchronization there ?
      I'v tried 'AllMemoryBarrierWithGroupSync' at the end of kernel, but without effect.
      If I do not use atomic counter, and istead just output empty vertices (that will transform into degenerated triangles) the all is OK - as if I'm missing some form of synchronization, but I do not see such a thing in DX11.
      I'v tested on both old and new nvidia hardware (680M and 1080, the behaviour is that same).
       
  • Popular Now