DirectX 12 & Vulkan as Fast As Possible
Techquickie
·Techquickie
·2015-05-07
·
880 words · ~4 min read
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like everyone else in their dog we've heard the rumors about directx12 and
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Vulcan and how great they're going to be I mean we're talking stuff like massive
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frame rate increases the ability to combine performance between gpus even
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those from different manufacturers and a
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drastic reduction in CPU bottlenecks so we thought this topic deserved a little
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bit of love let's start with what's an API an API or an application programming
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interface is defined very roughly as an operating systems available resources
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and tools that developers can use to create software with or in other words
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they're like the the Lego bricks that a programmer's inner child can use his or
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her imagination to build with there are some problems that can arise from this
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approach however and whether through the desire to keep the blocks simpler to use
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at the expense of their effectiveness or the bloat of supporting Legacy features
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and underperforming API can have a
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dreadful impact on the performance of the finished program a big problem for
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gamers who want more realistic water effects and facial animations but don't
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want to spend a th000 bucks on a shiny new graphics card that's where the
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mantle API came in AMD sought to give
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programmers more direct access to how their software interacted with the
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graphical processor allowing them to better optimize their software and
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improve performance and while they were generally successful in achieving this
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the game support list is still pretty small and without other graph Graphics
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chip makers on board that train was unlikely to ever leave the station that
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is where the more established Graphics API players you may have heard of
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Microsoft and Kronos that's where they come in they're poised to deliver their
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directx12 and Vulcan apis respectively
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and while these are technically two different approaches they seem to be
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headed towards similar goals both work to minimize graphical driver overhead by
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simplifying protocol routes and reducing operation redundancies and both aside
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from adding features for more Simplicity and realism Etc Focus heavily on
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preventing draw calls the commands given by the CPU to the GPU to render
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something from being a bottleneck as more and more objects appear on screen
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in a given scene oh and also to assist multi-threaded CPUs with more evenly
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spreading out their workload to theoretically improve performance by
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Leaps and Bounds but as amazing as some
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of the demos we've seen have been I mean Microsoft showed off more than double
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performance in the asteroids demo at GDC 2015 the rainbow probably won't stretch
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as far as some may hope especially with existing games where the bottlenecks
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being alleviated were already minimized during the development process but
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that's not to say that the future with unbelievable numbers of objects and
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effects isn't something to get excited about for everyone from the guys who do
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want to buy $1,000 graphics cards to the guys running several year old Hardware
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since both Vulcan and direct X12 will work on EX existing graphics cards as
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long as you have a compatible operating system and driver and while the chances
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are the rainbow won't stretch as far as some hope with first reports of real
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game FPS increases being pretty small
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the longer term effects of newer better tools are hard to measure with old
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structures and to think that this extra Headroom is going to go unused for long
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seems fairly naive no matter how many blocks they put in the bucket there's
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your first purchase so I think that's
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pretty much it guys thanks for watching watching this video like it if you liked it dislike it if you thought it sucked
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leave a comment if you have suggestions for future fastest Possible episodes just like this one and don't forget to
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