DX12 Chat - Windows 10 & DX12 out for PC (p6)

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PostDX12 Chat - Windows 10 & DX12 out for PC (p6)
by Monkey Man » Sun Feb 08, 2015 1:19 pm

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Windows 10 and DirectX 12 released!

One giant leap for gamers!

It’s been less than 18 months since we announced DirectX 12 at GDC 2014. Since that time, we’ve been working tirelessly with game developers and graphics card vendors to deliver an API that offers more control over graphics hardware than ever before. When we set out to design DirectX 12, game developers gave us a daunting set of requirements:

1) Dramatically reduce CPU overhead while increasing GPU performance

2) Work across the Windows and Xbox One ecosystem

3) Provide support for all of the latest graphics hardware features

Today, we’re excited to announce the fulfillment of these ambitious goals! With the release of Windows 10, DirectX 12 is now available for everyone to use, and the first DirectX 12 content will arrive in the coming weeks. For a personal message from our Vice President of Development, click here.

What will DirectX 12 do for me?

We’re very pleased to see all of the excitement from gamers about DirectX 12! This excitement has led to a steady stream of articles, tweets, and YouTube videos discussing DirectX 12 and what it means to gamers. We’ve seen articles questioning whether DirectX 12 will provide substantial benefits, and we’ve seen articles that promise that with DirectX 12, the 3DFX Voodoo card you have gathering dust in your basement will allow your games to cross the Uncanny Valley.

Let’s set the record straight. We expect that games that use DirectX 12 will:

1) Be able to write to one graphics API for PCs and Xbox One

2) Reduce CPU overhead by up to 50% while scaling across all CPU cores

3) Improve GPU performance by up to 20%

4) Realize more benefits over time as game developers learn how to use the new API more efficiently

To elaborate, DirectX 12 is a paradigm shift for game developers, providing them with a new way to structure graphics workloads. These new techniques can lead to a tremendous increase in expressiveness and optimization opportunities. Typically, when game developers decide to support DirectX 12 in their engine, they will do so in phases. Rather than completely overhauling their engine to take full advantage of every aspect of the API, they will start with their DirectX 11 based engine and then port it over to DirectX 12. We expect such engine developers to achieve up to a 50% CPU reduction while improving GPU performance by up to 20%. The reason we mention “up to” is because every game is different – the more of the various DirectX 12 features (see below) a game uses, the more optimization they can expect.

Over time, we expect that games will build DirectX 12’s capabilities into the design of the game itself, which will lead to even more impressive gains. The game “Ashes of the Singularity” is a good example of a game that bakes DirectX 12’s capabilities into the design itself. The result: a RTS game that can show tens of thousands of actors engaged in dozens of battles simultaneously.

Speaking of games, support for DirectX 12 is currently available to the public in an early experimental mode in Unity 5.2 Beta and in Unreal 4.9 Preview, so the many games powered by these engines will soon run on DirectX 12. In addition to games based on these engines, we’re on pace for the fastest adoption of a new DirectX technology that we’ve had this millennium – so stay tuned for lots of game announcements!

More at the link - http://blogs.msdn.com/b/directx/archive ... eased.aspx

This was retweeted by the Official DirectX12 twitter account today -

twitter.com/thestarstrider/status/575782963817889793



DX12 at GDC (Monday to Friday this week)

The Future of Gaming Across the Microsoft Ecosystem

On March 4th at 11:00 PT (7pm UK Time), Spencer will host a presentation about developing games across the Microsoft ecosystem – from Windows 10 PCs, to Xbox One consoles. As the session will be open to GDC attendees only and seating is limited, it will be made available later that day on Xbox Live, YouTube, Channel 9, and here on Xbox Wire.

http://news.xbox.com/2015/02/xbox-gdc-2015

Other DX12 sessions (add 8 hours for UK time):-

Monday, March 2 | 10:00am - 11:00am
Advanced Visual Effects With DirectX 11 & 12: Welcome/Getting the Most Out of DirectX12
Speakers: Nicolas Thibieroz (AMD), David Oldcorn (AMD), Evan Hart (NVIDIA)

Monday, March 2 | 11:15am - 12:15pm
Advanced Visual Effects With DirectX 11 & 12: Visual Effects in Star Citizen
Speaker: Alistair Brown (Cloud Imperium)

Monday, March 2 | 1:45pm - 2:45pm
Advanced Visual Effects With DirectX 11 & 12: Advancements in Tile-based Compute Rendering
Speaker: Gareth Thomas (AMD)

Monday, March 2 | 3:00pm - 4:00pm
Advanced Visual Effects With DirectX 11 & 12: Precomputed Realtime Global Illumination and Physically Based Rendering in Unity
Speaker: Kuba Cupisz (Unity)

Monday, March 2 | 4:30pm - 5:30pm
Advanced Visual Effects With DirectX 11 & 12: Sparse Fluid Simulation and Hybrid Ray-traced Shadows for DirectX 11 & 12
Speakers: Jon Story (NVIDIA), Alex Dunn (NVIDIA)

Wednesday, March 4 | 2:00pm - 3:00pm
Advanced DirectX12 Graphics and Performance (Presented by Microsoft)
Speaker: Max McMullen (Microsoft

Thursday, March 5 | 11:30am - 12:30pm
DirectX 12: A New Meaning for Efficiency and Performance (Presented by AMD)
Speakers: Dave Oldcorn (AMD), Stephan Hodes (AMD), Max McMullen (Microsoft), Dan Baker (Oxide Games)

Thursday, March 5 | 12:45pm - 1:45pm
Fable Legends: Cross-Device Gameplay with Xbox Live (Presented by Microsoft)
Speaker: Raymond Arifianto (Lionhead Studios)

Thursday, March 5 | 4:00pm - 5:00pm
Efficient Rendering with DirectX12 on Intel® Graphics (Presented by Intel)
Speakers: Andrew Lauritzen (Intel Corp.), Michael Apodaca (Intel Corp.)

Friday, March 6 | 10:00am - 11:00am
Better Power, Better Performance: Your Game on DirectX12 (Presented by Microsoft)
Speaker: Bennett Sorbo (Microsoft)

More details of each session at the link - http://schedule.gdconf.com/list

Learn how to harness the power of DirectX 12 in your own game at our Quick Start Challenge

We have showed you projects based on Unreal Engine 4 running on DirectX 12, and also announced that Unity is releasing DirectX 12 support in the Unity 5 cycle. Now, you can see your games based on those engines running on DirectX 12! Bring us your packaged game projects, and Microsoft Engineers from the DirectX team will help you run your games on DirectX 12, show you directions for further performance optimization, and answer your questions. Even if you are not bringing your projects with you to GDC, we are glad to show you Unreal- and Unity-based demo projects running on DirectX12, and to answer your questions to bring you onto DirectX12. So make sure to check it out!

http://blogs.msdn.com/b/directx/archive ... -2015.aspx


The DirectX 12 Performance Preview: AMD, NVIDIA, & Star Swarm


Although DirectX 12 is up and running in the latest public release of Windows 10, it and many of its related components are still under development. Windows 10 itself is still feature-incomplete, so what we’re looking at here today doesn’t even qualify as beta software. As a result today’s preview should be taken as just that: an early preview. There are still bugs, and performance and compatibility is subject to change. But as of now everything is far enough along that we can finally get a reasonable look at what DirectX 12 is capable of.




Star Swarm & The Test

For today’s DirectX 12 preview, Microsoft and Oxide Games have supplied us with a newer version of Oxide’s Star Swarm demo. Originally released in early 2014 as a demonstration of Oxide’s Nitrous engine and the capabilities of Mantle, Star Swarm is a massive space combat demo that is designed to push the limits of high-level APIs and demonstrate the performance advantages of low-level APIs. Due to its use of thousands of units and other effects that generate a high number of draw calls, Star Swarm can push over 100K draw calls, a massive workload that causes high-level APIs to simply crumple.


Because Star Swarm generates so many draw calls, it is essentially a best-case scenario test for low-level APIs, exploiting the fact that high-level 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.

It should be noted that while Star Swarm itself is a synthetic benchmark, the underlying Nitrous engine is relevant and is being used in multiple upcoming games. Stardock is using the Nitrous engine for their forthcoming Star Control game, and Oxide is using the engine for their own, yet-to-be-announced game. So although Star Swarm is still a best case scenario, many of its lessons will be applicable to these future games.


Speaking of batch submission, if we look at Star Swarm’s statistics we can find out just what’s going on with batch submission. The results are nothing short of incredible, particularly in the case of AMD. Batch submission time is down from dozens of milliseconds or more to just 3-5ms for our fastest cards, an improvement just short of a whole order of magnitude. For all practical purposes the need to spend CPU time to submit batches has been eliminated entirely, with upwards of 120K draw calls being submitted in a handful of milliseconds. It is this optimization that is at the core of Star Swarm’s DirectX 12 performance improvements, and going forward it could potentially benefit many other games as well.

Another metric we can look at is actual CPU usage as reported by the OS, as shown above. In this case CPU usage more or less perfectly matches our earlier expectations: with DirectX 11 both the GTX 980 and R9 290X show very uneven usage with 1-2 cores doing the bulk of the work, whereas with DirectX 12 CPU usage is spread out evenly over all 4 CPU cores.


First Thoughts

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 for the time being we’re finally at a point where we can say the pieces are coming together, and we can finally see parts of the bigger picture. Drivers, APIs, and applications are starting to arrive, giving us our first look at DirectX 12’s performance. And we have to say we like what we’ve seen so far.

With DirectX 12 Microsoft and its partners set out to create a cross-vendor but still low-level API, and while there was admittedly little doubt they could pull it off, there has always been the question of how well they could do it. What kind of improvements and performance could you truly wring out of a new API when it has to work across different products and can never entirely avoid abstraction? The answer as it turns out is that you can still enjoy all of the major benefits of a low-level API, not the least of which are the incredible improvements in CPU efficiency and multi-threading.

That said, any time we’re looking at an early preview it’s important to keep our expectations in check, and that is especially the case with DirectX 12. Star Swarm is a best case scenario and designed to be a best case scenario; it isn’t so much a measure of real world performance as it is technological potential.

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 ton more info here for PC gamers - http://www.anandtech.com/show/8962/the- ... star-swarm

Some images, a lot more at the link -

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The Inner Circle special - DX12 Tech Talk with Brad Wardell (CEO of Stardock), chat about how DX12 relates to Xbox One/PC, well worth a listen to all of it -



At the 30min mark he says the first round of Xbox One games using DX12 will only get a 10-20% boost as they were written with DX11 in mind but updated for DX12. The real effects will be when games built from the ground up using Dx12. He claims that this console generation will feature Lord of the Rings type graphics. Current games are scratching the surface of what the consoles can do.

Prepping for GDC

The team is hard at work on a series of new technology to show off at GDC as well as a big new game we’ve been working on for the past 2 years.

Microsoft and AMD are scheduled to demonstrate our tech at their booths.

I have discussed online how important DirectX 12 and Mantle are going to be. But talk is cheap. Being able to demonstrate a new game that can display thousands of light sources simultaneously (as opposed to say, 8 like you currently get on your console). Or light sources that can illuminate particle effects. Or having thousands of individual moving objects on screen simultaneously (as opposed to a dozen).

http://www.oxidegames.com/2015/01/21/prepping-gdc/

A lot more news at GDC from various developers, 2nd to 6th March - http://www.gdconf.com/

Last edited by Monkey Man on Thu Jul 30, 2015 9:26 am, edited 16 times in total.
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PostRe: DX12 Chat - Anandech performance preview
by Monkey Man » Sun Feb 08, 2015 2:31 pm

Summary of the podcast from LiveLive at GAF -

summary

Anandtech AMD cards 7fps to 43fps running Nitrous engine DX12 engine.
600% performance increase on AMD cards running full DX12 game engine.
CPU cores n their performance more important in the future games .
Directx 12 on Xbox Nov.
Directx 12 runs better than Mantle on AMD cards.
Dx9 uses max 6000 draw calls vs 600,000 on dx12.
Naysayers are eating crow!
"Marketing chose 40% increase slogan as real gains were too unbelievable for the masses to digest"
limitless light sources in games.
1000+ characters AI characters on screen.
toy story/ lord of the rings graphics no deffered rendering.
future Xbox cpu bound exclusives DX12 games to have these gains however dx12 games initially 30% gains as they transition from Dx11 to full new dx12 game engines using esram etc
Not so much games for cross platform games.
Fable Legends Dx12 game
AMD/MS has mega DX12 news at GDC.
Stardock developed Starswarm dx12 demo in 2 months. Starswarm would have similar performance gains on Xbox one i.e 600%. They have something major at GDC in the Microsoft booth.
stardock are developing DX12 game engine "Nitrous". Star Control game will make sense console. They will license it to 3rd parties in future after they release 2 games on Nitrous engine.
Phil Spencer managing expectations, as in November with DX12 on Xbox..... the games released then wont look much different then until the new DX 12 game engines.

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PostRe: DX12 Chat - Anandech performance preview
by Rog » Sun Feb 08, 2015 4:54 pm

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Ridiculous!

Imagine if the X1 had NVIDIA inside.

NickSCFC

PostRe: DX12 Chat - Anandech performance preview
by NickSCFC » Mon Feb 09, 2015 12:32 pm

Can we expect a similar performance boost on the Xbone? Seeing Battlefield Hardline running at 720p made me feel depressed.

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PostRe: DX12 Chat - Anandech performance preview
by That's not a growth » Mon Feb 09, 2015 12:38 pm

Because Star Swarm generates so many draw calls, it is essentially a best-case scenario test for low-level APIs, exploiting the fact that high-level 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.


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.


So basically, it's not going to magically make old games better, but it means if games are coded for DX12 in the future then they'll be capable of more than before if done right.

EDIT: I misunderstood your post, but it's still kind of relevant.

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PostRe: DX12 Chat - Anandech performance preview
by Monkey Man » Fri Feb 13, 2015 2:05 pm

twitter.com/tic_podcast/status/564973201969909760


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PostRe: DX12 Chat - Anandech performance preview
by Monkey Man » Wed Feb 25, 2015 5:32 pm

Exclusive: DirectX 12 Will Allow Multi-GPU Between GeForce And Radeon

We were also told that DirectX 12 will support all of this across multiple GPU architectures, simultaneously. What this means is that Nvidia GeForce GPUs will be able to work in tandem with AMD Radeon GPUs to render the same game – the same frame, even.

This is especially interesting as it allows you to leverage the technology benefits of both of these hardware platforms if you wish to do so. If you like Nvidia's GeForce Experience software and 3D Vision, but you want to use AMD's TrueAudio and FreeSync, chances are you'll be able to do that when DirectX 12 comes around.

More at the link - http://www.tomshardware.com/news/micros ... 28606.html

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PostRe: DX12 Chat - Will Allow Multi-GPU Between GeForce And Radeon?
by zXe » Wed Feb 25, 2015 5:35 pm

I don't see nvidia allowing this to happen. I also feel like I kinda wasted my money on the 970 with all this new DX12 business as it won't support all the new features of DX12.

Last edited by zXe on Wed Feb 25, 2015 5:37 pm, edited 1 time in total.
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PostRe: DX12 Chat - Anandech performance preview
by Delusibeta » Wed Feb 25, 2015 5:36 pm

Monkey Man wrote:
Exclusive: DirectX 12 Will Allow Multi-GPU Between GeForce And Radeon

We were also told that DirectX 12 will support all of this across multiple GPU architectures, simultaneously. What this means is that Nvidia GeForce GPUs will be able to work in tandem with AMD Radeon GPUs to render the same game – the same frame, even.

This is especially interesting as it allows you to leverage the technology benefits of both of these hardware platforms if you wish to do so. If you like Nvidia's GeForce Experience software and 3D Vision, but you want to use AMD's TrueAudio and FreeSync, chances are you'll be able to do that when DirectX 12 comes around.

More at the link - http://www.tomshardware.com/news/micros ... 28606.html

I'll be genuinely surprised if both AMD and Nvidia doesn't do everything in their power to block this.

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PostRe: DX12 Chat - Will Allow Multi-GPU Between GeForce And Radeon?
by False » Wed Feb 25, 2015 5:43 pm

I wouldnt want an AMD chip in my machine.

And I expect it'll be trivial for either party to have a driver level switch that just doesnt allow it to talk to a non partner board.

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PostRe: DX12 Chat - Will Allow Multi-GPU Between GeForce And Radeon?
by Rog » Wed Feb 25, 2015 5:49 pm

The only way that could ever be a good idea is if AMD actually step up to the plate which looks like it will never happen. They seem to be enjoying making their console chips.

What would be cool is if the Xbone was made with a similar idea to what we're seeing in laptops now. Have junk on-board but allow connection to an external box with superior hardware.

EDIT: Just seen that AMD haven't updated their suite software since September and their drivers were last released in November. Even then they were beta drivers :lol:

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PostRe: DX12 Chat - Will Allow Multi-GPU Between GeForce And Radeon?
by Meep » Wed Feb 25, 2015 9:42 pm

Falsey wrote:I wouldnt want an AMD chip in my machine.

And I expect it'll be trivial for either party to have a driver level switch that just doesnt allow it to talk to a non partner board.

They way I understood it was that the resources of both cards were centralised into a pool and then used to process information out of that pool, so in order to stop them working together you'd have to stop them from working for the system. The only way they could prevent it is if they set up their driver software to refuse to install on any PC with a rival driver installed; but that would probably get them into legal trouble.

I don't think it will be a big thing anyway, at least not for games, as the way it has been explained means it depends on the developer to make use of it and no one is going to invest in a second card that will be useless in any game were a dev has not bothered.

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PostRe: DX12 Chat - Will Allow Multi-GPU Between GeForce And Radeon?
by Rog » Wed Feb 25, 2015 10:39 pm

Meep wrote:
Falsey wrote:I wouldnt want an AMD chip in my machine.

And I expect it'll be trivial for either party to have a driver level switch that just doesnt allow it to talk to a non partner board.

They way I understood it was that the resources of both cards were centralised into a pool and then used to process information out of that pool, so in order to stop them working together you'd have to stop them from working for the system. The only way they could prevent it is if they set up their driver software to refuse to install on any PC with a rival driver installed; but that would probably get them into legal trouble.

I don't think it will be a big thing anyway, at least not for games, as the way it has been explained means it depends on the developer to make use of it and no one is going to invest in a second card that will be useless in any game were a dev has not bothered.


Nvidia can't do that because even AMD can't find their drivers.

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PostRe: DX12 Chat - Will Allow Multi-GPU Between GeForce And Radeon?
by Meep » Wed Feb 25, 2015 10:52 pm

zXe wrote:I don't see nvidia allowing this to happen. I also feel like I kinda wasted my money on the 970 with all this new DX12 business as it won't support all the new features of DX12.

Correct me if I'm wrong but aren't Maxwell cards supposed to be "fully compliant" with DX12?

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PostRe: DX12 Chat - Will Allow Multi-GPU Between GeForce And Radeon?
by Photek » Wed Feb 25, 2015 10:56 pm

I don't actually understand the thread title. :lol: :fp:

Is it gonna make my Windows 10 X1 have shinier graphics.

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PostRe: DX12 Chat - Will Allow Multi-GPU Between GeForce And Radeon?
by Lex-Man » Thu Feb 26, 2015 5:30 am

Yes, this should allow for large performance gains.

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PostRe: DX12 Chat - Will Allow Multi-GPU Between GeForce And Radeon?
by Rog » Thu Feb 26, 2015 7:18 am

We don't know if they're large yet but they are certainly trying to build excitement. What is certain is that it is a good thing and something the xbone needs.

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PostRe: DX12 Chat - Will Allow Multi-GPU Between GeForce And Radeon?
by zXe » Thu Feb 26, 2015 9:44 am

There will be newer features that even the 9 series won't support with dx12.

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PostRe: DX12 Chat - Will Allow Multi-GPU Between GeForce And Radeon?
by Monkey Man » Sun Mar 01, 2015 6:10 pm

DX12 at GDC (Monday to Friday this week)

The Future of Gaming Across the Microsoft Ecosystem

On March 4th at 11:00 PT (7pm UK Time), Spencer will host a presentation about developing games across the Microsoft ecosystem – from Windows 10 PCs, to Xbox One consoles. As the session will be open to GDC attendees only and seating is limited, it will be made available later that day on Xbox Live, YouTube, Channel 9, and here on Xbox Wire.

http://news.xbox.com/2015/02/xbox-gdc-2015

Other DX12 sessions (add 8 hours for UK time):-

Monday, March 2 | 10:00am - 11:00am
Advanced Visual Effects With DirectX 11 & 12: Welcome/Getting the Most Out of DirectX12
Speakers: Nicolas Thibieroz (AMD), David Oldcorn (AMD), Evan Hart (NVIDIA)

Monday, March 2 | 11:15am - 12:15pm
Advanced Visual Effects With DirectX 11 & 12: Visual Effects in Star Citizen
Speaker: Alistair Brown (Cloud Imperium)

Monday, March 2 | 1:45pm - 2:45pm
Advanced Visual Effects With DirectX 11 & 12: Advancements in Tile-based Compute Rendering
Speaker: Gareth Thomas (AMD)

Monday, March 2 | 3:00pm - 4:00pm
Advanced Visual Effects With DirectX 11 & 12: Precomputed Realtime Global Illumination and Physically Based Rendering in Unity
Speaker: Kuba Cupisz (Unity)

Monday, March 2 | 4:30pm - 5:30pm
Advanced Visual Effects With DirectX 11 & 12: Sparse Fluid Simulation and Hybrid Ray-traced Shadows for DirectX 11 & 12
Speakers: Jon Story (NVIDIA), Alex Dunn (NVIDIA)

Wednesday, March 4 | 2:00pm - 3:00pm
Advanced DirectX12 Graphics and Performance (Presented by Microsoft)
Speaker: Max McMullen (Microsoft

Thursday, March 5 | 11:30am - 12:30pm
DirectX 12: A New Meaning for Efficiency and Performance (Presented by AMD)
Speakers: Dave Oldcorn (AMD), Stephan Hodes (AMD), Max McMullen (Microsoft), Dan Baker (Oxide Games)

Thursday, March 5 | 12:45pm - 1:45pm
Fable Legends: Cross-Device Gameplay with Xbox Live (Presented by Microsoft)
Speaker: Raymond Arifianto (Lionhead Studios)

Thursday, March 5 | 4:00pm - 5:00pm
Efficient Rendering with DirectX12 on Intel® Graphics (Presented by Intel)
Speakers: Andrew Lauritzen (Intel Corp.), Michael Apodaca (Intel Corp.)

Friday, March 6 | 10:00am - 11:00am
Better Power, Better Performance: Your Game on DirectX12 (Presented by Microsoft)
Speaker: Bennett Sorbo (Microsoft)

More details of each session at the link - http://schedule.gdconf.com/list

Learn how to harness the power of DirectX 12 in your own game at our Quick Start Challenge

We have showed you projects based on Unreal Engine 4 running on DirectX 12, and also announced that Unity is releasing DirectX 12 support in the Unity 5 cycle. Now, you can see your games based on those engines running on DirectX 12! Bring us your packaged game projects, and Microsoft Engineers from the DirectX team will help you run your games on DirectX 12, show you directions for further performance optimization, and answer your questions. Even if you are not bringing your projects with you to GDC, we are glad to show you Unreal- and Unity-based demo projects running on DirectX12, and to answer your questions to bring you onto DirectX12. So make sure to check it out!

http://blogs.msdn.com/b/directx/archive ... -2015.aspx

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PostRe: DX12 Chat - Will Allow Multi-GPU Between GeForce And Radeon?
by Meep » Sun Mar 01, 2015 10:57 pm

Photek wrote:I don't actually understand the thread title. :lol: :fp:

Is it gonna make my Windows 10 X1 have shinier graphics.

Yup; the the new API halves overheads so all that freed up power can be put to better use in actually rendering said shiny graphics. Good times.


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