One of the major purposes of DirectX 12 Ultimate is to provide a unified target platform for both PC and the upcoming Xbox Series X. Microsoft has a detailed explanation of sampler feedback (opens in new tab) and why it's important, but the key takeaway is that it could potentially mean a game would only need to commit (access) one tenth as much memory. Finally, sampler feedback basically allows for a more efficient use of VRAM. Mesh shaders were previously an Nvidia extension and allow for the more efficient processing of large amounts of data. VRS enables higher performance by running fewer shading calculations on surfaces that are deemed less important - areas where the extra detail (eg, a flat colored texture) won't matter visually. ![]() Along with DXR 1.1 and DX12 features, Variable Rate Shading (VRS) tier 2, Mesh Shaders and Sampler Feedback are all part of the new DX12 Ultimate API.
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