조금 전에 끝난 DirectX 12 발표회 사진입니다.
pcper.com 라이브 블로그 채팅방에 실시간으로 올라왔던 사진들입니다.
라이브 블로그 대화창 내용 갈무리
Microsoft DirectX 12 Announcement Live Blog
Thursday March 20, 2014
9:53
Ryan Shrout:
Hi everyone!
9:53
Ryan Shrout:
We are just about ready to get started - people are filing in now.
9:53
Comment From Guest
?video
9:53
Ryan Shrout:
Sorry, no video for this. They wouldn't allow us to record or stream.
9:55
Comment From Guest
kk, no worries
9:55
Comment From Guest
Pictures?
9:55
Ryan Shrout:
Yup!
9:59
Ryan Shrout:
Just testing out photos. I promise the others will be more clear.
9:59
10:00
Comment From Sebastian
Looks like it's a very small event
10:00
Ryan Shrout:
The room is much smaller than it should be. Line was way too long for a room like this.
10:01
Josh Walrath:
that is a super small room for such an event. Especially considering the online demand for details!
10:02
Qualcomm's Eric Demers, AMD's Raja Koduri, NVIDIA's Tony Tamasi.
10:03
Ryan Shrout:
And we are starting!
10:03
Josh Walrath:
Have those boys gotten their knives out yet. Are the press circling them and snapping their fingers?
10:03
Ryan Shrout:
Going over a history of DX.
10:03
10:04
Ryan Shrout:
Talking about the development process.
10:04
Ryan Shrout:
All partner base.
10:04
10:05
Comment From Guest
why cant I comment ?
10:05
Ryan Shrout:
GPU performance is "embarrassing parallel" statement here.
10:05
Scott Michaud:
You can, we just need to publish them. And there's *a lot* of comments.
10:05
10:05
Josh Walrath:
We see everything, Peter.
10:05
Ryan Shrout:
CPU performance has not improved at the same rate. This difference rate of increase is a big challenge for DX.
10:06
Ryan Shrout:
Third point has been a challenge, until now.
10:07
Ryan Shrout:
What do developers want? List similar to what AMD presented with Mantle.
10:07
Ryan Shrout:
DX12 "is no dot release"
10:08
10:08
Ryan Shrout:
It faster, more direct. ha ha.
10:08
10:08
Ryan Shrout:
Xbox One games will see improved performance. Coming to all MS platforms. PC, mobile too.
10:08
Josh Walrath:
Oh look, mobile!
10:09
10:09
Ryan Shrout:
New tools are a requirement.
10:09
Josh Walrath:
We finally have a MS answer to OpenGL ES.
10:09
Scott Michaud:
Hmm, none of the four pictures in the bottom is a desktop or Laptop.
10:09
Ryan Shrout:
D3D 12 is the first version to go much lower level.
10:09
Comment From Guest
The last one is a desktop...
10:10
Scott Michaud:
Huh, thought it was TV. My mistake.
10:10
10:10
Ryan Shrout:
Yeah, desktop PC is definitely on the list here guys.
10:11
Ryan Shrout:
Going to show us some prototypes.
10:11
Ryan Shrout:
Ported latest 3DMark.
10:12
Ryan Shrout:
In DX11, one core is doing most of the work.
10:12
Ryan Shrout:
on d3d12, overall CPU utilization is down 50%
10:13
Ryan Shrout:
Also, the workload is more spread out.
10:13
10:13
Ryan Shrout:
Interesting data for you all!!
10:13
10:14
Ryan Shrout:
Grouping entire pipeline state into state objects. These can be mapped very efficiently to GPU hardware.
10:14
10:15
Ryan Shrout:
"Solved" multi-threaded scalability.
10:15
Scott Michaud:
Hmm, from ~8ms to ~4. That's an extra 4ms for the GPU to work. 20 GFLOPs for a GeForce Titan.
10:15
Comment From Jay
Multicore Scalability.... Seems like a big deal when you have 6-8 cores!
10:16
Josh Walrath:
It is a big deal for the CPU guys.
10:16
Ryan Shrout:
D3D12 allows apps to control graphics memory better.
10:16
10:17
Ryan Shrout:
API is now much lower level. Application tracks pipeline status, not the API.
10:17
Comment From Jim
20 GFlops from a Titan? Stock Titan gets around 5 ATM.
10:17
10:18
Ryan Shrout:
Less API and driver tracking universally. More more predictability.
10:18
Ryan Shrout:
This is targeted at the smartest developers, but gives you unprecedented performance.
10:18
Ryan Shrout:
Also planning to advance state of rendering features. Feature level 12.
10:19
Scott Michaud:
Titan gets around ~5 Teraflops, actually... if it is fully utilized. I'm saying that an extra 4ms is an extra 20 GFlops per frame.
10:19
10:19
Josh Walrath:
Titan is around 5 TFlops total, that 20 GFLOPS is potential performance in the time gained by optimizations.
10:19
Ryan Shrout:
Better collision and culling
10:19
Ryan Shrout:
Constantly working with GPU vendors to find new ways to render.
10:20
Ryan Shrout:
Forza 5 on stage now. Strictly console developer.
10:20
Comment From Lewap Pawel
So 20GFLOPS per frame is 20x60 = 1200GFLOPS/sec? 20% improvement?
10:21
10:21
Scott Michaud:
Not quite, because we don't know how many FPS we had originally.
10:21
Ryan Shrout:
Talking about porting the game to D3D12
10:22
Ryan Shrout:
4 man-months effort to port core rendering engine.
10:22
Ryan Shrout:
Demo time!
10:22
10:22
Ryan Shrout:
Rendering at static 60 FPS.
10:23
10:23
Ryan Shrout:
Bundles allows for instancing but with variance.
10:24
Ryan Shrout:
Resource lifetime, track memory directly. No longer have D3D tracking that lifetime, much cheaper on resources.
10:24
Ryan Shrout:
"It's all up to us, and that's how we like it."
10:24
Ryan Shrout:
Does anyone else here worry that DX12 might leave out some smaller devs that can't go so low level?
10:25
Josh Walrath:
I would say that depends on the quality of tools that MS provides, as well as IHV support.
10:25
Scott Michaud:
Not really, for me. The reason why they can go so much lower these days is because what is lower is more consistent.
10:26
Ryan Shrout:
And now back to info. Will you have to buy new hardware? I would say no since they just showed Xbox One... lol
10:26
Comment From killeak
Small devs will use an Engine, not make their own.
10:26
10:26
Ryan Shrout:
On stage now is Raja Koduri from AMD.
10:27
Scott Michaud:
Not true at all, actually. Just look at Frictional (Amnesia). They made their own engine tailored for what their game needed.
10:27
Ryan Shrout:
AMD has been working very closely with DX12. Heh.
10:27
Josh Walrath:
Shocking!
10:28
10:28
Josh Walrath:
Strike a pose!
10:28
Ryan Shrout:
There is tension: AMD is trying to push hw forward, MS is trying to push their platform forward.
10:28
Ryan Shrout:
Very honest assessment of the current setup between AMD, NVIDIA, MS.
10:28
Comment From Guest
Scott, with the recent changes with CryEngine, UE4 going subscription based more Indies might just go that route.
10:28
Ryan Shrout:
DX12 is an area where they had the least tension in Raja's history in this field.
10:29
Scott Michaud:
Definitely. But that is not the same thing as saying that indies will not make their own engine.
10:29
10:29
Ryan Shrout:
Key is that current users get benefit with this API on day 1.
10:29
Ryan Shrout:
"Like getting 4 generations of hardware ahead."
10:29
10:31
Josh Walrath:
That answers a few of the burning questions!
10:31
Ryan Shrout:
Up now is Eric Mentzer from Intel.
10:31
Comment From Kev
Thank you! Great news guys!
10:31
Scott Michaud:
You're welcome! : D
10:32
Comment From Jim
OH, intel and AMD in the same room....
10:32
Scott Michaud:
Intel, AMD, NVIDIA, and Qualcomm in the same room...
10:32
Ryan Shrout:
Intel has made big change in graphics; put a lot more focus on it with tech and process tech.
10:32
Josh Walrath:
DX12 will enhance any modern graphics chip. Driver support from IHVs will be key to enable those features. This is a massive change in how DX addresses the GPU, rather than (so far) the GPU adding features.
10:32
Comment From Guest
so this means xbox one will get a performance boost?
10:32
Scott Michaud:
Yes
10:33
10:33
Scott Michaud:
According to "Benefits of Direct3D 12 will extend to Xbox One", at least.
10:33
Ryan Shrout:
Intel commits to having Haswell support DX12 at launch.
10:34
Ryan Shrout:
BTW - thanks to everyone for stopping by the live blog!! :)
10:34
Josh Walrath:
Just to reiterate... PS4 utilizes OpenGL, not DX. This change will not affect PS4. Changes to OpenGL will only improve PS4 performance.
10:34
Ryan Shrout:
If you like this kind of stuff, check out our weekly podcast! http://pcper.com/podcast
10:34
Ryan Shrout:
No mention of actual DX12 launch time quite yet...
10:34
Comment From Magnarock
Finish?
10:34
Ryan Shrout:
And Intel is gone. Short and sweet.
10:34
Scott Michaud:
Still have NVIDIA and Qualcomm, at least.
10:35
Scott Michaud:
So -- not finished.
10:35
Ryan Shrout:
Up next is Tony Tamasi from NVIDIA.
10:35
Ryan Shrout:
NVIDIA has been working with MS since the inception of DX12. Still don't know when that is...
10:35
Comment From Alex
PS4 doesn't use OpenGL, but custom APIs instead...
10:35
Scott Michaud:
True, it's not actually OpenGL... but is heavily heavily based on OpenGL.
10:36
10:36
Ryan Shrout:
They think it should be done with standards so there is no fragmentation.
10:36
Ryan Shrout:
lulz.
10:37
Scott Michaud:
Because everything that ends in "x" is all about no fragmentation :p
10:37
Ryan Shrout:
NVIDIA will support DX12 on Fermi, Kepler, Maxwell and forward!
10:37
Ryan Shrout:
For developers that want to get down deep and manage all of this, DX12 is going to be really exciting.
10:38
Ryan Shrout:
NVIDIA represents about 55% of the install base.
10:38
10:38
10:39
Ryan Shrout:
Developers already have DX12 drivers. The Forza demo was running on NVIDIA!!!
10:39
Ryan Shrout:
Holy crap, that wasn't on an Xbox One!!
10:39
Scott Michaud:
Fermi and forward... aligning well with the start of their compute-based architectures... using IEEE standards (etc). Makes perfect sense. Also might help explain why pre-Fermi is deprecated after GeForce 340 drivers...
10:40
Ryan Shrout:
Support quote from Tim Sweeney.
10:41
10:41
Comment From Crackola
Any current NVIDIA cards DX12 ready? Titan, etc?
10:41
Ryan Shrout:
Up now is Eric Demers from Qualcomm.
10:42
Scott Michaud:
NVIDIA said Fermi, Kepler, and Maxwell will be DX12-ready. So like... almost everything since GeForce 400... almost.
10:42
10:42
Ryan Shrout:
Qualcomm has been working with MS on mobile graphics since there WAS mobile graphics.
10:42
10:42
Ryan Shrout:
Most windows phones are powered by Snapdragon.
10:42
Josh Walrath:
We currently don't know what changes in Direct3D will be brought to the table, all we are seeing here is how they are changing the software stack to more efficiently use modern GPUs. This does not mean that all current DX11 hardware will fully support the DX12 specification when it comes to D3D, Direct Compute, etc.
10:43
Ryan Shrout:
DX12 will improve power efficiency by reducing overhead.
10:43
10:44
Ryan Shrout:
Perf will improve on mobile device as well, of course. But gaming for longer periods on battery life is biggest draw.
10:45
Ryan Shrout:
Portability - bringing titles from the PC to Xbox to mobile platform will be much easier.
10:45
Comment From David Uy
I think all Geforce 400 series is Fermi. so - Geforce 400 and above.
10:45
Scott Michaud:
I think the GeForce 405 is the only exception...
10:45
Ryan Shrout:
Off goes Eric.
10:45
Ryan Shrout:
MS back on stage.
10:46
Ryan Shrout:
And now a group picture lol.
10:46
10:47
Ryan Shrout:
By the time they ship, 50% of all PC gamers will be DX12 capable.
10:47
Ryan Shrout:
Ouch, targeting Holiday 2015 games.
10:48
Ryan Shrout:
Early access coming later this year.
10:48
10:48
Josh Walrath:
Yeah, this is a pretty big sea change.
10:48
10:49
10:49
Scott Michaud:
50% of PC Gamers sounds like they're projecting NOT Windows 7.
10:49
Ryan Shrout:
They are up for Q&A not sure how informative they will be...
10:50
Josh Walrath:
OS support? Extension changes to D3D/Direct Compute?
10:50
Ryan Shrout:
Windows 7 support? Won't be announcing anything today but they understand the request.
10:51
Ryan Shrout:
Q: What about support for multi-GPU? They will have a way to target specific GPUs in a system.
10:51
Ryan Shrout:
This session is wrapping up for now!
10:51
Ryan Shrout:
Looks like we are light on details but we'll be catching more sessions today so check back on http://www.pcper.com/
10:52
Scott Michaud:
"a way to target specific GPUs in a system" this sounds like developers can program their own Crossfire/SLi methods, like OpenCL and Mantle.
10:52
Ryan Shrout:
Also, again, if you want more commentary on DX12 and PC hardware, check out our weekly podcast! http://www.pcper.com/podcast!
10:52
Ryan Shrout:
Thanks everyone for joining us! We MIGHT live blog the other sessions today, so you can sign up for our mailing list to find out when we go live. http://www.pcper.com/subscribe
(IP보기클릭).***.***
여러분은 지금 마이크로소프트 다이렉트x12 발표회에서 크롬브라우져를 보고 계십니다. 마이크로소프트도 사용하는 크롬브라우져
(IP보기클릭).***.***
자기 쓰고 싶은거 쓰는거지 뭐쓰면 뭐다라는 논리가 어딨음ㅋㅋ 얼척이네ㅋㅋㅋ
(IP보기클릭).***.***
http://blogs.msdn.com/b/directx/archive/2014/03/20/directx-12.aspx DirectX 12에 대한 MS의 공식 내용은 위 주소에서 확인할 수 있습니다.
(IP보기클릭).***.***
↑ 찡가가 님들 뼛속까지 마소빠에 컴의 컴자도 모르는 컴맹이라고 하네요 ㅎ
(IP보기클릭).***.***
(IP보기클릭).***.***
(IP보기클릭).***.***
(IP보기클릭).***.***
(IP보기클릭).***.***
(IP보기클릭).***.***
(IP보기클릭).***.***
(IP보기클릭).***.***
(IP보기클릭).***.***
(IP보기클릭).***.***
(IP보기클릭).***.***
(IP보기클릭).***.***
여러분은 지금 마이크로소프트 다이렉트x12 발표회에서 크롬브라우져를 보고 계십니다. 마이크로소프트도 사용하는 크롬브라우져
(IP보기클릭).***.***
(IP보기클릭).***.***
(IP보기클릭).***.***
(IP보기클릭).***.***
(IP보기클릭).***.***
↑ 찡가가 님들 뼛속까지 마소빠에 컴의 컴자도 모르는 컴맹이라고 하네요 ㅎ | 14.03.21 08:14 | | |
(IP보기클릭).***.***
자기 쓰고 싶은거 쓰는거지 뭐쓰면 뭐다라는 논리가 어딨음ㅋㅋ 얼척이네ㅋㅋㅋ | 14.03.21 08:28 | | |
(IP보기클릭).***.***
삭제된 댓글입니다.
(IP보기클릭).***.***
AMD 는 GCN 그러니까 7K시리즈 이후 부터 지원. 엑원에 GCN이 들어갔으니 AMD의 입김이 들어 갈 수 밖에 없고... 위 내용에도 DX12 디자인에 긴밀하게 협력중이라고 나와있음. | 14.03.21 10:29 | | |
(IP보기클릭).***.***
(IP보기클릭).***.***
(IP보기클릭).***.***
(IP보기클릭).***.***
(IP보기클릭).***.***
(IP보기클릭).***.***
(IP보기클릭).***.***
(IP보기클릭).***.***
(IP보기클릭).***.***
(IP보기클릭).***.***
(IP보기클릭).***.***