We're excited to introduce our new3DMark API Overhead feature test- the world's first independent test for measuring differences in DirectX 12, DirectX 11 and Mantle API performance. It's also the very first public application to use DirectX 12 full stop. This is cutting edge stuff! Develope...
Differences in the Binding Model from Direct3D 11 D3D12 绑定模型的主要优势在于它使应用程序能够频繁地更改纹理绑定,而不会产生巨大的 CPU 性能成本。 其他好处是着色器可以访问大量资源,着色器无需事先知道将绑定多少资源,并且无论硬件或应用程序内容流如何,都可以使用统一的资源绑定模型。为了提高性能,绑定模型不...
NV30的架构存在较大的缺陷,NVIDIA艰难的完成了从DX8到DX9的过渡,但结果很不理想。 从宏观上说,NV30的整体架构更像是一个DX7(固定功能TRUE T&L单元)、DX8(FX12combiner整数处理单元)、DX9(浮点像素单元)的混合体。而在DX9的应用中,不能出现非浮点精度的运算,所以前两者是不起作用的,造成了NV30晶体管资源的...
1.9 DirectX 11 1.10 DirectX 12 2 dxsupport.cfg 2.1 RTX 3060 profile example 3 Fix DirectX 8.0 level on modern hardware 4 Sample screenshots 5 ReferencesImportant: Since Source 2006, DirectX 6 is no longer supported but still unofficially supported, and in Source 2007 or Source 2009, both...
Meanwhile it’s interesting to note that largely due to their poor DirectX 11 performance in this benchmark, AMD sees the greatest gains from DirectX 12 on a relative basis and comes close to seeing the greatest gains on an absolute basis as well. The GTX 980’s performance improves by 150...
在流处理器部分,RV870相对于RV770改进有限,只是加入了DX11新增的位操作类指令,并优化了Sum of Absolute Differences(SAD,误差绝对值求和)算法。基本上,除了新增DX11支持和扩充规模外,Cypress与RV770在架构方面没有本质区 别。 HD5000系列的主要优势就是功耗控制比较出色,另外功能方面Eyefinity多屏显示以及次世代音频源码输...
Three new optional stats can be collected at the end of theResolveEncoderOutputMetadataexecution in the GPU: Quantization parameters (QPMap) utilized per block, Sum of absolute transformed differences (SATD) per block and rate-control bit allocations per block. These stats are provided asID3D12Res...
Because of hardware differences, the CPU can’t talk to the GPU directly: when GPU work needs to be done, CPU-side orders need to be translated into native machine instructions that our system’s GPU can understand. This work is done by hardwire drivers, but because each GPU model is dif...
I've recently been going through some DirectX 12 Tutorials and I was trying to figure out a problem with how the program works when it shuts down. In trying to debug, I noticed any DirectX 12 related classes did not have any symbols loaded or did not have class information. Checking the...
11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40. 41. UINTBackBufferWidth; 1. BackBufferWidth和BackBufferHeight:后备缓冲的宽度和高度。在全屏模式下,这两者的值必需符合显卡所支持的分辨率。例如...