Elgaard skrev:Det er selvfølgelig fordi det på ingen måde er negativt - Det er sidste generation f.eks. et levende bevis på. PS3en var klart stærkere på papiret, men det kom den ikke til gode pga. dens kompleksitet. Simplicitet vandt, og det bliver sq ikke anderledes den her gang.
Det store spørgsmål er hvorfor der er nogen der gidder at bruge så meget tid på at "bevise" deres konsol er en minimal procent bedre end konkurrentes. Hvornår har vi nogensinde købt konsoller pga. grafik? Alle der bekymrer sig så meget om det grafiske spiller naturligvis på PCen, alt andet vil være torske dumt.
Forskellen mellem PS4 og Xbox One grafisk er så ligegyldigt lille, sammenlignet med hvor meget PCen er foran.
For this demo Intel is using the Core i5-4300U version, Microsoft’s middle of the road model that clocks up to 2.9GHz on the CPU and features one of Intel’s HD 4400 GPUs, with a maximum GPU clockspeed of 1.1GHz.
After dynamically switching to Direct3D 12 while in performance mode, the frames per second jumps nearly 75% to 33fps and the power consumption split goes from 50/50 (CPU/GPU) to 25/75. The lower CPU overhead of making Direct3D 12 API calls versus Direct3D 11 API calls allows Intel's processor to maintain its thermal profile but shift more of its power budget to the GPU, improving performance.
Whats wrong with current Systems?
Designed for Constraints from 30 years ago! (wrong target!!)
Old Constraints
• Peak clock frequency as primary limiter for performance improvement
• Concurrency: Modest growth of parallelism by adding nodes
• Cost: FLOPs are biggest cost for system: optimize for compute
• Memory scaling: maintain byte per flop capacity and bandwidth
• Locality: MPI+X model (uniform costs within node & between nodes)
• Uniformity: Assume uniform system performance
• Reliability: It’s the hardware’s problem
New Constraints
• Power is primary design constraint for future HPC system design
• Concurrency: Exponential growth of parallelism within chips
• Cost: Data movement dominates:
optimize to minimize data movement
• Memory Scaling: Compute growing 2x faster than capacity or bandwidth
• Locality: must reason about data locality and possibly topology• Heterogeneity: Architectural and
performance non-uniformity increase
• Reliability: Cannot count on hardware protection alone
cigi silk skrev:Lidt DX12 goddies
http://blogs.msdn.com/b/directx/archive ... s-day.aspx
DirectX 12 will indeed make lower-level abstraction available (but not mandatory—there will be backward-compatibility with DX11) on existing hardware. However, Tamasi explained that DirectX 12 will introduce a set of new features in addition to the lower-level abstraction, and those features will require new hardware. In his words, Microsoft "only teased" at some of those additions this week, and a "whole bunch more" are coming.
McMullen introduced four new rendering features - rasterizer ordered views, typed UAV load, volume tiled resources and conservative rasterization. The reason these were being first spoken about at an event demonstrating Nvidia’s latest graphics architecture is because they link directly in with new graphical effects they’re both hoping developers take on board.
Volume tiled resources and conservative rasterization both lead into the new voxel-based lighting system, VXGI (Voxel Global Illumination), that Nvidia has introduced with their new Maxwell GPU architecture.
That’s a method of lighting a scene based on light rays bouncing off surfaces. To be able to function in real-time on a GPU it only calculates the first bounce, but it leads to incredibly accurate lighting models.
VXGI looks like being an important step on the path to genuine real-time ray-tracing. You can read more about it here.
It was first researched by Nvidia engineers back in 2011, but with the combination of work Microsoft has been doing with Direct3D 12 and the new hardware acceleration that the GTX 980 is going to enable, it’s finally going to be usable on a desktop PC rather than a hulking great workstation.
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