It's Official - DirectX 12 Details Announced Today
For us Nvidia owners, the biggest news is that the following chipsets are supported: - Fermi - Kepler - Maxwell Other interesting tidbits: - Microsoft showed a Forza 5 demo running at 60fps that everyone assumed was Xbox One and was later revealed to have been running on a PC with Nvidia hardware! (this must have hurt AMD who was also in attendance (and presenting!)) - Xbox One is also supported - PS4 is not (OpenGL) - Epic Games chimed in saying they are very excited about the unprecedented low-level access DX12 provides them - First games target Holiday 2015 (!) - Preview release by EOY 2014 - Early access program even sooner - Throughout the entire hour, not a peep about the dreaded "3D" word You can see a live blog of the whole event (now over) with screenshots / slides / etc. here: http://www.pcper.com/live/ Thoughts?
For us Nvidia owners, the biggest news is that the following chipsets are supported:

- Fermi
- Kepler
- Maxwell

Other interesting tidbits:

- Microsoft showed a Forza 5 demo running at 60fps that everyone assumed was Xbox One and was later revealed to have been running on a PC with Nvidia hardware! (this must have hurt AMD who was also in attendance (and presenting!))
- Xbox One is also supported - PS4 is not (OpenGL)
- Epic Games chimed in saying they are very excited about the unprecedented low-level access DX12 provides them
- First games target Holiday 2015 (!)
- Preview release by EOY 2014
- Early access program even sooner
- Throughout the entire hour, not a peep about the dreaded "3D" word

You can see a live blog of the whole event (now over) with screenshots / slides / etc. here:
http://www.pcper.com/live/

Thoughts?

#1
Posted 03/20/2014 06:07 PM   
If it supports Fermi and Kepler, it sounds like it doesn't really have much in the way of new features. Did they mention anything about specific features? Dx11 brought tesselation and global lighting; dx12 will bring....?
If it supports Fermi and Kepler, it sounds like it doesn't really have much in the way of new features.

Did they mention anything about specific features? Dx11 brought tesselation and global lighting; dx12 will bring....?

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#2
Posted 03/20/2014 08:32 PM   
[quote="Volnaiskra"]If it supports Fermi and Kepler, it sounds like it doesn't really have much in the way of new features. Did they mention anything about specific features? Dx11 brought tesselation and global lighting; dx12 will bring....? [/quote] Much better CPU optimization similar to mantle. "A difference between Direct X 11 and 12 will be how CPU utilization will be handled. Whereas Direct X 11 had much of its work handled on one CPU core, Direct X 12 will more efficiently spread the work load onto multiple cores, reducing utilization by 50%." Maybe.... just maybe games will start actually utilizing more than 2 cores.
Volnaiskra said:If it supports Fermi and Kepler, it sounds like it doesn't really have much in the way of new features.

Did they mention anything about specific features? Dx11 brought tesselation and global lighting; dx12 will bring....?


Much better CPU optimization similar to mantle.

"A difference between Direct X 11 and 12 will be how CPU utilization will be handled. Whereas Direct X 11 had much of its work handled on one CPU core, Direct X 12 will more efficiently spread the work load onto multiple cores, reducing utilization by 50%."

Maybe.... just maybe games will start actually utilizing more than 2 cores.

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#3
Posted 03/20/2014 08:52 PM   
Yeah, he already mentioned the low-level access. That's very welcome. But my question is about unique features. In other words, will DX12 games [u][b]look[/b][/u] any different to DX11 games, apart from just being more code-efficient? DX11 brought tesselation and a few other things like global illumination, certain depth of field effects, etc (as well as code efficiency improvements over DX10). Will DX12 bring anything new to the table?
Yeah, he already mentioned the low-level access. That's very welcome. But my question is about unique features. In other words, will DX12 games look any different to DX11 games, apart from just being more code-efficient?

DX11 brought tesselation and a few other things like global illumination, certain depth of field effects, etc (as well as code efficiency improvements over DX10). Will DX12 bring anything new to the table?

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#4
Posted 03/20/2014 11:33 PM   
I think the biggest question is will it work on Windows 7. If its 8 well it doesn't really matter if its a year away. No offense to anyone who likes 8, but Windows 7 was a big success almost equal to XP. No one will use it for a loooooong time. I suppose NVIDIA might try to push it but any game that doesn't have it pockets being filled will ignore it.
I think the biggest question is will it work on Windows 7. If its 8 well it doesn't really matter if its a year away. No offense to anyone who likes 8, but Windows 7 was a big success almost equal to XP. No one will use it for a loooooong time. I suppose NVIDIA might try to push it but any game that doesn't have it pockets being filled will ignore it.

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#5
Posted 03/21/2014 12:08 AM   
I did see some image quality terms thrown around during the presentation, but I don't know enough about graphics to understand what they meant 8-)
I did see some image quality terms thrown around during the presentation, but I don't know enough about graphics to understand what they meant 8-)

#6
Posted 03/21/2014 12:22 AM   
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