AMD RDNA 2 and GeForce RTX Architecture to Support DirectX 12 Ultimate
Click here to post a comment for AMD RDNA 2 and GeForce RTX Architecture to Support DirectX 12 Ultimate on our message forum
Loobyluggs
Are the rumors surrounding Sony PS5 architecture being developed in conjunction with AMD, and therefore not being the same as MS true, and; they use the new DX12U?
Alessio1989
It's not about visual quality upgrades, it's about performance. It's only about performance since DirectX 11.
Denial
Performance is visual quality.
Alessio1989
Alessio1989
- Tier 1_1 of DXR is meant for improving performance with DirectX Raytracing API in some strict scenarios.
- VRS is meant for performance to not invoke shaders when not needed (sort of)
- Mesh Shader Stage - and Amplification Shader Stage - are meant for performance replacing a baroque and sometime inadequate geometry pipeline with a flexibility like compute shaders. But if I understand it correctly they do not work with stream-output stage, so they are not replacing the old geometry pipeline at 100%.
- Sampler feedback is meant for performance improving better using of sampling on texture maps.
Nothing of these will improve or create more realistic graphics like magic.
Biggest delusion: still no ASTC support (although was planned in the early versions of DirectX 12).
Astyanax
death to baked shadows!
umeng2002
The issue with modern PC gaming is that whether it's DX or Vulkan, you're more dependent on the GPU driver team to optimize.
Astyanax
there is no point to relying on driver devs to fix dx12 or vulkan performance.
umeng2002
Alessio1989
Astyanax