Bolo_assassin escribió:Se ha dicho 20.000 veces.LA NUEVA GAMA DE NVIDIA NO ES COMPATIBLE CON DX12 POR HARDWARE.
Por 200€ una MSI 290X siempre que sea la Gaming es un preciazo.
Porque lo pongas a grito pelado NO VAS A TENER RAZÓN (¿a que es agradable?).
Sí, sí es compatible con DX12, de hecho la única familia de gpus que tiene compatibilidad con novedades técnicas de DX12 (técnicas que necesitan soporte de hard nuevo) es Maxwell, en concreto la gama 900:
http://www.anandtech.com/show/8526/nvidia-geforce-gtx-980-review/4http://www.anandtech.com/show/8544 Finally, Maxwell will also support the features being introduced in Direct3D 11.3 (and made available to D3D 12), which was announced alongside Maxwell at NVIDIA’s editors’ day event. We have a separate article covering Direct3D 11.3, so we won’t completely retread that ground here, but we will cover the highlights.
The forthcoming Direct3D 11.3 features, which will form the basis (but not entirety) of what’s expected to be feature level 11_3, are Rasterizer Ordered Views, Typed UAV Load, Volume Tiled Resources, and Conservative Rasterization. Maxwell 2 will offer full support for these forthcoming features, and of these features the inclusion of volume tiled resources and conservative rasterization is seen as being especially important by NVIDIA, particularly since NVIDIA is building further technologies off of them.
Volume tiled resources is for all intents and purposes tiled resources extended into the 3rd dimension. Volume tiled resources are primarily meant to be used with 3D/volumetric pixels (voxels), with the idea being that with sparse allocation, volume tiles that do not contain any useful information can avoid being allocated, avoiding tying up memory in tiles that will never be used or accessed. This kind of sparse allocation is necessary to make certain kinds of voxel techniques viable.
Direct3D 12
Today’s announcement of Direct3D 11.3 and the new features set that Direct3D 11.3 and 12 will be sharing will have an impact on Direct3D 12 as well. We’ll get to the new features in a moment, but at a high level it should be noted that this means that Direct3D 12 is going to end up being a multi-generational (multi-feature level) API similar to Direct3D 11.
In Direct3D 11 Microsoft introduced feature levels, which allowed programmers to target different generations of hardware using the same API, instead of having to write their code multiple times for each associated API generation. In practice this meant that programmers could target D3D 9, 10, and 11 hardware through the D3D 11 API, restricting their feature use accordingly to match the hardware capabilities. This functionality was exposed through feature levels (ex: FL9_3 for D3D9.0c capable hardware) which offered programmers a neat segmentation of feature sets and requirements.
Direct3D 12 in turn will also be making use of feature levels, allowing developers to exploit the benefits of the low level nature of the API while being able to target multiple generations of hardware. It’s through this mechanism that Direct3D 12 will be usable on GPUs as old as NVIDIA’s Fermi family or as new as their Maxwell family, all the while still being able to utilize the features added in newer generations.
Ultimately for users this means they will need to be mindful of feature levels, just as they are today with Direct3D 11. Hardware that is Direct3D 12 compatible does not mean it supports all of the latest feature sets, and keeping track of feature set compatibility for each generation of hardware will still be important going forward.
11.3 & 12: New Features
Getting to the heart of today’s announcement from Microsoft, we have the newly announced features that will be coming to Direct3D 11.3 and 12. It should be noted at this point in time this is not an exhaustive list of all of the new features that we will see, and Microsoft is still working to define a new feature level to go with them (in the interim they will be accessed through cap bits), but none the less this is our first detailed view at what are expected to be the major new features of 11.3/12
Resumiendo, TODAS las gpus DX11 de nvidia serán compatibles con DX12.
Pero en concreto Maxwell 2.0, además, será compatible con varias características exclusivas de DX12, que también estarán implementadas en DX11.3 (como método "fácil" de uso de estas características en programas diseñados para usar DX11 y ampliados a las nuevas técnicas, asumiendo el sobrecoste en cpu y por la falta de optimización que exista contra DX12).
Los únicos chips que son compatibles con DX12, y con características nuevas y ampliadas respecto al actual DX11 (tanto 11.0, como 11.1, como 11.2), son los de la familia Maxwell 2.0.
En AMD NO hay soporte para las nuevas y futuras características 11.3 ó 12.0 de D3D, aunque sea compatible con DX12 (SÓLO GCN, todos los chips anteriores dx11 de AMD NO serán compatibles con DX12, a diferencia de los de nvidia, Fermi, kepler, etc).
Aún querrá por ver si las nuevas gpus de AMD bajo la serie 300 son compatibles con DX12 algo más que a simple nivel de API y con las características realmente nuevas. Pero es algo que aún está por demostrar.
Nvidia ya ha mostrado sin embargo esa compatibilidad, aunque parezca haber algún problema para asimilarlo.