Page 63 - Computer Power User - February 2017
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Other signature DX12 capabilities
         include volume tiled resources and
         conservative rasterization, which are
         both prerequisites for a realistic lighting
         technique called Voxel Global Illumination.
         This feature is also planned to be a part of
         DX11.3, which seeks to backport some of
         DX12’s features for Win7 and Win8/8.1
         users. Conservative rasterization differs from
         standard rasterization in that it is capable of
         producing more accurate results with regard
         to collision detection, occlusion culling,
         and shadow acceleration. Other features
         that require Win10 and DX12-compliant
         hardware include Shader Model 5.1
         support, shader-specified stencil reference
         values, typed UAV load, standard swizzles,
         default texture mapping, swap chains,   The Xbox One even gets a taste of DirectX 12’s secret sauce.
         swizzled resources, compressed resources,
         and a series of new blend modes. In DX12,
         raster ordered views enable real-time order-  R.I.P. SLI & CrossFire  respective CrossFire and SLI technologies,
         independent transparency without crippling   DX12’s new Explicit Multi-Adapter   and the most common technique for
         the rendering hardware. This feature could   feature is another reason PC gamers can   splitting game workloads between two or
         be used to render more life-like blended   get excited. It lets games detect scenarios   more GPUs is AFR, or alternate frame
         textures and complex transparent objects   where more than one graphics adapter   rendering. This essentially gives frame
         such as smoke, fire, and water. New concise   is present, from any vendor, and then   No. 1 rendering duties to GPU A, and
         pipeline state objects simplify how the   enables the system to divvy up the   frame No. 2 rendering duties to GPU B,
         state-changing process occurs and unify   workload in a variety of ways. Since   and so on and so forth. DX9 through
         the pipelines to slash overhead and let   DirectX 9, successfully running multiple   DX11’s APIs just saw two sequential
         the graphics hardware perform more calls   graphics adapters was heavily reliant on   frames coming from a single chunk of
         per frame.                         vendors AMD and NVIDIA and their   graphics hardware.
                                                                                            AFR is essentially a
                                                                                          workaround for an API
                                                                                          that lacks specific support
                                                                                          for more than one graphics
                                                                                          adapter. It typically
                                                                                          wouldn’t work unless the
                                                                                          graphics adapters were
                                                                                          identical models or at least
                                                                                          very close to one another
                                                                                          in performance, and when
                                                                                          it worked, input lag was
                                                                                          a common side effect.
                                                                                          Furthermore, when you
                                                                                          run two graphics cards
                                                                                          with 4GB of GDDR5
                                                                                          each, for example, DX11
                                                                                          and prior APIs still only
                                                                                          recognize 4GB of total
                                                                                          memory, instead of the
                                                                                          combined 8GB. All frames
          DirectX 12’s Explicit Multi-Adapter feature could render CrossFire and SLI unnecessary.   rendered ultimately get
                                                                                          copied to both frame


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