DirectX 11.2, some new for Windows 8.1 and Xbox One.
During Build 2013, Microsoft presented DirectX 11.2.
But what’s new (and especially interesting) in this technology?
The one who mainly held attention they are “Tiled resources”. She allows, roughly, to assign big resources (understand textures) shared between the system memory and the graphic memory. The objective is a better use of the resources of the graphics board and the possibility of showing more detailed graphics. We can also imagine type MegaTexture’s application, for example (MegaTexture).
Video: What’s New in Direct3D 11.2
NVidia published explanations on the various cases of use on its blog (by Henry Moreton, one of the GeForce GPU architects):
Among the evolutions, we find the pre-compilation of shaders (HLSL), improvements of profiling / debugging, improvement the latency CPU / GPU (useful to reduce the consumption of the mobile equipments), the resize of the “frame to buffer” (variation of the resolution to make vary the performances / quality), finally the “Trim” command used to mark temporary buffers in the video memory so that they are freed during the putting in break of an application (allowing the other applications to have the memory, nice 😉 ).
Source: DirectX 11.2 Tiled Resources
The constraint of all this? DirectX 11.2 will be available only on Windows 8.1 and Xbox One… Selling point obliges (logic). Otherwise, good news, a “simple” software update of the drivers of graphics card will return all this available on a large number of GPU (AMD supplying the graphics card of the Xbox One and Microsoft having worked with the GTX 770 of Nvidia for the demo of Build):
- The GeForce 400/500/600 will be compatible with Direct3D 11.2 and will support “Tiled resources “.
- Radeon HD 5000/6000 will be compatible with Direct3D 11.2 but will not support “Tiled resources “.
- Radeon HD 7000 will be compatible with Direct3D 11.2 and will support “Tiled resources “.
Source (FR): Directx 11.2 Gpu Actuels
In any case this “Tiled resources” management is going to be interesting for large landscape rendering 🙂