Tag Archives: DX12

AMD’s DirectX 12 Advantage Explained – GCN Architecture More Friendly To Parallelism Than Maxwell

Since the release of Ashes of the Singularity, a lot of controversy surrounded AMD’s spectacular results over NVIDIA’s underwhelming ones. Was this DX12 benchmark gimped in order to run faster on AMD’s hardware? Apparently not as Overclock.net‘s member ‘Mahigan’ shed some light on why there are so dramatic differences between AMD’s and NVIDIA’s results. Continue reading AMD’s DirectX 12 Advantage Explained – GCN Architecture More Friendly To Parallelism Than Maxwell

NVIDIA: “We believe there will be better examples of true DX12 performance” than Ashes of the Singularity, Oxide Responds

The first pre-beta build of Ashes of the Singularity releases in a couple of days, and will be the first “proper” DX12 benchmark available (alongside 3D Mark’s DX12 Test). According to various reports, however, Oxide’s strategy game is under-performing on NVIDIA’s GPUs, something that prompted the green team to issue a statement about it. Continue reading NVIDIA: “We believe there will be better examples of true DX12 performance” than Ashes of the Singularity, Oxide Responds

New NVIDIA DX12 Tech Demo Shows Spectacular Ray-Traced Visuals

During this year’s Computex, NVIDIA presented an amazing DirectX 12 tech demo. This tech demo featured ray traced shadows, sparse smoke and interactive volumetric smoke (that take advantage of DX12’s exclusive volume tiled resource and sparse fluid simulation features), as well as screen space reflections. This tech demo ran on a single 980 Ti, though keep in mind that as with most tech demos, we won’t be getting these visuals in our games anytime soon. Still, NVIDIA has give us a glimpse at the future, so go ahead and enjoy the video! Continue reading New NVIDIA DX12 Tech Demo Shows Spectacular Ray-Traced Visuals

Square Enix on DX12: “It took around three weeks to get the basic rendering working on DirectX 12”

During this year’s Build Developer Conference, Microsoft showcased an amazing tech demo from Square Enix. Afterwards, Microsoft presented an interview in which Square Enix revealed that it took them three weeks to get the basic rendering of their Luminous engine running on DX12. Not only that, but Square Enix claimed that it wasn’t really a difficult task implementing DX12 support. Continue reading Square Enix on DX12: “It took around three weeks to get the basic rendering working on DirectX 12”

DirectX 12 Has The Fastest Adoption Since DirectX 9, Explicit Multiadapter Explained

During this year’s Build Developer Conference, Microsoft talked about its upcoming API, DX12. Microsoft claimed that DX12 has the fastest adoption by titles under development since Direct3D 9. That’s definitely great news for PC gamers – and Microsoft – as DX12 is advertised as the API that will bring huge performance benefits to the PC platform. Continue reading DirectX 12 Has The Fastest Adoption Since DirectX 9, Explicit Multiadapter Explained

AMD Explains Two Major Features of DX12 (Async Shaders & Multi-Threaded Command Buffer Recording)

AMD explained today two major features that will be included in Microsoft’s new API, DirectX 12. These two features are Async Shaders and Multi-Threaded Command Buffer Recording. DX12 promises to give extra life to all available older multi-core CPUs, and these two features will be essential to that task. Continue reading AMD Explains Two Major Features of DX12 (Async Shaders & Multi-Threaded Command Buffer Recording)

DX12 – Multi-Threading Shadow Map Rendering Performance Boost, Can Be Applied to Existing Engines

At this year’s GDC, Kuba Cupisz and Kasper Engelstoft, graphics programmers at Unity Technologies, talked about Unity 5 and DX12. Now we all know that DX12 is going to be big, however we don’t know how developers will take advantage of it. Well, according to Unity’s programmers, DX12 can be used for multi-threading shadow map rendering as it can significantly boost performance and can be applied in all existing engines. Continue reading DX12 – Multi-Threading Shadow Map Rendering Performance Boost, Can Be Applied to Existing Engines

3DMark API Overhead Feature Test Now Available – First DirectX 12 Application Test

Futuremark has released the first application test via which PC users can measure the performance differences between DirectX 12, DirectX 11 and AMD’s Mantle API. Via this test, PC users can get an idea of the benefits they’ll be getting – on their particular PC system – from the CPU-side improvements of DirectX 12. Continue reading 3DMark API Overhead Feature Test Now Available – First DirectX 12 Application Test

Microsoft’s Representative Hints at DX12 Supporting Multi-GPU Configurations from Different Vendors

Prior to GDC 2015, we’ve heard various rumours suggesting that DX12 would support multi-GPU configurations from different vendors. And while we did not hear anything about it at GDC, a Microsoft technical support staff member claimed that this feature will be supported by its latest API. Continue reading Microsoft’s Representative Hints at DX12 Supporting Multi-GPU Configurations from Different Vendors