ExecuteIndirect Command in DirectX 12 Brings Improved Performance and Low CPU Usage
Por um escritor misterioso
Descrição
Microsoft has revealed a new indirect dispatching draw solution that can be used by all DirectX 12 compatible hardware, completely replacing the DrawIndirect and DispatchIndirect commands. The company says that this solution will bring 'major performance improvements to the already incredible performance that DX12 can achieve'. ExecuteIndirect is said to perform multiple draws with a single API call, and gives the ability to both the CPU and the GPU to control draw calls, as well as change bindings between draw calls. Principal Development Lead for Direct3D and DXGI at Microsoft, Max McMullen, has demoed the new feature at GDC with
Conservative Morphological Anti-Aliasing 2.0
Unreal Engine performance guide - AMD GPUOpen
CPU Scaling - The DirectX 12 Performance Preview: AMD, NVIDIA, & Star Swarm
User Guide :: Nsight Graphics Documentation
Learning DirectX 12 – Lesson 2 – Rendering
DirectX 12 Analysis: New Rendering Features, ExecuteIndirect & Performance Comparisons
New: Vulkan Device Generated Commands
Tested: How many CPU cores you really need for DirectX 12 gaming
DirectX-Specs/d3d/Raytracing.md at master · microsoft/DirectX-Specs · GitHub
Understanding DirectX* Multithreaded Rendering Performance by
RDNA Performance Guide - AMD GPUOpen
ExecuteIndirect Command in DirectX 12 Brings Improved Performance and Low CPU Usage
RedGamingTech
DirectX 12 Analysis: New Rendering Features, ExecuteIndirect & Performance Comparisons
DirectX 12 - ExecuteIndirect Command Further Improves Performance & Greatly Reduces CPU Usage
de
por adulto (o preço varia de acordo com o tamanho do grupo)