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A final note, this tutorial cannot cover the topics of dynamic constants used with vertex shaders. The DirectX 11 API is based on constant data. The graphics API is not dynamic. If a game developer is using a dynamic constant, they have to determine what the value will be at runtime. You will not see the dynamic constant for a primitive type until you call a vertex shader program.
After five iterations, in both test methods, we found that the maximum open-loop frame rate of the Bulldozer family was three times of that of the high-end Athlon 64 3000+ series (the highest clock rate of the 300 series being 3.4 GHz). Compared with the previous generation Bulldozer (Piledriver), DirectX 11 multithreaded rendering on the same chip of the same CPU family could achieve one-third to one-half of the frame rate. This confirmed the previous analysis: the rendering rate of DirectX 11 multithreaded rendering is only limited by the number of CPU cores, not by the performance of the hardware. Note: this result was achieved using a single Radeon HD 7970 GHz Edition card. If you use a single GPU, the frame rate is almost certain to be even higher than the rate we achieved in the test.
Previously, we verified that the previous generation Bulldozer was good at keeping up with a single GPU, but that its performance still could not keep up with the other CPUs. However, the previous generation Bulldozer does not support direct synchronization and only supports loop unrolling, which is far less efficient than direct synchronization. The Bulldozer family’s implementation of multithreaded rendering is too simple, so it is relatively easy for the workload to peak at the peak of one or more threads and cause serious memory bandwidth pressure. As a result, rendering even on the same chip of the same CPU family with the same number of cores could easily become a bottle-neck for DirectX 11 multithreaded rendering.
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DirectX 11 introduced display lists. The display list, similar to the command list in DirectX 8, allows your application to create objects that can be cached, then executed later. This is particularly useful if you have objects that are far away in your scene and thus have to redraw them often. Many developers use display lists to improve performance by creating objects in advance and then executing them as a batch.
The Graphics Device Interface (GDI) is the main API for rendering in Windows and is typically used when games do not support DirectX’s rendering interface. DirectX apps and games call the GDI rather than use DirectX’s interface because GDI apps do not implement the extra features that DirectX applications and games do such as refraction of light and the ability to create multiple render targets.
Unlike GDI apps that only draw with the CPU, DirectX apps can create objects such as a command list or a render target and then execute them on the GPU. By doing so, your application’s rendering time is essentially a game effect because there is no longer any CPU overhead. However, because your application will have to draw individual objects separately, its rendering time may still be longer than GDI apps.
This allows developers to take advantage of hardware-based tessellation, DirectCompute and GPU-based multi-threading on the new DirectX 12 API surface. The result is that developers can avoid generating excessive triangles, which gives a game improved performance and better looking visuals. These improvements are achieved without sacrificing DirectX visual quality, which remains high.
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When this tool first starts, it will prompt you to update the Direct3D registry entries. The registry was previously updated with the DirectX Update tool, but the DXDiag tool wont prompt you to run the update tool, and it will update DirectX for you!
To take advantage of the changes made in this version of Direct3D, you need to have installed the DirectX Update tool: DirectX Update DXSetup. This tool will show up in Program and Features and System, but unless you are a developer you can safely ignore it.
Once the tool has been installed, you need to update the DirectX registry entries. This can be done in many ways. Using the command line is the easiest and Windows Vista already understands the keys so you dont need to remember any new key/value pairs. Also, if you use multiple languages for your operating system, you can update the registry for each language separately.
My advice is to use the command line since its easiest to remember and the Registry Key for each language is already in place for you. Once you are done, run the DXDiag tool again. Your hardware and GPU should now be listed. For a complete list of settings and descriptions, click on the option on the left labeled DirectX Diagnostic.
DirectX 11 is available for Windows Vista and later operating systems, and is a part of Windows 7. Microsoft has announced that DirectX 11 will be available as a prerequisite for Windows 7 installations. As a result, DirectX 11 is now becoming the de facto standard for older Windows operating systems. Recent Intel chipset drivers include DirectX 11 support, and are available for download from Intel. All of the recent ATI Catalyst drivers also include DirectX 11 support, and are also available for download from ATI. The best way to get an accurate idea of what DirectX 11 on your specific system really looks like is to download the DirectX SDK. AMD also has a quick-and-dirty way to test for DirectX 11 support using the ATI Catalyst Control Center, although, as with all ATI utility/applications, we advise against it. As far as DirectX 11 games go, we have no word on a time table for what games will officially support DirectX 11, although given the shear number of people who use Vista and XP as a desktop, we suspect that a lot of games will support the DirectX 11 API. But we do know that at least one popular FPS title, the upcoming BattleForge, has already been patched to include DirectX 11 support. AMD is also planning an event at the end of the month where details of future products and releases of hardware will be revealed. We expect that well see a few more details of the new cards that are to be introduced. For now, all we know is that the card has been updated (along with another accompanying ATI chip, the Radeon HD 5850) to include newer HDMI functionality and work with HDCP. The company has also improved support for SRS and the Eyefinity 2.0 multi-display technology to include stereoscopic 3D support (but not glasses/headsets). Updated specs include 10 or 12 Gbps PCI Express and dual-link DVI support. Finally, the company updated DirectDraw Compute Shaders (DDS) and HLSL 4.0 to support the latest Super Resolution technology. Power consumption is rated at 70 watts, which is certainly not the most efficient of chips, though it comes equipped with GPU Boost Technology. All of these steps are needed in order to produce the superb 1080p and 1440p image quality in the massive 600,000+ market.
DirectX 11 Features
- Support multithreading for every task in the rendering pipeline, including the tessellation.
- Scalable form factor, includes desktop, notebook and embedded devices.
- Enables scalable and multiple rendering modes, different rendering scales and frames per second (FPs).
DirectX 11 System Requirements
- Windows XP
- Windows 7
- Windows 8
- Windows 8.1
- Windows 10
- Windows Server 2003, 2008, 2008 R2, 2012 and 2012 R2.
- DirectX 9
- DirectX 10
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