2D, Ubisoft MontrealDatum izlaska: 14.01.2021.
Testirali smo Sonyjev službeni dodatak stražnjih tipki za kontroler…
Why DirectX 12 looks the way it doesOne common concern from gamers is that if their cards only support DirectX 12 11_1 or 12_0, they’ll miss out on what DirectX 12 has to offer. It’s important to remember that the multi-threading and multi-GPU capabilities of DirectX 12 that we’ve seen previewed to-date (and demonstrated via Mantle) are still completely available to every feature level. Kepler and older GCN GPUs will absolutely benefit from the new capabilities DirectX 12 delivers. With that said, there are some specific capabilities baked into DirectX 12_0 and 12_1 that gamers with older cards won’t have access to — but as the charts above show, this isn’t a problem unique to AMD, Nvidia, or Intel. No current Intel IGP supports DirectX 12_0, while only Nvidia’s Maxwell hardware supports 12_0 or 12_1.To understand why Microsoft built DirectX 12 the way it did, consider the alternative. Prior to DirectX 11, every new DirectX version was tied to new hardware requirements. From time to time, AMD or Nvidia might implement a specific feature in hardware before it became part of a future DirectX standard, but graphics cards were fixed to the DirectX APIs they supported at launch. Without the flexibility afforded by feature levels, the only gamers who could take advantage of DX12 would be those who purchased either a GCN 1.1, 1.2, or Maxwell GPU. Everyone else, including the millions of people with slightly older cards, would’ve been left out in the cold.Adding feature levels and implementing them as part of DX12 means that millions of people will see significant benefits from adopting the new API in the here and now. No, older GPUs may not support every single DX12 feature, but no one is going to end up having to choose between a game that looks great in DX11 or a half-assed DX12 version due to graphics card implementation issues. When AMD, Nvidia, and Intel talk about supporting DirectX 12 on older hardware, they’re talking about the features that matter most — lower-overhead APIs, better CPU utilization, and multi-GPU functionality. The actual feature levels that define 12_1 as being different from 11_0 are interesting and useful in certain scenarios, but they aren’t the capabilities that will truly shape how gamers experience gaming with the API.Just as there are very few games that require DirectX 11.2 or 11.1 (offhand, I can’t think of any) there are going to be very few DirectX 12 titles that mandate DirectX 12 FL 12_0 or 12_1. I’m not saying such games will never happen, but that’s going to be years from now, long after current GPUs have been replaced by modern hardware. If you own a GCN 1.0, Fermi, or Kepler card, you’re going to get the DirectX 12 features that matter most. That’s why Microsoft created feature levels that older GPUs could use — if Fermi, Kepler, and older GCN 1.0 cards couldn’t benefit from the core advantages of DirectX 12, Microsoft wouldn’t have qualified them to use it in the first place. The API was purposefully designed to allow for backwards compatibility in order to ensure developers would be willing to target it.
Hvala što koristite magične internetske kolačiće za poboljšavanje vašeg iskustva na HCL-u. Saznajte više
© 2005 – 2021 HCL.hr – Sva prava pridržana.