DirectX11 is eight year old. Our GPUs is dev. far past DX11
Posted: Wed Jun 04, 2014 9:15 pm
DirectX11 is eight year old. Our GPUs is dev. far past DX11
The GPUs are multithreaded and the CPU is multithreaded, but current DX11 drivers is actually not the optimal way to talk to modern graphics cards.
Not even on a IPAD...
Apple has developed Metal for IOS
AMD has developed Mantal for AMD VPUs
Microsoft is doing the exact same as Metal and Mental even if they insist calling it DirectX12.
It's way different than DirectX11...
It enables each thread in the CPU to access threads one to one in the GPU.
Drivers size is cut to half. Speed increases. Driver bugs decreases, application programmers have to take more responsibility
and do the stuff that the driver used to handle in the background.
There is new state object bigger ones and stacks. Command queues.
But basically the API and drivers isn't built on the notion of bind points like DirectX11 is.
It allows the application to get full control of the actual hardware, and compute. More stuff can be done with compute.
Or should be done with compute. It's cheaper and faster.
Old truth of what was a fast way to do things in shader programming don't hold true anymore.
High level shading code expands to new low level code today. That takes longer to execute.
DirectX11 is eight years old.
And I seam to write this sort of rants each time a new graphics API version is released.
But it's time to revise Ogre2.0 and Ogre1.9 and get them up to speed with the current development in multithreaded hardware.
Or be left in the dust.
The GPUs are multithreaded and the CPU is multithreaded, but current DX11 drivers is actually not the optimal way to talk to modern graphics cards.
Not even on a IPAD...
Apple has developed Metal for IOS
AMD has developed Mantal for AMD VPUs
Microsoft is doing the exact same as Metal and Mental even if they insist calling it DirectX12.
It's way different than DirectX11...
It enables each thread in the CPU to access threads one to one in the GPU.
Drivers size is cut to half. Speed increases. Driver bugs decreases, application programmers have to take more responsibility
and do the stuff that the driver used to handle in the background.
There is new state object bigger ones and stacks. Command queues.
But basically the API and drivers isn't built on the notion of bind points like DirectX11 is.
It allows the application to get full control of the actual hardware, and compute. More stuff can be done with compute.
Or should be done with compute. It's cheaper and faster.
Old truth of what was a fast way to do things in shader programming don't hold true anymore.
High level shading code expands to new low level code today. That takes longer to execute.
DirectX11 is eight years old.
And I seam to write this sort of rants each time a new graphics API version is released.
But it's time to revise Ogre2.0 and Ogre1.9 and get them up to speed with the current development in multithreaded hardware.
Or be left in the dust.