![]() If you're interested to see how multi-GPU load-balancing works, we published an animation a little over a month ago that explains three different algorithms, and how explicit APIs differ from OpenGL and DirectX 11. Warhammer vermintide 2: directx 11 vs 12 youtube dx11 dx12 2 pc 1080p ultra gtx 1080 ti 8700k frame rate (extreme lowest settings) 1440p extreme vega 64 lc. I'd be interested to see if they can affect this in explicit mode via driver updates as well, but we'll need to wait and see for that (and there isn't many explicit mode titles anyway - basically just Ashes of the Singularity for now). It seems like the three titles they announced, 3D Mark: Time Spy, Rise of the Tomb Raider, and Total War: Warhammer, would be using implicit linked multi-adapter, which basically maps to CrossFire. This feature particularly interesting, because, depending on the multi-adapter mode, a lot of that control should be in the hands of the game developers. We're now seeing AMD announce frame pacing for DirectX 12 Multi-GPU. Regardless, Scott Wasson left his site to work for AMD last year, with the intent to lead User Experience. DirectX 12: Every core can talk to the GPU at the same time and, depending on the driver, I could theoretically start taking control and talking to all those cores. Our sites diverged on implementation, though, as The Tech Report focused on software, while Ryan determined that capturing and analyzing output frames, intercepted between the GPU and the monitor, would tell a more complete story. It is still a big boost over DirectX 9 where only 1 dedicated thread was allowed to talk to the GPU but it’s still only scratching the surface. He was focused on benchmarking GPUs by frame time, rather than frame rate, because the number of frames that the user sees means less than how smooth the animation they present is. If you don't recognize him, Scott Wasson used to run The Tech Report, and he shared notes with Ryan while we were developing our Frame Rating testing methodology. Your games and the Unity Editor use DX11, and fall back to DX9 when DX11 is not available. (The Scott Wasson video suggests 16.10.1.) It would have been nice to see it on their release notes as a new feature, but at least they made up for it with a blog post and a video. DirectX 11 is enabled by default on Windows. These changes have been in the driver for a month, at least internally, but it's unclear how much it was enabled until today. file type Trainer file size 5. A higher version will usually only cost you more performance if you enable additional graphics features. This trainer may not necessarily work with your copy of the game. If your graphics card supports it, always take DX11. Windows will automatically download and display newer versions of Windows 10. Control - DirectX-11+12 0.0.321.4098 +8 Trainer (promo) - Download Gameplay-facilitating trainer for Control. Then click Start -> Settings -> Update & Security -> Windows Update, and click Check for updates button. As a result, I thought that their reference to 16.9.1 was a typo, but it apparently wasn't. If your OS version number is lower than 2004, then you can only get DirectX 12 downloaded on your Windows 10 computer. ![]() When I first read this post, it was on the same day that AMD released their Radeon Software Crimson Edition 16.10.1 drivers, although it was apparently posted the day prior.
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