WEBVTT

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typically when we get excited about improvements to gaming performance it's

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because of some new piece of hardware like a high refresh rate monitor or a

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graphics card that's beefier than a porterhouse stake

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but microsoft has come out with a new piece of software that looks like it

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should give your visuals a significant boost in terms of both quality and

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performance it's called directx 12 ultimate and despite the tacky gamer

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sounding name it features technical optimizations that should really make a

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difference the first big change is about ray tracing

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you can learn more about ray tracing in general in this video but in a nutshell

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it's a technique in which your GPU can track where light rays are going in a

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scene to give a much more realistic light and shadow effects than you'd

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otherwise get reflections look amazing ray tracing support first became

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widespread on consumer graphics cards with NVIDIA's release of their high-end

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rtx 2000 series but directx 12 ultimate

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will not only support ray tracing on both NVIDIA and AMD cards but it should

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lighten the load on your system to make the technology more accessible to all

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now developers are going to have more control over the process instead of just

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letting the system decide how to schedule ray tracing through a process

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called inline ray tracing essentially this makes the processing of simpler

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lighting effects more efficient since the developer is telling the GPU exactly

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when to trace a certain effect instead of forcing the GPU to spend processing

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resources trying to decide on its own the dx12 ultimate API also eases the

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load on your CPU as originally the shaders on your GPU had to talk to the

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CPU to start ray tracing a scene now your GPU can just do this on its own

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allowing for faster processing overall hopefully leading to ray tracing support

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in more games with lower hardware requirements for an eye pleasing

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experience moving on mesh shading should also prevent your GPU from rendering

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parts of the scene that you'll never even see suppose you're playing a

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high-end aaa title with thousands of detailed objects in each scene that's a

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lot for your GPU to handle as it might have to draw trillions of little

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triangles every frame in extreme cases

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but your eye can only detect so much detail right imagine you're looking at a

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faraway mountain for example you're not going to be able to make out every

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little crag and rock formation and mesh shading takes this idea and applies it

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to computer graphics specialized shaders first figure out which objects even need

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to be rendered at all then every object that makes the cut is assigned a certain

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level of detail close by objects are rendered at high detail levels with more

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triangles with objects that are farther away getting lower levels of detail and

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fewer triangles often several orders of magnitude fewer depending on how far

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away it is with the level of detail getting adjusted dynamically as objects

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move closer or farther away although assigning objects different levels of

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detail is a technique that's been around for a while mesh shading allows your GPU

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to process triangles in chunks instead of individually allowing level of detail

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computations to happen far more quickly next up let's talk about sampler

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feedback this is a method that allows more static parts of an image

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to be shaded from scratch less frequently meaning that your GPU will

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take shading data from previous frames and apply it to subsequent frames

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without having to reprocess everything what a ways to work so instead of having

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to do tons of work on every object every frame an object might only be reshaded

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every second third or even tenth frame depending on the environment a related

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feature called variable rate shading only applies detailed shading to parts

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of the screen that you're actively looking at with your eyes as your eyes

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peripheral vision starts to blur quickly from the center of your field of view

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and you can learn much more about variable rate shading in our dedicated

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video right up here so all this means that

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directx 12 ultimate is primarily concerned with stopping your GPU from

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wasting energy rendering crap that you simply won't see freeing up

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computational power that could be used to create more realistic game worlds and

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not only will we see it on pc but it'll be supported on the xbox series x too so

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hopefully we'll see developers leverage it in lots of upcoming titles after all

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why would you want to make your GPU do unnecessary work like some kind of power

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hungry boss i know how that is

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cover in the future
