Read more.Because the DirectX 12 API "places more responsibilities on the programmer".
Read more.Because the DirectX 12 API "places more responsibilities on the programmer".
Anyone else thing that the list and size of bugs and results of things going wrong are about to explode when developers code poorly?
This was not written for me so why did I read this?
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
Nvidia be all like
Don't:
* Use async compute. Pretty please.
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.
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
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.
<tin foil> Implicit acknowledgement of FPS chasing regardless of dropped frames? </tin foil>Originally Posted by nvidia but badly taken out of context and intended audience
https://developer.nvidia.com/dx12-dos-and-donts#dx12
so yes that's `DO use what we can do well and Don't use other stuff our competition can use wellDo'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
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.
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:
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.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
CAT-THE-FIFTH (29-09-2015)
There are currently 1 users browsing this thread. (0 members and 1 guests)