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post #81 of 313 (permalink) Old 06-12-2019, 08:01 AM
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Quote: Originally Posted by criminal View Post
DX11 is still the best for Battlefield because DX12 implementation in that game is broken(for Nvidia at least). Yes I know it is Battlefield, but I am one of the few that admits to enjoy the game. So no, DX11 doesn't need to die until all the DX12 issues are resolved. Hopefully "RTX" will push developers to fix DX12 issues with their engines.
that's essentially what I mean. I'm a fan of Whatever it takes to drives the adaptation and development rate of DX12.

You know me, classic SLI user, so I almost never use DX12 in supporting titles, unless sli is impossible to stabilize, then I'll crank DX12 in 1440p, instead of DX11 4K.

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post #82 of 313 (permalink) Old 06-12-2019, 08:05 AM
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Quote: Originally Posted by ZealotKi11er View Post
Ray Tracing will be very similar to HairWorks as in Nvidia will sponsor a game, implement Ray Tracing Levels to suit their RTX and hurt AMD.
Not really.
Unlike hairworks which runs through custom code in gameworks library, RT runs solely through DX12 DXR.
If amd implements their over backbone for it, it will only matter how well their cards can run RT.
Hariworks and tressfx are both outside of DX11 basic implementation. It wraps DX libraries. RT is using DXR as its front end, just like AMD will do when they implement RT.


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post #83 of 313 (permalink) Old 06-12-2019, 10:08 AM
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Quote: Originally Posted by Defoler View Post
Not really.
Unlike hairworks which runs through custom code in gameworks library, RT runs solely through DX12 DXR.
If amd implements their over backbone for it, it will only matter how well their cards can run RT.
Hariworks and tressfx are both outside of DX11 basic implementation. It wraps DX libraries. RT is using DXR as its front end, just like AMD will do when they implement RT.
You can still abuse it. Same like Tessellation in Crysis 2. A good example is BF5. You just did not see AMDs side to notice.

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post #84 of 313 (permalink) Old 06-12-2019, 10:34 AM - Thread Starter
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post #85 of 313 (permalink) Old 06-12-2019, 10:43 AM
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Quote: Originally Posted by ZealotKi11er View Post
You can still abuse it. Same like Tessellation in Crysis 2. A good example is BF5. You just did not see AMDs side to notice.
Abused how? More rays? Yes, more rays would increase graphical quality, for which AMD would have DEDICATED HARDWARE.

How is that even similar to their lack of willingness to increase tessellation throughput?

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post #86 of 313 (permalink) Old 06-12-2019, 11:38 AM
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I never really thought about ray tracing pushing developers towards DX12. Now I hope ray tracing dies a fast (but painful) death because it may propagate the use of DX12.

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post #87 of 313 (permalink) Old 06-12-2019, 12:42 PM
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what's your issue with DX12? Based on the age of DX11, we haven't even seen the DX12 fetus.

R.I.P. Zawarudo, may you OC angels' wings in heaven.
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post #88 of 313 (permalink) Old 06-12-2019, 12:58 PM
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Tracing will not die off since it's an evolution of graphics (that has happened in other graphical industries already) or do you want to stick to the overly fake graphics we have now forever?
You don't need DX to to tracing. Nor do you need a GPU for that matter. The method is as old as computers really and much simpler to implement than overly the fake graphics full of tricks and hacks that we have now.
With hardware acceleration yes it starts to get doable finally in real time, low quality but doable.

No one should be using DX11 anymore, or OGL.

Quote: Originally Posted by ToTheSun! View Post
Have you ever wondered why you need DXR in order for RTX to work?
If I remember right RTX is nothing more than a wrapper/library using DX or NVAPI offered by NV to developers, gameworks really. Or one can use their OptiX but that seems more for apps than games. Or Vulkan.
NV has defined the way RT is in DX12 along with M$ and has an extension for Vulkan. etc.
AMD maybe had some say, who knows, but they will be stuck with how ever DXR is whether they like it or not. Vulkan, ... they probably have to make their own extension. Unless Vulkan adds it without extensions universally.

Navi not offering Variable Rate Shading... and AMD instead of having Texture/Texel space shading on their GPUopen, well guess what Nvidia has that too. Honestly the NV developer pages have been the go to for decades as they offer explanations, examples, SDKs, Nvidia being more of a software company at it's roots where as AMD is more of a hardware company that lacks this reach to software developers and while they do try in recent years to offer more on their web this has not been the case much before if at all. Not counting the sending developers to other companies/corporations that NV does. Or Intel's investment in optimizing OSS for their hardware. Sadly Navi lacks what Turing already has. Giving away a few cards to developers to use isn't going to save AMD.

There are some nice faster solutions from AMD than the gimpworks solutions.
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post #89 of 313 (permalink) Old 06-12-2019, 01:11 PM
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Quote: Originally Posted by skupples View Post
what's your issue with DX12? Based on the age of DX11, we haven't even seen the DX12 fetus.
Have you played a game with DX12? The answer to your question should be obvious. Turning off DX12 and using DX11 is the answer to almost every problem I have had in game over the last few years. Vulkan always seems to work good when I play a game with it, not sure why game devs feel the need to torture us with a DX12 option.

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post #90 of 313 (permalink) Old 06-12-2019, 01:15 PM
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Quote: Originally Posted by bigjdubb View Post
Have you played a game with DX12? The answer to your question should be obvious. Turning off DX12 and using DX11 is the answer to almost every problem I have had in game over the last few years. Vulkan always seems to work good when I play a game with it, not sure why game devs feel the need to torture us with a DX12 option.
not sure you understand what's going on here.

DX12 is a fetus, DX11 is a well toned, but near death old man.

they "torture" us with it because they're just now learning how it works, and it (DX12) isn't even done yet. I guess you haven't been around long enough to remember switching to DX11 from 9.

i use two cards, so I toggle dx12 off automatically in everything... However, that's just for now. DX11 is EOL.

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