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Nastavak price o DX12 iz teme GTX 970 i alokacija memorije:
http://anandtech.com/show/8962/the-directx-12-performance-preview-amd-nvidia-star-swarm
U nastavku su prikazani CPU i GPU skaliranje.
A vezano za pitanje da li i koliko Maxwell karte podrzavaju DX12 API, jos uvek nema odgovora:
ali sudeci po pokazanim performansama u prvom DX12 benchmark-u, zasluzuju nalapnicu na kutiji.
http://anandtech.com/show/8962/the-directx-12-performance-preview-amd-nvidia-star-swarm
Because Star Swarm generates so many draw calls, it is essentially a best-case scenario test for low-level APIs, exploiting the fact that these APIs can’t effectively spread out the draw call workload over several CPU threads. As a result the performance gains from DirectX 12 in Star Swarm are going to be much greater than most (if not all) video games, but none the less it’s an effective tool to demonstrate the performance capabilities of DirectX 12 and to showcase how it is capable of better distributing work over multiple CPU threads.
Finally, while we’re going to take a systematic look at DirectX 12 from both a CPU standpoint and a GPU standpoint, we may as well answer the first question on everyone’s mind: does DirectX 12 work as advertised? The short answer: a resounding yes.
U nastavku su prikazani CPU i GPU skaliranje.
Bringing our preview of DirectX 12 to a close, what we’re seeing today is both a promising sign of what has been accomplished so far and a reminder of what is left to do. As it stands much of DirectX 12’s story remains to be told – features, feature levels, developer support, and more will only finally be unveiled by Microsoft next month at GDC 2015. So today’s preview is much more of a beginning than an end when it comes to sizing up the future of DirectX.
But to that end, it’s clear that DirectX 12 has a lot of potential in the right hands and the right circumstances. It isn’t going to be easy to master, and I suspect it won’t be a quick transition, but I am very interested in seeing what developers can do with this API. With the reduced overhead, the better threading, and ultimately a vastly more efficient means of submitting draw calls, there’s a lot of potential waiting to be exploited.
A vezano za pitanje da li i koliko Maxwell karte podrzavaju DX12 API, jos uvek nema odgovora:
Also absent for the moment is a definition for DirectX 12’s Feature Level 12_0 and DirectX 11’s 11_3. Separate from the low-level API itself, DirectX 12 and its high-level counterpart DirectX 11.3 will introduce new rendering features such as volume tiled resources and conservative rasterization. While all of the above listed video cards will support the DirectX 12 low-level API, only the very newest video cards will support FL 12_0, and consequently be fully DX12 compliant on both a feature and API basis. Like so many other aspects of DirectX 12, Microsoft is saving any discussion of feature levels for GDC, at which time we should find out what the final feature requirements and which (if any) current cards will fully support FL 12_0.
ali sudeci po pokazanim performansama u prvom DX12 benchmark-u, zasluzuju nalapnicu na kutiji.