DirectX and OpenGL to get low level access according to leaked statements (GDC 2014)

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VulgarDisplay

Diamond Member
Apr 3, 2009
6,193
2
76
Neither of the BF games support DX11 multithreading. Repi himself confirmed this on beyond3d forums, and on twitter.. He wanted to implement it but couldn't because it never gave them any benefits. I don't know if that situation has changed as many driver updates have occurred since then.



Then how on Earth is it resulting in a 500% performance hit? What kind of motion blur does that?

Turning on motion blur completely tanks frame rates on my system, dropping them down to single digits..

With motion blur disabled, and deferred context enabled, performance increases dramatically..

Didnt they say that the motion blur works by being applied to individual objects in the scene which results in a massive amount of draw calls? Traditional motion blur is a post process effect applied to the entire scene.

Its ok to admit that direct x can't keep up. Its Microsoft's fault not exalted nvidia. If direct x/Microsoft fixed their draw call and driver overhead issues then game development would change overnight.
 

BrightCandle

Diamond Member
Mar 15, 2007
4,762
0
76
Didnt they say that the motion blur works by being applied to individual objects in the scene which results in a massive amount of draw calls? Traditional motion blur is a post process effect applied to the entire scene.


Its just calling per object its also looking at historical frames and using images from that as a reference from the previous points. So its actually multiple draw calls per ship shown within the frame.

Blur today is done as a smudge of the screen, it doesn't typically use the previous frame or anything else. Their blur is more realistic but everyone seems to mostly hate the look of the effect regardless of its realism. We don't need more blur in games we need less. Regardless that is the reason its so incredibly resource sapping.
 

el etro

Golden Member
Jul 21, 2013
1,581
14
81
Obviously you don't understand what DX11 multithreading is. You keep comparing it to Crysis 3 and BF4, but it's not the same thing...

Ok, but AC3 haves it and is better and why AC4 not haves it?


This slide shows that BF3 uses the Deffered shading(page 33).



Is there some way to generate a synthetic test in latest DX11 SDK that test the effectiveness of each driver/GPU in gaming situations? We could test GTX 660Ti vs HD 7950 on it to see which card/manufacturer/driver goes better on it.
 

SiliconWars

Platinum Member
Dec 29, 2012
2,346
0
0
I thought the motion blur effect was extremely good actually - far better than the crap that is in most games.

Granted it's a very expensive effect and I'm not sure it's worth it yet, but in quality terms it is far better, for me.
 

Gloomy

Golden Member
Oct 12, 2010
1,469
21
81
I think it's better and I like it, but it quickly turns to garbage at low frame rates.
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
136
Didnt they say that the motion blur works by being applied to individual objects in the scene which results in a massive amount of draw calls? Traditional motion blur is a post process effect applied to the entire scene.

Its ok to admit that direct x can't keep up. Its Microsoft's fault not exalted nvidia. If direct x/Microsoft fixed their draw call and driver overhead issues then game development would change overnight.

Well from what BrightCandle said, it does appear that Mantle is more efficient and capable than DX11 multithreading, but the Star Swarm developers had to come up with a contrived scenario to show that.. A fancy form of motion blur that uses multiple draw calls per object to create the blur effect is as contrived as it can get..
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
136
Ok, but AC3 haves it and is better and why AC4 not haves it?

It's a developer decision. AC IV is much more GPU intensive than AC III, plus it's limited to 63 FPS. They probably thought it wouldn't be needed..


Deferred shading is not the same thing as deferred context..

Is there some way to generate a synthetic test in latest DX11 SDK that test the effectiveness of each driver/GPU in gaming situations? We could test GTX 660Ti vs HD 7950 on it to see which card/manufacturer/driver goes better on it.

A synthetic test for DX11 multithreading? Or just plain DX11?
 

SiliconWars

Platinum Member
Dec 29, 2012
2,346
0
0
Well from what BrightCandle said, it does appear that Mantle is more efficient and capable than DX11 multithreading, but the Star Swarm developers had to come up with a contrived scenario to show that.. A fancy form of motion blur that uses multiple draw calls per object to create the blur effect is as contrived as it can get..

In the end it's about quality and performance. There is a clear quality gain for a large performance hit. If there is performance to spare then isn't it worth it?

For me it's exactly the same as TressFX, and like TressFX 2.0 which has improved in both IQ and performance, StarSwarm's motion blur implementation will also improve. You have to start somewhere though.

Imo Nvidia's over-tessellation, which shows minuscule IQ gains (if any) for a large performance hit is far more contrived than StarSwarm's motion blur effect.
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
136
In the end it's about quality and performance. There is a clear quality gain for a large performance hit. If there is performance to spare then isn't it worth it?

"Large performance hit" doesn't begin to describe this. A high end machine like mine, is reduced to single digit frame rates.......is freaking unacceptable.

Why have such an expensive form of motion blur, if the majority of PC gamers can't even use it?

I'll tell you why, it's because they just wanted to showcase Mantle and how superior it was to DX11 in draw calls. That's the only reason they implemented it.

Which is fine if this technology is relegated to benchmarks only. But for games? Heck no... D:

For me it's exactly the same as TressFX, and like TressFX 2.0 which has improved in both IQ and performance, StarSwarm's motion blur implementation will also improve. You have to start somewhere though.

Imo Nvidia's over-tessellation, which shows minuscule IQ gains (if any) for a large performance hit is far more contrived than StarSwarm's motion blur effect.
Neither TressFX or NVidia's over-tessellation (which is subjective) ever resulted in single digit frame rates..
 

GaiaHunter

Diamond Member
Jul 13, 2008
3,634
180
106
"Large performance hit" doesn't begin to describe this. A high end machine like mine, is reduced to single digit frame rates.......is freaking unacceptable.

Why have such an expensive form of motion blur, if the majority of PC gamers can't even use it?

I'll tell you why, it's because they just wanted to showcase Mantle and how superior it was to DX11 in draw calls. That's the only reason they implemented it.

Which is fine if this technology is relegated to benchmarks only. But for games? Heck no... D:

Yeah it is frigging unacceptable a leading rendering API reduces a high end machine to single digits while another rendering API in alpha allows much higher frame rates.
 

sontin

Diamond Member
Sep 12, 2011
3,273
149
106
In the end it's about quality and performance. There is a clear quality gain for a large performance hit. If there is performance to spare then isn't it worth it?

For me it's exactly the same as TressFX, and like TressFX 2.0 which has improved in both IQ and performance, StarSwarm's motion blur implementation will also improve. You have to start somewhere though.

Imo Nvidia's over-tessellation, which shows minuscule IQ gains (if any) for a large performance hit is far more contrived than StarSwarm's motion blur effect.

What? Tessellation is faster than the same model without. There is no alternative way to archive the same result - not even close.
 

Final8ty

Golden Member
Jun 13, 2007
1,172
13
81
What? Tessellation is faster than the same model without. There is no alternative way to archive the same result - not even close.

The concrete slab in Crysis2 was faster without Tessellation and the result looked very close.
 

sontin

Diamond Member
Sep 12, 2011
3,273
149
106
The concrete slab in Crysis2 was faster without Tessellation and the result looked very close.

Yes it was because it had a lower quality.
The D3D path without Motion Blur is faster than the Mantle path with it in the Star Swarm demo.
 

sontin

Diamond Member
Sep 12, 2011
3,273
149
106
No, your point is nonsense.
Using Tessellation for the object is much better and faster than using the same high poly model from the start.

And there is no "overtessellation" because Hull shader stage and Early-Z getting rid of unnecessary work.

It's like saying: D3D is better than Mantle because it's faster without Motion Blur...
 

Final8ty

Golden Member
Jun 13, 2007
1,172
13
81
No, your point is nonsense.
Using Tessellation for the object is much better and faster than using the same high poly model from the start.

And there is no "overtessellation" because Hull shader stage and Early-Z getting rid of unnecessary work.

If you say so, when the point is high poly count is unnecessary for the object in the first place like flat surfaces.





Im out.
 
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el etro

Golden Member
Jul 21, 2013
1,581
14
81
It's a developer decision. AC IV is much more GPU intensive than AC III, plus it's limited to 63 FPS. They probably thought it wouldn't be needed..

The two games that you are talking about are in the Nvidia slide. Only these three games will use this if is so good like you are saying?... :sneaky:


Deferred shading is not the same thing as deferred context..

DX11 deferred context per HW thread - page 33.




A synthetic test for DX11 multithreading? Or just plain DX11?

Juts a test to test what GPU maker is better at the tech.
 
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mikk

Diamond Member
May 15, 2012
4,173
2,211
136
The game is still in pre-alpha, but it's been known for quite some time that the MAD engine supports DX11 multithreading (since build 179 apparently), which explains why it performs so well on NVidia hardware compared to AMD.

Source



Their engine has been renamed to Galileo. DX11MT is not the reason for the much worse AMD performance currently in this game. The reason is hat AMD suffers from a much bigger CPU overhead caused by the graphics driver from AMD. By default pcars runs on DX11 and all benchmarks out there are made with DX11. To make use of DX11MT command line -dx11mt must be added.
 

3DVagabond

Lifer
Aug 10, 2009
11,951
204
106
1, Is anyone surprised that AMD has poor performance in a TWIMTBP title in pre alpha?

2, If DX multithreading was all we needed, as some here think, we wouldn't even have this thread. Obviously M$ thinks we need close to metal access for hardware in DX.
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
136
The two games that you are talking about are in the Nvidia slide. Only these three games will use this if is so good like you are saying?... :sneaky:

What NVidia slide, the only slide you posted is from Dice.

BF3 doesn't support deferred context. They wanted to implement it at the time, but the drivers weren't up to snuff so it was cancelled. Repi said as much on beyond3d forum, and on twitter.

Juts a test to test what GPU maker is better at the tech.
Only NVidia supports it, so there's no comparisons..
 

SiliconWars

Platinum Member
Dec 29, 2012
2,346
0
0
Under contrived circumstances..

Again - it's only "contrived" because certain API's can't handle the effect.

On high-end hardware and Mantle, the effect is noticeable and a clear upgrade on existing blur effects. Crossfire 290X's will have few problems with it for example - neither will next gen single cards.

What you believe is "contrived" now will be an inexpensive and welcome effect at some point in the future. Believe it or not but that is generally how progress is made.
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
136
Their engine has been renamed to Galileo. DX11MT is not the reason for the much worse AMD performance currently in this game. The reason is hat AMD suffers from a much bigger CPU overhead caused by the graphics driver from AMD. By default pcars runs on DX11 and all benchmarks out there are made with DX11. To make use of DX11MT command line -dx11mt must be added.

I think that's an oversimplification. Yes, AMD's D3D drivers have higher overhead and less general parallelization than NVidia's, but if you look at this test:

GTX 660 vs HD 7850 in Project Cars

NVidia has an average of 55% faster frame rate, which is far too great a deficit to come down to only those factors that you mentioned.

Obviously the DX11 MT is playing a role there..
 

3DVagabond

Lifer
Aug 10, 2009
11,951
204
106
Why would that game be so CPU bound on that level of graphics cards? I think it's something else besides better use of the CPU that's causing the performance difference.
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
136
Again - it's only "contrived" because certain API's can't handle the effect.

On high-end hardware and Mantle, the effect is noticeable and a clear upgrade on existing blur effects. Crossfire 290X's will have few problems with it for example - neither will next gen single cards.

What you believe is "contrived" now will be an inexpensive and welcome effect at some point in the future. Believe it or not but that is generally how progress is made.

Well you're welcome to your opinion. We'll see if this tech actually makes it into any games, rather than just a benchmark.. I don't see any reason why it should, because it's completely untenable on anything but Mantle capable hardware, which is only a small portion of the PC gaming market.

Of course, it's also possible that NVidia needs to further optimize their drivers for the Star Swarm demo, so even though the amount of draw calls is overwhelming the drivers right now, they may be able to fix that problem in the future..
 
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