DX12 and developer freedom

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Feb 19, 2009
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This is why NVIDIA is bashing DX12 (like Intel did with 64 Bit when AMD commercialized Athlin 64): http://www.bitsandchips.it/english/54-english-review/6927-intel-nvidia-amd-fight?start=3

AMD has better products, at the present moment.

Well, they did bash DX11 Tessellation as well, when they didn't have capable hardware. Once they did, it was all aboard that sub-pixel tessellated train!

Same old and very predictable.

For those users bashing next-gen APIs here too. Same ole.
 

Flapdrol1337

Golden Member
May 21, 2014
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Yes, even AMD said Mantle isn't for everyone and it's quite right. You don't need roads that F1 cars can race on when all you have is light traffic.



The issue may be due tu multiple bottlenecks. In ArmA you can test yourself with the provided 2D/3D editor without any AI. Performance tanks once you increase object complexity and draw distance and it's more severe in cities and towns. I'd guess 32bit limitations, probably some API here and there, plus poor occlusion and multitrheading, all take part in that. And yes, you have poor performance while the CPU and GPU don't do much. Since it's the same engine, the same happens on Day Z, ArmA 2, Take on Helicopters, etc.

Not sure how's in Total War, but you can play test quite easy different scenarios in ArmA and perhaps even analyse the draw calls if you have the know how.

Beyond the API matter, let's not forget about GPU physics and AI, already demonstrated by nVIDIA and AMD. None of those really took off, although they hold a far greater potential even compared to DX12 or Vulkan. If an old HD4850 can run 3000 AIs with great complexity and advanced graphics at HD resolution, what could modern day GPUs do with physics and AI plus a great API?

The technology is there and doable, too bad Crysis didn't sell that well. Gaming would be a whole lot different than the same copy -> paste games year after year.
Yeah, in arma dx12 may make it possible to run way higher draw distances and object details.

I did testing with a big AI fight some time ago with only 500m drawdistance and lowest object details, fps was still bad.

I don't think dx12 will help the worst case fps much in arma, as the main fps killer is the ai/simulation, but it shouldn't hurt either, since performance regression from 11 to 12 only seems to happen when a game is gpu bound, which is unlikely in arma.

Supposedly they're working on dx12 for that expansion of theirs.
 

Glo.

Diamond Member
Apr 25, 2015
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I have said this before, I will say this again in this thread. DX12 and every other low-level API was developed strictly in mind of VR and HSA 2.0 foundation. No matter how some people will reject DX12 and VR in the threads, they are wrong. DX12, and other APIs are the way to go. They give control over hardware that is needed where? In VR content development.

Those who think that VR is another gimmick, are either blind or stupid or both at the same time. VR is everything. Entertainment, education, games, films, interactive books, User Interface... everything. It will be everywhere from smartphones, cars, cinemas, home entertainment, everywhere. Even HPC.

THAT is the market which AMD targeted. That is why AMD made Mantle OpenSource. That is why Mantle is basis of every modern API that will help with VR: Metal, Vulkan, DX12, LiquidVR. DX12 is just gaming VR API, just like Vulkan. Metal and LiquidVR are for ... everything above that.
 

sontin

Diamond Member
Sep 12, 2011
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Well, they did bash DX11 Tessellation as well, when they didn't have capable hardware. Once they did, it was all aboard that sub-pixel tessellated train!

Same old and very predictable.

For those users bashing next-gen APIs here too. Same ole.

Nonsense. nVidia never bashed DX11 and/or Tessellation. It was however AMD who declared Tessellation to the most important new feature of DX11. And it was AMD who changed their opinion after nVidia has beaten them with Tessellation.
 

Redentor

Member
Apr 2, 2005
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Nonsense. nVidia never bashed DX11 and/or Tessellation. It was however AMD who declared Tessellation to the most important new feature of DX11. And it was AMD who changed their opinion after nVidia has beaten them with Tessellation.

Nope, NVIDIA forces user to use specific Tessellation values. AMD offers the opportunity to set the values. Or do you prefer that AMD or NVIDIA will force you to use 16x AA in every titles?
 

tential

Diamond Member
May 13, 2008
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By your standard, nobody should work on Linux or OpenGL

And again, MS likes DX12 on Xbox due to the weak console CPU. Even the PS4 got a high level API beside its low level.

And feature wise, there is DX11.3. So from an IHV point of view, DX12 just means less work. Its cost moved from IHVs to developers.

Will there be future cases where DX12 shine? Quite possible, but it requires a developer that will fork out the extra money and time for it. Including extended support. But its certainly not going to be the norm by any means. And current DX12 games shows this, one flop and failure after the other.

Got any sources for developers showing it will cost more money and effort for dx12?
 

railven

Diamond Member
Mar 25, 2010
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Nonsense. nVidia never bashed DX11 and/or Tessellation. It was however AMD who declared Tessellation to the most important new feature of DX11. And it was AMD who changed their opinion after nVidia has beaten them with Tessellation.

Pretty much how I remember it. Even now Nvidia doesn't "bash" DX12. They just don't promote it.

I'm sure if Pascal is a DX12 of AMD's standards beast, not only will they promote it, we may see a repeat here of then AMD supporters claiming over-XXXX utilization is hurting games.

AMD is finally reverting to using lower Tess forced at the driver to negate NV's lead when before it was optional. This is a game-plan I don't think AMD should go down, but that's my personal opinion.
 

TypoFairy©

Member
Jul 29, 2003
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AMD is finally reverting to using lower Tess forced at the driver to negate NV's lead when before it was optional. This is a game-plan I don't think AMD should go down, but that's my personal opinion.

Can you elaborate on this point? I was under the assumption that the driver gave you the option to choose how you wanted tessellation treated.

 

kraatus77

Senior member
Aug 26, 2015
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You couldn't be more wrong.



Now you learned something new
Now prove it by running any dx11.3 game, oh you can't ? because unlike dx12 there's ZERO DX11.3 games out there i wonder why. now you learned something old

Dxcap viewer proofs nothing, because gtx670 also shows dx11.2 capabilities but it cannot even run bf4 on dx11.1. and after asc driver fiasco, nvidia's drivers cannot be trusted ever. they always fake features as being capable of.
 
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ShintaiDK

Lifer
Apr 22, 2012
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Now prove it by running any dx11.3 game, oh you can't ? because unlike dx12 there's ZERO DX11.3 games out there i wonder why. now you learned something old

You have no idea if there are DX11.3 games or not. Because just as DX12 they can fall back to a lower feature set.

Dxcap viewer proofs nothing, because gtx670 also shows dx11.2 capabilities but it cannot even run bf4 on dx11.1. and after asc driver fiasco, nvidia's drivers cannot be trusted ever. they always fake features as being capable of.

What feature level is listed under DX11.2 for that card?
 

kraatus77

Senior member
Aug 26, 2015
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You have no idea if there are DX11.3 games or not. Because just as DX12 they can fall back to a lower feature set.



What feature level is listed under DX11.2 for that card?
don't have that card anymore to test it. but nvidia said it supports dx11.2. and you are saying they are lying ?

and why would they fall back to lower api? unless the card don't support it ? oh wait , that's what happens with 670/bf4 because game is dx11.1 but card isn't. so if a game is dx11.3 but the card isn't it will fall back that means there are no cards that supports dx11.3.

man you just proved yourself that either there are no dx11.3 games or there are no dx11.3 cards. thanks for that :thumbsup:
 

MajinCry

Platinum Member
Jul 28, 2015
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So in the end of the day, DX12 wasn't needed. Thanks for clarifying.

Matey, Intel's expensive baby doesn't even pull 60fps, never mind 120fps. We've been hamstrung by these inefficient APIs for a good decade and a half now; we're finally getting console-level performance 'ere.


On a different note, I wonder how a proper D3D12 game will implement culling. The Gamecube, fer example, never had line-of-sight culling due to it being slower than just rendering everything within the FoV. If we can get that level of performance...Hoo-baby.

LoD will probably be rendered utterly useless, and we can finally have decent draw distances AND shezloads of objects.
 

ShintaiDK

Lifer
Apr 22, 2012
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don't have that card anymore to test it. but nvidia said it supports dx11.2. and you are saying they are lying ?

and why would they fall back to lower api? unless the card don't support it ? oh wait , that's what happens with 670/bf4 because game is dx11.1 but card isn't. so if a game is dx11.3 but the card isn't it will fall back that means there are no cards that supports dx11.3.

man you just proved yourself that either there are no dx11.3 games or there are no dx11.3 cards. thanks for that :thumbsup:

The DX11.2 lie is an AMD one. DX11.1 is an Nvidia one.

You can fallback as long as its supported. Same reason you can run DX12 with a DX11.0 feature set. GCN 1.0 isn't a DX12 featurelevel for example is it.
 
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airfathaaaaa

Senior member
Feb 12, 2016
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dx12.1 is a big lie too because in order to have a 12.1 compliance you NEED to have a full dx12 compliance

remind me again WHO has a full dx12 compliance? does amd have? does nvidia have? who?

why 4 months ago they didnt exposed that? and it was dx12? can you elaborate?
 

ShintaiDK

Lifer
Apr 22, 2012
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dx12.1 is a big lie too because in order to have a 12.1 compliance you NEED to have a full dx12 compliance

remind me again WHO has a full dx12 compliance? does amd have? does nvidia have? who?

why 4 months ago they didnt exposed that? and it was dx12? can you elaborate?

AMD said no card supports the full DX12 feature set. :sneaky:
 

airfathaaaaa

Senior member
Feb 12, 2016
692
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AMD said no card supports the full DX12 feature set. :sneaky:
i didnt say they did

fact is dx12.1 is an evolution of dx12 with no new sets and no new nothing you cant claim compliance on it while you miss dx12 components
its misleading its a blatand lie thats why they changed it from dx12 to 12.1 4 months ago when the whole async fiasco was getting steam
 

ioni

Senior member
Aug 3, 2009
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how can developer and consumer adoption be improved exponentially?
The easiest way would be for MS to not restrict DX12 to W10. I've been using 10 on my laptop for a while now and it's just a horrible user experience. I can't see ever switching my main rig from 7 to 10.
 
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Good_fella

Member
Feb 12, 2015
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Now prove it by running any dx11.3 game, oh you can't ? because unlike dx12 there's ZERO DX11.3 games out there i wonder why. now you learned something old

Dxcap viewer proofs nothing, because gtx670 also shows dx11.2 capabilities but it cannot even run bf4 on dx11.1. and after asc driver fiasco, nvidia's drivers cannot be trusted ever. they always fake features as being capable of.



DX11.1 is AMD's black box. :sneaky:
 

exar333

Diamond Member
Feb 7, 2004
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The easiest way would be for MS to not restrict DX12 to W10. I've been using 10 on my laptop for a while now and it's just a horrible user experience. I can't see ever switching my main rig from 7 to 10.

How so? Issues with the OS itself or applications not working well with it? I was a die-hard Win7 user, skipped 8/8.1 and really like 10. The stability is great and its very familiar.
 

book_ed

Member
Apr 8, 2016
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Yeah, in arma dx12 may make it possible to run way higher draw distances and object details.

I did testing with a big AI fight some time ago with only 500m drawdistance and lowest object details, fps was still bad.

I don't think dx12 will help the worst case fps much in arma, as the main fps killer is the ai/simulation, but it shouldn't hurt either, since performance regression from 11 to 12 only seems to happen when a game is gpu bound, which is unlikely in arma.

Supposedly they're working on dx12 for that expansion of theirs.

From my own testing the game scales to about 3 cores and too little on 4. Compared to AoS which can go to about 8 cores, there is a world of difference between what Oxide has done with their engine and what other engines are doing - especially with lots of AI and low level APIs.

For ArmA the deves said DX12 development has shown no palpable gains and Day Z with the new engine is on DX11 only as well. Also on Steam one of the devs said the game is multi threaded, but not as much as some would want. For that it will require a deep rewriting of the engine which is not an option at the moment. Of course, I'm paraphrasing. 64bit exe. is in works to be released when it's done, so we could at least hope for a better memory management and less stutter and slow downs due to streaming.

Anyway, highly skilled and experienced developers do know better than the rest and at least some really love what low level API offer - https://twitter.com/repi/status/585556554667163648
 

railven

Diamond Member
Mar 25, 2010
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Can you elaborate on this point? I was under the assumption that the driver gave you the option to choose how you wanted tessellation treated.

<snip>

If what I read here is true, which I should test myself actually, AMD capped the tess on Fallout 4 to 16x or 32x (read both claims, not sure which is accurate) in a driver update. This removes the option from the user and gives a performance advantage to their hardware at the expense of lowering IQ.

And before the AMD crowd jumps on me again, I understand this would be a method to combat NV's over use of Tess. It just taints the performance gains AMD gets specifically in NV sponsored games for me. If they did that in FO4, and gained a huge performance boost (which can't be argued), what else might have been done to combat other Gamework related slights? AMD is seeing in some cases 20+% increase in performance gains against NV in Gamework titles a lot faster than they use to.

You can argue their driver team got insanely good, or they found a shortcut.
 
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Feb 19, 2009
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actually even intels igps are more dx12.1 than nvidias gpus D:

LOL. On paper maybe. I still can't find DX12 games running on Skylake iGPU. I just looked at GameGPU.Ru and their Hitman APU benchmark, and they ran it in DX11 mode only because they said the iGPU can't run DX12...

At least Maxwell can run DX12 games.

At this point, with many DX12 games already and none capable of running on Skylake iGPU, it's time to call Intel's paper specs rubbish. They aren't even DX12 compatible.
 
Feb 19, 2009
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And before the AMD crowd jumps on me again, I understand this would be a method to combat NV's over use of Tess. It just taints the performance gains AMD gets specifically in NV sponsored games for me. If they did that in FO4, and gained a huge performance boost (which can't be argued), what else might have been done to combat other Gamework related slights? AMD is seeing in some cases 20+% increase in performance gains against NV in Gamework titles a lot faster than they use to.

You can argue their driver team got insanely good, or they found a shortcut.

Driver optimizations is the norm.

It's up to people and tech journalists to scrutinize image quality, if there's differences or sacrifices to visual for performance gains.

I'll give you an example, sites like pcgameshardware.de who run all their benchmark with forced AF on high quality mode in the drivers actually disadvantage AMD. The reason is obvious for anyone who uses both GPUs side by side. AMD's HQ is superior in image quality and it has a higher performance hit. Leaving it on default mode, they are more equivalent.
 

Cookie Monster

Diamond Member
May 7, 2005
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Driver optimizations is the norm.

It's up to people and tech journalists to scrutinize image quality, if there's differences or sacrifices to visual for performance gains.

I'll give you an example, sites like pcgameshardware.de who run all their benchmark with forced AF on high quality mode in the drivers actually disadvantage AMD. The reason is obvious for anyone who uses both GPUs side by side. AMD's HQ is superior in image quality and it has a higher performance hit. Leaving it on default mode, they are more equivalent.

Sound like this is just your opinion but intrigued to know why its superior..
 
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