Schon einmal zum Vorabkotzen

  • Laut neuesten Erhebungen und dies auch Augenscheinlich (siehe unten) können wir um im Laufe der Zeit weiter zu zocken alle Kisten mit alten GPU (einschließlich der 700er Reihe) & CPU verschrotten. Direct X 12 hat beide Leistungsstufen und Ressourcenebenen. Maxwell 2.0 unterstützt 12.1 Funktionsebene, aber soweit ich verstehe, sind wir nicht sicher, welche Ressource Ebenen, sie unterstützen. GCN Hardware unterstützt 12.0 Funktionsebene, aber sie unterstützt alle Ressourcenebenen. Wenn ich mich nicht völlig falsch über diesen Mist belesen hab, dann zögert nicht und korrigiert mich. Bei NVIDIA bedeutet das Gameworks bull **** mit DX 12.1, dann dürften viele Leute wütend auf die Hersteller AMD / nVidia werden. Die Leute geben tausende an Geriebenem aus für eine Titan. Es gibt auch die riesige Menschenmenge, die GTX 780/770/680/670 dann wohl verschrotten kann.

    http://en.wikipedia.org/wiki/Direct3D#Direct3D_12_levels

    Direct3D 10 and 11 feature levelsMandatory hardware featuresOptional featuresConforming GPUsFeature levelDirect3D runtimeDriver modelFeaturesDirect3D runtimeDriver modelFeatures9_111.0WDDM 1.0Shader Model 2.0 (vs_2_0/ps_2_0), 2K textures, volume textures, event queries, BC1-3 (aka DXTn), a few other specific capabilities.N/ANvidia GeForce FX; Intel GMA 950/3000(945G/965G chipset); Tegra 3, Tegra 49_2Occlusion queries, floating-point formats (no blending), extended caps, all 9_1 features.ATI Radeon 95009_3vs_2_a/ps_2_x with instancing and additional shader caps, 4K textures, multiple render targets (4 MRTs), floating-point blending (limited), all 9_2 features.ATI Radeon X1300; Nvidia GeForce 6600; Adreno22x/3xx; Mali-T 6xx/720/820/830;[124] Matrox M-series10_010.0Shader Model 4.0, geometry shader, stream out, alpha-to-coverage, 8K textures, MSAA textures, 2-sided stencil, general render target views, texture arrays, BC4/BC5, full floating-point format support, all 9_3 features.ATI Radeon HD2000 series; Nvidia GeForce8/9/GTX 200 series; Intel GMA X3100-X4500(GM965/G35/G45 chipset), Intel HD Graphics(Arrandale/Clarkdale CPUs)10_110.1Shader Model 4.1, cubemap arrays, extended MSAA, all 10_0 features.ATI Radeon HD 3000/4000 series; Nvidia GT 205-240/GT 300 series;Intel HD Graphics 3000/2000 (Sandy Bridge)

    11_011.0WDDM 1.1Shader Model 5.0, hull & domain shaders, DirectCompute (CS 5.0), 16K textures, BC6H/BC7, extended pixel formats, all 10_1 features.11.1WDDM 1.2[121]10_x: DirectCompute (CS 4.0/CS 4.1), extended pixel formats, logical blend operations.
    11_0: UAV only rendering with force sample count, constant buffer offsetting and partial updatesAMD Radeon HD 5000/6000/7000 series (Terascale 2);
    Intel HD Graphics 4000/2500 (Ivy Bridge)

    11.2WDDM 1.3Tiled resources (two tiers)Nvidia GeForce GTX 400/500/600/700 series (Fermi/Kepler), GTX 745/750 series (Maxwell, 1st gen)11_111.1WDDM 1.2Logical blend operations, target-independent rasterization, UAVs at every stage with increased slot count, UAV only rendering with force sample count, constant buffer offsetting and partial updates, all 11_0 features.11.3WDDM 2.0Conservative rasterization (three tiers),[91] tiled resources (three tiers), stencil reference in Pixel Shader, rasterizer ordered views, typed UAV loads for additional formats, UMA/hUMA support[92]Mali-T 760/860/880; Adreno 4xx series;
    AMD HD 7700-7900/8500-8900, Rx 240/250/265/270/280 series, Xbox One (GCN 1.0),HD 7790/8770, Rx 260/290 series (GCN 1.1), R9 285 (GCN 1.2);

    Nvidia GeForce 900 series (Maxwell, 2nd gen);[89][104][125][126][127]

    Intel HD Graphics 4200-5200 (7.5 gen, Haswell), 5300-6300 (8 gen, Broadwell), Skylake[128]

    Direct3D 12 levels[edit]Direct3D 12 requires graphics hardware conforming to feature levels 11_0 and 11_1 which support virtual memory address translations. It introduces a revamped resource binding model, allowing explicit control of memory using descriptor heaps and tables. This model is supported on majority of existing desktop GPU architectures and requires WDDM 2.0 drivers. Supported hardware is divided into three Resource Binding tiers, which define maximum numbers for descriptor heaps used for CBV (constant buffer view), SRV (shader resource view) and UAV (unordered access view); CBVs and SRVs per pipeline stage; UAVs for all pipeline stages; samplers per stage; and SRV descriptor tables. Tier 3 hardware such as AMD GCN has no limitations, allowing fully bindless resources managed through dynamic memory heap, while Tier 1 (Nvidia Fermi, Intel Haswell/Broadwell) and Tier 2 (Nvidia Kepler/Maxwell, Intel Skylake) hardware impose some limits on the number of these resources.[129][130]

    Resource binding tiersResource limitsTier 1Tier 2Tier 3Descriptors in CBV/SRV/UAV heaps1M1M>1MCBVs per shader stage1414full heapSRVs per shader stage128full heapfull heapUAVs across all stages8, 64†64full heapSamplers per shader stage16full heapfull heapSRV descriptor tables55no limitFeature level required11_011_011_1† On feature level 11_1 hardwareThere are two new feature levels, 12_0 and 12_1, which include some features that are optional on levels 11_0 and 11_1.[131]

    Direct3D 12 feature levelsLevelDriver modelMandatory featuresOptional featuresConforming GPUs11_0WDDM 2.0 or laterAll mandatory 11_0 features from Direct3D 11, resource binding Tier 1.Logical blend operations.Nvidia GeForce GTX 400/500/600/700 series (Fermi/Kepler), GTX 745/750 series (Maxwell, 1st gen)Level 11_1 features optional on level 11_0 in Direct3D 11: UAV only rendering with force sample count, constant buffer offsetting and partial updates.11_1Logical blend operations, target-independent rasterization, UAVs at every stage with increased slot count.Resource binding (three tiers), tiled resources (three tiers), conservative rasterization (three tiers), stencil reference in Pixel Shader, rasterizer ordered views, typed UAV loads for additional formats, UMA/hUMA supportAMD HD 7700-7900/8500-8900, Rx 240/250/265/270/280 series (GCN 1.0);
    Intel HD Graphics 4200-5200 (7.5 gen, Haswell), 5300-6300 (8 gen, Broadwell)

    12_0Resource Binding Tier 2, Tiled Resources Tier 2 (Texture2D), Typed UAV Loads (additional formats).AMD HD 7790/8770, Rx 260/290 series, Xbox One(GCN 1.1), R9 285 (GCN 1.2);
    Intel Skylake[128]

    12_1Conservative Rasterization Tier 1, Rasterizer Ordered Views.Nvidia GeForce 900 series (Maxwell, 2nd gen);[89][104][125][126][127]
    Nvidia GeForce 1000 series (Pascal)


    Direct3D 12 optional feature support matrix by GPU seriesAMD RadeonNvidia GeForceIntel HD GraphicsGCN 1.0GCN 1.1GCN 1.2FermiKeplerMaxwell
    (1st gen)Maxwell
    (2nd gen)Haswell
    (7.5 gen)Broadwell
    (8 gen)SkylakeMaximum feature level11_112_011_012_111_112_0Resource bindingTier 3Tier 1Tier 2Tier 1Tier 2Tiled resourcesTier 1Tier 2Tier 1Tier 3Tier 1Tier 2Typed UAV loads for additional formatsYesNoYesNoYesConservative rasterizationNoNoTier 1NoRasterizer-ordered viewsNoNoYesYesStencil reference in Pixel ShaderYesNoNoLogical blend operationsYesYesYesMaximum sample count for UAV-only rendering1681616UAVs at every stageYesNoYesYesUAV slotsfull heap86464Double precision floating pointYesYesYesMinimum floating point precisionNo16 bitNoNo16 bitCross-node sharingNoNoNo

    mxee9l-5.png

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