The “Ultimate” version of DirectX 12, officially released Thursday by Microsoft and Nvidia, does not add much in terms of capabilities to the graphics game programming architecture. It mainly bundles several specific existing programming interfaces into one. update, including:
- Laser trace (DXR 1.1) for more realistic reflections, shadows and lighting that are easier to create.
- Variable rate shading, which allows developers to focus system resources where they are visually most important.
- Mesh shaders, which give developers more control over GPU acceleration with respect to the complexity of the surface for improved performance.
- Feedback from the sampler, to improve performance, for example, by allowing game to reuse previously rendered textures or bypass rendering of surfaces you can’t see, as well as to load textures faster (texture streaming), much of the Xbox’s SSD support.
While this all sounds esoteric, in practice it creates a unified programming interface on the upcoming Xbox Series X and Windows 10 console for all of the newly trending acceleration and intelligence algorithms on this console, which is set to release at the next. end of this year. This makes cross-platform game simpler design (at least in some ways for those two), PC graphics card driver support is faster, and – which we really care about – potentially means more games looking more realistic and adding playability without taking a performance hit.
Most notably, it was created in collaboration with Nvidia, which added ray tracing cores with its RTX generation of graphics processors, and AMD, which added it to the RDNA 2 generation of its graphics processors – those used by the two upcoming Xbox Series X and Sony PS5.
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Correction, 10:40 a.m. PT: Corrects mention of RTX programming, adds AMD role.
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- According to the source Windows DirectX 12 Ultimate will help Xbox Series X, PC games look better
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