Control directx 11 or 1210/30/2022 ![]()
The other of course is thats what Microsoft has always done. #Control directx 11 or 12 driverOne of the reasons its tied to Windows10 is proper support of this paradigm shift requires a new WDDM (Windows Display Driver Model). DX12 seems to have the approach to help this issue alone a lot… the power and control shifts to the developers in a big way is the bottom line and if it were my project I would port to 12 asap since the hardware to run it is already 50% of the user base. Thats why 3 and 4 cards in SLI dont give you 3x and 4x the FPS, because the data coherency synchronization for AFR increases exponentially. #Control directx 11 or 12 driversCurrently the SLI work loads are controlled by the drivers which are built for simple single scene single display rendering with massive inefficiencies in use of resources… for example in standard dual SLI if you have 2x 3 GB cards you still see 3GB of total available memory because all the loaded objects and textures are loaded into both cards yes in duplicate and each GPU renders every other frame drawn to the screen and data coherency has to be synchronized between both cards every frame. With DX12, and say 3 GPU’s available in SLI iRacing would have the say in app on which GPU does exactly which workload which is really what they need. Basically DX12 would give iRacing developers the tools to properly implement SLI support for their app which is not simple when you are drawing 3 screens as separate scenes (because of the perspective shifting ) and drawing essentially a separate reversed scene in each mirror. ![]()
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