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Tag Archives: DirectX 12
nVidia makes good on their promise: DX12 support for Fermi
You might remember that in the months leading up to Mantle, DX12 and Vulkan, I mentioned that all of nVidia’s cards from Fermi and up would support DX12. This was also officially confirmed by nVidia on this page, and also … Continue reading
Posted in Software development, Hardware news, Direct3D, Software news
Tagged nvidia, drivers, DirectX 12, Fermi, DX12, DDI 12, FL11_0
18 Comments
DirectX 12 and Vulkan: what it is, and what it isn’t
I often read comments in the vein of: “… but vendor A’s hardware is designed more for DX12/Vulkan than vendor B’s”. It’s a bit more complicated than that, because it is somewhat of a chicken-and-egg problem. So I thought I’d … Continue reading
Posted in Direct3D, Hardware news, OpenGL, Software development, Software news, Vulkan
Tagged AMD, assembler, Async compute, Code, compiler, Direct3D, DirectX 12, driver, DX11, DX12, DX12_1, Engine, FL12_1, gaming, graphics, Intel, Mantle, nvidia, OpenGL, optimize, performance
11 Comments
nVidia’s GeForce GTX 1080, and the enigma that is DirectX 12
As you are probably aware by now, nVidia has released its new Pascal architecture, in the form of the GTX 1080, the ‘mainstream’ version of the architecture, codenamed GP104. nVidia had already presented the Tesla-varation of the high-end version earlier, … Continue reading
Posted in Direct3D, Hardware news, OpenGL
Tagged AMD, architecture, Asynchronous, asynchronous shaders, Compute, CPU, DirectX 12, GDDR5x, geforce, GPU, GTX1080, HBM, nvidia, Pascal, performance
116 Comments
Rise of the Tomb Raider: DX12 update
An update for Rise of the Tomb Raider was released yesterday, adding support for the DX12 API: http://steamcommunity.com/games/391220/announcements/detail/870690772757808963 And: http://tombraider.tumblr.com/post/140859222830/dev-blog-bringing-directx-12-to-rise-of-the-tomb As you can see: Adds NVIDIA VXAO Ambient Occlusion technology. This is the world’s most advanced real-time AO solution, specifically developed for … Continue reading
Posted in Direct3D
Tagged Conservative Rasterization, DirectX 12, DX12, FEATURELEVEL_12_1, gaming, GPU, graphics, Maxwell, nvidia, Tomb Raider, VXAO
1 Comment
DirectX 12 is out, let’s review
Well, DirectX 12 is launched, together with a new version of Windows (Windows 10) and an improved driver system (WDDM 2.0). Because, if you remember, we also had: Windows Vista + DirectX 10 + WDDM 1.0 Windows 7 + DirectX … Continue reading
Posted in Direct3D, Software development, Software news
Tagged AMD, asynchronous shaders, DirectX 12, DX11.3, DX12, DX12_1, Intel, Microsoft, nvidia, Oxide, Skylake, Windows 10
30 Comments
nVidia does support D3D_FEATURE_LEVEL_12_0
There has been some FUD going around, in response to the fact that AMD’s latest hardware does not support D3D_FEATURE_LEVEL_12_1. Namely, the claim was that D3D_FEATURE_LEVEL_12_0 required some features that only AMD supports, namely resource binding tier 3. Now that … Continue reading
Posted in Direct3D, Hardware news, Software development
Tagged AMD, nvidia, DirectX 12, 12_1, Feature level, 12.0, 12.1, 12_0
2 Comments
No DX12_1 for upcoming Radeon 3xx and Fury series?
A few days ago it was confirmed that none of AMD’s current GPUs are capable of supporting the new rendering features in DirectX 12 level 12_1, namely Conservative Rasterization and Rasterizer Ordered Views. I already mentioned that back when Maxwell … Continue reading
Posted in Direct3D, Hardware news
Tagged 12_1, 3xx, AMD, DirectX 12, DX12, DX12_1, Fury, geforce, Maxwell, nvidia, Radeon
44 Comments
Richard Huddy back at AMD, talks more Mantle…
Richard Huddy did an interview with Tech Radar. One of the things he discussed there was the current state of Mantle, and its future. One interesting passage in the interview is this: DirectX is a generic APi. It covers Intel … Continue reading
Posted in Direct3D, Software development, Software news
Tagged AMD, D3D, D3D12, Direct3D 12, DirectX, DirectX 12, DX, DX12, generic APi, Intel hardware, Mantle, nvidia, Richard Huddy, Tech Radar
8 Comments
DirectX 12: A first quick look
Today, Microsoft has presented the first information on DirectX 12 at the Game Developers Conference, and also published a blog on DirectX 12. nVidia also responded with a blog on DirectX 12. In Direct3D 12, the idea of deferred contexts … Continue reading
Posted in Direct3D, Software development, Software news
Tagged D3D12, Direct3D, DirectX, DirectX 12, Fermi, Kepler, Mantle, Maxwell, Microsoft, multi-core, multithread, nvidia, the Game Developers Conference
6 Comments