Page 1 of 3 123 LastLast
Results 1 to 16 of 38

Thread: Nvidia publishes DX12 Do's and Don'ts checklist for developers

  1. #1
    HEXUS.admin
    Join Date
    Apr 2005
    Posts
    31,709
    Thanks
    0
    Thanked
    2,073 times in 719 posts

    Nvidia publishes DX12 Do's and Don'ts checklist for developers

    Because the DirectX 12 API "places more responsibilities on the programmer".
    Read more.

  2. #2
    Senior Member
    Join Date
    Aug 2003
    Location
    Edinburgh
    Posts
    594
    Thanks
    4
    Thanked
    11 times in 10 posts

    Re: Nvidia publishes DX12 Do's and Don'ts checklist for developers

    Anyone else thing that the list and size of bugs and results of things going wrong are about to explode when developers code poorly?

  3. #3
    Member
    Join Date
    May 2014
    Posts
    144
    Thanks
    5
    Thanked
    9 times in 8 posts

    Re: Nvidia publishes DX12 Do's and Don'ts checklist for developers

    This was not written for me so why did I read this?

  4. #4
    Anthropomorphic Personification shaithis's Avatar
    Join Date
    Apr 2004
    Location
    The Last Aerie
    Posts
    10,857
    Thanks
    645
    Thanked
    872 times in 736 posts
    • shaithis's system
      • Motherboard:
      • Asus P8Z77 WS
      • CPU:
      • i7 3770k @ 4.5GHz
      • Memory:
      • 32GB HyperX 1866
      • Storage:
      • Lots!
      • Graphics card(s):
      • Sapphire Fury X
      • PSU:
      • Corsair HX850
      • Case:
      • Corsair 600T (White)
      • Operating System:
      • Windows 10 x64
      • Monitor(s):
      • 2 x Dell 3007
      • Internet:
      • Zen 80Mb Fibre

    Re: Nvidia publishes DX12 Do's and Don'ts checklist for developers

    Quote Originally Posted by Defiant View Post
    Anyone else thing that the list and size of bugs and results of things going wrong are about to explode when developers code poorly?
    DX12 means devs have to do more......I am bracing for a bad initial launch of DX12 titles and hope that the proliferation of games on standard engines continue as then at least the engine makers can take the brunt of the work at the engine-level.
    Main PC: Asus Rampage IV Extreme / 3960X@4.5GHz / Antec H1200 Pro / 32GB DDR3-1866 Quad Channel / Sapphire Fury X / Areca 1680 / 850W EVGA SuperNOVA Gold 2 / Corsair 600T / 2x Dell 3007 / 4 x 250GB SSD + 2 x 80GB SSD / 4 x 1TB HDD (RAID 10) / Windows 10 Pro, Yosemite & Ubuntu
    HTPC: AsRock Z77 Pro 4 / 3770K@4.2GHz / 24GB / GTX 1080 / SST-LC20 / Antec TP-550 / Hisense 65k5510 4K TV / HTC Vive / 2 x 240GB SSD + 12TB HDD Space / Race Seat / Logitech G29 / Win 10 Pro
    HTPC2: Asus AM1I-A / 5150 / 4GB / Corsair Force 3 240GB / Silverstone SST-ML05B + ST30SF / Samsung UE60H6200 TV / Windows 10 Pro
    Spare/Loaner: Gigabyte EX58-UD5 / i950 / 12GB / HD7870 / Corsair 300R / Silverpower 700W modular
    NAS 1: HP N40L / 12GB ECC RAM / 2 x 3TB Arrays || NAS 2: Dell PowerEdge T110 II / 24GB ECC RAM / 2 x 3TB Hybrid arrays || Network:Buffalo WZR-1166DHP w/DD-WRT + HP ProCurve 1800-24G
    Laptop: Dell Precision 5510 Printer: HP CP1515n || Phone: Huawei P30 || Other: Samsung Galaxy Tab 4 Pro 10.1 CM14 / Playstation 4 + G29 + 2TB Hybrid drive

  5. #5
    Member
    Join Date
    Mar 2012
    Location
    UK
    Posts
    133
    Thanks
    6
    Thanked
    5 times in 5 posts
    • Primey0's system
      • Motherboard:
      • Gigabyte X570 GAMING X
      • CPU:
      • AMD Ryzen 5 5600X
      • Memory:
      • Corsair Vengeance RGB Pro 32GB
      • Storage:
      • Corsair MP400 2TB NVME
      • Graphics card(s):
      • Palit GeForce RTX 3070 8 GB
      • PSU:
      • EVGA 850W GQ, 80+ GOLD
      • Case:
      • Lian Li PC-O11 Air
      • Operating System:
      • Windows 10

    Re: Nvidia publishes DX12 Do's and Don'ts checklist for developers

    Nvidia be all like

    Don't:

    * Use async compute. Pretty please.

  6. #6
    Senior Member
    Join Date
    Sep 2013
    Location
    Europe
    Posts
    596
    Thanks
    42
    Thanked
    13 times in 13 posts
    • DemonHighwayman's system
      • Motherboard:
      • MSI Z97I Gaming
      • CPU:
      • Intel i7 4790K
      • Memory:
      • 16Gb 2.4Ghz Kingston Beast
      • Storage:
      • 256 Gb Samsung 850 Pro (Main), 4TB Toshiba X300 (games), 2TB External TV/Films HDD
      • Graphics card(s):
      • KFA2 RTX 2070 EXOC
      • PSU:
      • Coolermaster Real Power M700
      • Case:
      • Thermaltake Level 20 VT
      • Operating System:
      • Windows 10
      • Monitor(s):
      • Asus PB278Q
      • Internet:
      • Yes most of the time

    Re: Nvidia publishes DX12 Do's and Don'ts checklist for developers

    To be honest I don't care about DX12 anymore, I'm rooting for Vulkan and am hoping it gives MS's DX12 a good thrashing.

  7. #7
    Registered+
    Join Date
    Aug 2014
    Location
    Rheden
    Posts
    16
    Thanks
    0
    Thanked
    0 times in 0 posts

    Re: Nvidia publishes DX12 Do's and Don'ts checklist for developers

    It looks like Nvidia is not ready for dx12. I hear no complaining from AMD about it.

  8. #8
    Anthropomorphic Personification shaithis's Avatar
    Join Date
    Apr 2004
    Location
    The Last Aerie
    Posts
    10,857
    Thanks
    645
    Thanked
    872 times in 736 posts
    • shaithis's system
      • Motherboard:
      • Asus P8Z77 WS
      • CPU:
      • i7 3770k @ 4.5GHz
      • Memory:
      • 32GB HyperX 1866
      • Storage:
      • Lots!
      • Graphics card(s):
      • Sapphire Fury X
      • PSU:
      • Corsair HX850
      • Case:
      • Corsair 600T (White)
      • Operating System:
      • Windows 10 x64
      • Monitor(s):
      • 2 x Dell 3007
      • Internet:
      • Zen 80Mb Fibre

    Re: Nvidia publishes DX12 Do's and Don'ts checklist for developers

    Quote Originally Posted by MarcelTimmer View Post
    It looks like Nvidia is not ready for dx12. I hear no complaining from AMD about it.
    What makes you think that? These are techniques to help ALL DX12 developers, regardless of the hardware they are developing on.

    You could say, shame on AMD for not helping the devs......and if they don't watch themselves we might end up with GamesWork 2.0 thanks to DX12 being harder to write for....which means devs will turn to tools to help them code faster.
    Main PC: Asus Rampage IV Extreme / 3960X@4.5GHz / Antec H1200 Pro / 32GB DDR3-1866 Quad Channel / Sapphire Fury X / Areca 1680 / 850W EVGA SuperNOVA Gold 2 / Corsair 600T / 2x Dell 3007 / 4 x 250GB SSD + 2 x 80GB SSD / 4 x 1TB HDD (RAID 10) / Windows 10 Pro, Yosemite & Ubuntu
    HTPC: AsRock Z77 Pro 4 / 3770K@4.2GHz / 24GB / GTX 1080 / SST-LC20 / Antec TP-550 / Hisense 65k5510 4K TV / HTC Vive / 2 x 240GB SSD + 12TB HDD Space / Race Seat / Logitech G29 / Win 10 Pro
    HTPC2: Asus AM1I-A / 5150 / 4GB / Corsair Force 3 240GB / Silverstone SST-ML05B + ST30SF / Samsung UE60H6200 TV / Windows 10 Pro
    Spare/Loaner: Gigabyte EX58-UD5 / i950 / 12GB / HD7870 / Corsair 300R / Silverpower 700W modular
    NAS 1: HP N40L / 12GB ECC RAM / 2 x 3TB Arrays || NAS 2: Dell PowerEdge T110 II / 24GB ECC RAM / 2 x 3TB Hybrid arrays || Network:Buffalo WZR-1166DHP w/DD-WRT + HP ProCurve 1800-24G
    Laptop: Dell Precision 5510 Printer: HP CP1515n || Phone: Huawei P30 || Other: Samsung Galaxy Tab 4 Pro 10.1 CM14 / Playstation 4 + G29 + 2TB Hybrid drive

  9. #9
    Senior Member
    Join Date
    Jun 2004
    Location
    Kingdom of Fife (Scotland)
    Posts
    4,991
    Thanks
    393
    Thanked
    220 times in 190 posts
    • crossy's system
      • Motherboard:
      • ASUS Sabertooth X99
      • CPU:
      • Intel 5830k / Noctua NH-D15
      • Memory:
      • 32GB Crucial Ballistix DDR4
      • Storage:
      • 500GB Samsung 850Pro NVMe, 1TB Samsung 850EVO SSD, 1TB Seagate SSHD, 2TB WD Green, 8TB Seagate
      • Graphics card(s):
      • Asus Strix GTX970OC
      • PSU:
      • Corsair AX750 (modular)
      • Case:
      • Coolermaster HAF932 (with wheels)
      • Operating System:
      • Windows 10 Pro 64bit, Ubuntu 16.04LTS
      • Monitor(s):
      • LG Flattron W2361V
      • Internet:
      • VirginMedia 200Mb

    Re: Nvidia publishes DX12 Do's and Don'ts checklist for developers

    Quote Originally Posted by Moogly View Post
    This was not written for me so why did I read this?
    Probably for the same reasons that I read it - because I was interested in knowing what the heck was going on, and blissfully optimistic that I might even understand some small portion of the information therein.

    Nope, no wiser, just more confused and aware of my lack of ability.

    Career status: still enjoying my new career in DevOps, but it's keeping me busy...

  10. #10
    Banhammer in peace PeterB kalniel's Avatar
    Join Date
    Aug 2005
    Posts
    31,036
    Thanks
    1,877
    Thanked
    3,378 times in 2,715 posts
    • kalniel's system
      • Motherboard:
      • Gigabyte Z390 Aorus Ultra
      • CPU:
      • Intel i9 9900k
      • Memory:
      • 32GB DDR4 3200 CL16
      • Storage:
      • 1TB Samsung 970Evo+ NVMe
      • Graphics card(s):
      • nVidia GTX 1060 6GB
      • PSU:
      • Seasonic 600W
      • Case:
      • Cooler Master HAF 912
      • Operating System:
      • Win 10 Pro x64
      • Monitor(s):
      • Dell S2721DGF
      • Internet:
      • rubbish

    Re: Nvidia publishes DX12 Do's and Don'ts checklist for developers

    Quote Originally Posted by nvidia but badly taken out of context and intended audience
    If not in fullscreen state (true immediate independent flip mode) consider using a waitable object swap-chain along with WaitForSingleObjectEx() to generate higher FPS

    - Please note that this will lead to some frame never being even partially visible, but may be a good solution for benchmarking
    <tin foil> Implicit acknowledgement of FPS chasing regardless of dropped frames? </tin foil>

  11. #11
    Senior Member
    Join Date
    Mar 2010
    Posts
    2,567
    Thanks
    39
    Thanked
    179 times in 134 posts

    Re: Nvidia publishes DX12 Do's and Don'ts checklist for developers

    https://developer.nvidia.com/dx12-dos-and-donts#dx12

    Do's
    •Use hardware conservative raster for full-speed conservative rasterization
    ◦No need to use a GS to implement a ‘slow’ software base conservative rasterization
    ◦See https://developer.nvidia.com/content...-rasterization

    •Make use of NvAPI (when available) to access other Maxwell features
    ◦Advanced Rasterization features
    ◾Bounding box rasterization mode for quad based geometry
    ◾New MSAA features like post depth coverage mask and overriding the coverage mask for routing of data to sub-samples
    ◾Programmable MSAA sample locations
    ◦Fast Geometry Shader features
    ◾Render to cube maps in one geometry pass without geometry amplifications
    ◾Render to multiple viewports without geometry amplifications
    ◾Use the fast pass-through geometry shader for techniques that need per-triangle data in the pixel shader
    ◦New interlocked operations
    ◦Enhanced blending ops
    ◦New texture filtering ops

    Don’ts
    •Don’t use Raster Order View (ROV) techniques pervasively
    ◦Guaranteeing order doesn’t come for free
    ◦Always compare with alternative approaches like advanced blending ops and atomics
    so yes that's `DO use what we can do well and Don't use other stuff our competition can use well

  12. #12
    Senior Member
    Join Date
    Dec 2013
    Posts
    3,526
    Thanks
    504
    Thanked
    468 times in 326 posts

    Re: Nvidia publishes DX12 Do's and Don'ts checklist for developers

    Quote Originally Posted by MarcelTimmer View Post
    It looks like Nvidia is not ready for dx12. I hear no complaining from AMD about it.
    Quote Originally Posted by Primey0 View Post
    Nvidia be all like

    Don't:

    * Use async compute. Pretty please.
    Quote Originally Posted by HalloweenJack View Post
    so yes that's `DO use what we can do well and Don't use other stuff our competition can use well
    Didn't take long for the AMD fanbios to surface I see.
    Shame one doesn't even know async compute isn't a requirement of DX12.

  13. #13
    Registered+
    Join Date
    Oct 2011
    Posts
    96
    Thanks
    0
    Thanked
    0 times in 0 posts
    • canopus72's system
      • Motherboard:
      • Asus sabretooth X58
      • CPU:
      • I7-960
      • Memory:
      • 12GB Kingston HyperX @1600mhz
      • Storage:
      • 6TB
      • Graphics card(s):
      • 560 Ti SOC
      • PSU:
      • coolermaster gold 1200watt
      • Case:
      • CM HAF932
      • Operating System:
      • W7 64bit
      • Monitor(s):
      • Philips 234EL

    Re: Nvidia publishes DX12 Do's and Don'ts checklist for developers

    Typical NVidia thug behaviour. All they have done is gripe about DX12 and the atrocious performance of their beloved 980gtx in the DX12 game 'ashes of singularity'. The harsh reality is that Maxwell (and upcoming pascal) are completely incapable of undertaking Asynchronous Compute. That is the fault of NVidia engineers and nobody else, yet NVidia are laying false accusation at everyone else. Absolutely pathetic, petulant behaviour. I will never buy NVidia again.

  14. #14
    Senior Member
    Join Date
    Mar 2009
    Posts
    780
    Thanks
    30
    Thanked
    49 times in 38 posts

    Re: Nvidia publishes DX12 Do's and Don'ts checklist for developers

    Quote Originally Posted by shaithis View Post
    What makes you think that? These are techniques to help ALL DX12 developers, regardless of the hardware they are developing on.

    You could say, shame on AMD for not helping the devs......and if they don't watch themselves we might end up with GamesWork 2.0 thanks to DX12 being harder to write for....which means devs will turn to tools to help them code faster.
    Yes except this time it's AMD providing "ComputeWorks" with any luck.

  15. #15
    Senior Member
    Join Date
    Mar 2009
    Posts
    780
    Thanks
    30
    Thanked
    49 times in 38 posts

    Re: Nvidia publishes DX12 Do's and Don'ts checklist for developers

    Quote Originally Posted by Corky34 View Post
    Didn't take long for the AMD fanbios to surface I see.
    Shame one doesn't even know async compute isn't a requirement of DX12.
    I'm surprised you even want to talk about async compute after your last laughable rant about it all being down to Oxide and how Fable would be a true DX12 benchmark. How did that one work out?

  16. #16
    Senior Member watercooled's Avatar
    Join Date
    Jan 2009
    Posts
    11,478
    Thanks
    1,541
    Thanked
    1,029 times in 872 posts

    Re: Nvidia publishes DX12 Do's and Don'ts checklist for developers

    Quote Originally Posted by HalloweenJack View Post
    https://developer.nvidia.com/dx12-dos-and-donts#dx12
    Do's
    •Use hardware conservative raster for full-speed conservative rasterization
    ◦No need to use a GS to implement a ‘slow’ software base conservative rasterization
    ◦See https://developer.nvidia.com/content...-rasterization

    •Make use of NvAPI (when available) to access other Maxwell features
    ◦Advanced Rasterization features
    ◾Bounding box rasterization mode for quad based geometry
    ◾New MSAA features like post depth coverage mask and overriding the coverage mask for routing of data to sub-samples
    ◾Programmable MSAA sample locations
    ◦Fast Geometry Shader features
    ◾Render to cube maps in one geometry pass without geometry amplifications
    ◾Render to multiple viewports without geometry amplifications
    ◾Use the fast pass-through geometry shader for techniques that need per-triangle data in the pixel shader
    ◦New interlocked operations
    ◦Enhanced blending ops
    ◦New texture filtering ops

    Don’ts
    •Don’t use Raster Order View (ROV) techniques pervasively
    ◦Guaranteeing order doesn’t come for free
    ◦Always compare with alternative approaches like advanced blending ops and atomics
    so yes that's `DO use what we can do well and Don't use other stuff our competition can use well
    You know what I was saying about software conservative rasterisation being a thing?

    However if I understand their wording correctly, they do at least seem to be asking devs to not squander resources on things like ROVs unnecessarily. Seems like good advice for graphics features in general TBH.

    WRT 'async ain't DX12', Nvidia are suggesting that devs 'make use of NvAPI...'. That's really not part of DX12, and not platform-neutral either. As I've said before, not being a requirement of DX12 is pretty much just an academic argument if it's available to use and actively utilised by devs in parallel with DX12 features.

    Having done a quick ctrl+f for async, this is about all I found:
    Check carefully if the use of a separate compute command queues really is advantageous

    Even for compute tasks that can in theory run in parallel with graphics tasks, the actual scheduling details of the parallel work on the GPU may not generate the results you hope for
    Be conscious of which asynchronous compute and graphics workloads can be scheduled together
    Well yeah, assuming the Maxwell async deficiency is a thing, I'd say that's a round-about way of telling devs to be careful about it? Those 'actual scheduling details' being the crux of the matter.

  17. Received thanks from:

    CAT-THE-FIFTH (29-09-2015)

Page 1 of 3 123 LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •