As stated in Part 1 of this series, the main goal of D3D 12 is to reduce CPU overhead. To make it more efficient running render commands sent to the CPU. Which leads us to the first new feature of D3D 12 we will discuss, the Pipeline State Object or PSO. In order to discuss the PSO we must first review the D3D 11 render context, then cover the changes in D3D 12.
At GDC 2014 Microsoft announced what can be considered the most exciting news for PC Gaming in 2015. The next iteration of Direct3D, version 12. D3D12 is a return to low level programming, it will give more control to game developers and introduce many new exciting features. The D3D12 development team is focused on reducing CPU overhead and increasing stability across CPU cores. The goal with D3D 12 is “Console API efficiency and performance”. Modern console games are able to more effectively use all CPU/GPU cores available to them with great results.
2014 Intel Buzz Workshop Series
HOLD THE DATE San Francisco - Wednesday, July 16th, 2014
This article and the attached sample code project were written by Marc Fauconneau Dufresne at Intel Corp.
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To the IDZ community that might be interested: Microsoft is hosting an event next week for Windows developers worldwide. Take a look at the link and all of the locations they are offering for F2F help in publishing on the Windows store. These could include 2 in 1, all-in-one and Tablet apps. for example applications that demonstrate these usage models check out The Intel App Innovation Contest winners at https://software.intel.com/en-us/articles/intel-aic-2013-9-prize-winners
Traditional business models, built on graphics and visualization usages such as workstation remoting, VDI, DaaS, transcoding, media streaming, and on-line gaming, are beginning to draw open source attention, worldwide. Employees are becoming mobile. They want flexibility of working from any device, anywhere, anytime, with any data, without any compromise in the quality due to access, latency or visualization.
Software developers by the thousands visited the Intel Software booth at the sold-out Microsoft Build conference April 2 – 4 in San Francisco’s Moscone Center. They were able to learn about how the Intel® Developer Zone provides world-class knowledge, tools and support for Windows 8 cross platform apps.
This article was taken from a blog posting on IDZ by Leigh Davies at Intel Corp, highlighting work and results completed by Leigh and his colleague Filip Strugar in the new AA technique being referred to as Conservative Morphological Anti-Aliasing. Below is the content of the blog along with the available code project download for your examination