banner



Crytek on Async Compute: Interesting, But It Adds Non-Trivial Complexity; DX12 Support To Improve With Time

Crytek on Async Compute: Interesting, But Information technology Adds Non-Trivial Complication; DX12 Back up To Improve With Time

Crytek is still synonymous with top-tier graphics even though they oasis't released a new game in three years, unless you lot count the Oculus Rift exclusive The Climb. While the company is now focusing heavily on VR with titles similar The Climb and Robinson: The Journey, they're as well working on the previously announced cooperative activeness/TPS Chase: Horrors of the Gilded Historic period, which reportedly looks actually impressive already.

That'southward why it's always interesting to read the makers of CRYENGINE talking about technology. DSO Gaming published an interview with Crytek's Technical Manager, Rok Erjavec, just yesterday and there are some interesting tidbits on topics similar Async Compute and DirectX 12.

Let's commencement with the former:

Currently we're using Asynchronous Compute in VR development, where a technique known as Async-Timewarp/Reprojection is used by VR APIs to reduce latency and outset the negative effect of occasional frame drops. We're also in the process of evaluating and experimenting with other uses for it. The possibilities are interesting, simply at least for the fourth dimension being, it likewise introduces not-piffling added complexity in PC infinite due to lack of standardization and the relative immaturity of the hardware that supports it, where many GPUs come with sometimes problematic restrictions on pre-emption granularity, etc.

This annotate seems to line up perfectly with our previous report of the GDC 2022 presentation past Jonas Meyer (IO Interactive'southward Pb Render Programmer), co-ordinate to which Async Compute is "super hard to tune" on PC.

Regarding DirectX 12'southward disappointing first moving ridge of games, Crytek'due south Erjavec had this to say:

As with every new technology stack, there's a learning bend that we're currently seeing and working through. DX10-11 pipelines have had the benefit of multiple years of focused commuter optimization and piece of work-arounds specific to their workflow, and the image shift that comes with DX12 effectively erases some of the benefits of this legacy.

In conjunction with the fact that the early DX12 titles have effectively been ports of DX11-optimized assets and codebases, we are not yet seeing software that really targets DX12 strengths, and in some ways, teams have to specifically re-larn how to set things that used to exist the responsibility of driver development teams in DX11. The state of affairs volition continue to improve throughout 2022, and as more titles shift toward targeting low-level APIs from the start of development, the differences and benefits volition become more obvious.

In one case again, this echoes completely with what Jonas Meyer told u.s.a. in our exclusive interview about HITMAN'due south DirectX 12 implementation.

I think it will have a bit of time, and the drivers & games demand to mature and exercise the correct things. Just reaching parity with DX11 is a lot of piece of work. l% performance from CPU is possible, but it depends a lot on your game, the driver, and how well they work together. Improving functioning by xx% when GPU bound will exist very hard, peculiarly when you have a DX11 driver team trying to improve operation on platform besides. It's worth mentioning we did only a direct port, once we kickoff using some of the new features of dx12, information technology will open up a lot of new possibilities – and so the gains volition definitely be possible. We probably won't start on those features until we tin ditch DX11, since a lot of them crave cardinal changes to our render code.

DX12 includes new hardware features, which I think over fourth dimension will brand it possible for united states of america to make games run even better.

The gist of it is that DirectX 12 may end upwardly delivering that 20% operation heave claimed by Microsoft, merely only in due time, one time game developers have been able to acquire how to harness information technology properly. Of course, in the meantime we'll keep track of how all the DirectX 12 enabled games are doing, and so stay tuned.

Source: https://wccftech.com/crytek-async-compute-interesting-adds-nontrivial-complexity-dx12-support-improve-time/

Posted by: diazfaciabove.blogspot.com

0 Response to "Crytek on Async Compute: Interesting, But It Adds Non-Trivial Complexity; DX12 Support To Improve With Time"

Post a Comment

Iklan Atas Artikel

Iklan Tengah Artikel 1

Iklan Tengah Artikel 2

Iklan Bawah Artikel