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Microsoft plans to simplify Multi-GPU support in DirectX 12

Microsoft plans to simplify Multi-GPU support in DirectX 12

Microsoft plans to simplify Multi-GPU support in DirectX 12

Microsoft plans to simplify Multi-GPU support in DirectX 12

 

Microsoft plans to simplify Multi-GPU support in DirectX 12 with a new abstraction layer that will help developers implement support without the need for deep coding. 

Right now most DirectX 12 games do not support Multi-GPU configurations though games like Ashes of the Singularity has shown that there is a huge amount of potential in the way DirectX 12 can handle multiple GPUs, which allows non-matching GPUs like the R9 Fury X and the GTX 980Ti to be used together in a single system to gain a lot of extra GPU performance. 

Sadly there are not many games right now that support multiple GPUs like Ashes of the Singularity, as this level of hardware support is only possible after a lot of heavy coding and a lot of hard work. At this time a lot of developers do not think that this development time is worth the effort, as most PC gamers only own a single GPU. 

  Microsoft plans to simplify Multi-GPU support in DirectX 12  

Microsoft has decided to create an abstraction layer in order to help developers achieve "basic multi-GPU support", giving them the option to still implement their own version of multi-GPU support if they wish but making the process much easier for smaller developers and much less time consuming. 

This new abstraction layer is not available yet but Microsoft does state that they will be making a public release of this new toolset soon. 

Moving forward Microsoft will also be focusing on the development of HDR gaming content, allowing their software to get the most out of HDR TVs and monitors in the future. 

 

You can join the discussion on Microsoft's plans for DirectX 12 multi-GPU on the OC3D Forums

 

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Most Recent Comments

06-07-2016, 07:14:53

Kushiro
Awesome, lets just hope they bother anyways.Quote

06-07-2016, 09:53:15

shambles1980
This sounds a lot like ms is saying:

" Remember all the things we said made dx11 slow, so we took em out of dx12 and said you had to code them your self?
Well turns out developers suck, so we are adding them back in and bogging down dx12 to make it easier for developers. "


personally i hope they dont go over board or dx12 will end up no better than dx11 was. and all it will have achieved is to slow down mantel becoming the dominant api.. Although if thats all they wanted to do i guess it works for them.
But on a less cynical note:
if they only add this and it helps with multi gpu usage then thats a good thing.
"cynical again" Although devs should code games properly its getting a bit annoying that they dont bother any more. publishers need to let them do the damn work not force them to hit deadlines.Quote

06-07-2016, 11:54:08

NeverBackDown
Quote:
Originally Posted by shambles1980 View Post
This sounds a lot like ms is saying:

" Remember all the things we said made dx11 slow, so we took em out of dx12 and said you had to code them your self?
Well turns out developers suck, so we are adding them back in and bogging down dx12 to make it easier for developers. "


personally i hope they dont go over board or dx12 will end up no better than dx11 was. and all it will have achieved is to slow down mantel becoming the dominant api.. Although if thats all they wanted to do i guess it works for them.
But on a less cynical note:
if they only add this and it helps with multi gpu usage then thats a good thing.
"cynical again" Although devs should code games properly its getting a bit annoying that they dont bother any more. publishers need to let them do the damn work not force them to hit deadlines.
I think the root of the problem is the last thing you said. But there are reasons why for everything, so it may not always just be a clear answerQuote

06-07-2016, 13:47:22

dwatterworth
There's also the discussion that always comes up anytime multi-gpu is part of the focus; what % of the market of PC gamers buying specific games have multiple GPUs, what % of the market are developers at risk of losing with no multi-gpu support and finally, how do possibly greatly differing performing GPU's pair together.

So the end goal would be to have whatever API act like a hypervisor and just dole out the resources as needed without the specific resource being 'aware' of multiple adapters, eliminating the developer need for extra coding?

Next argument that all presents tagging onto the lazy developer comments: with the hope of easily accessed performance from multiple GPU's whether that's identical cards or differing models, do developers become even more careless and depend on increasing levels of performance to deliver similar experiences / result in more inefficient engines etc?Quote

07-07-2016, 12:33:25

shambles1980
historically yes.. that is exactly what they do and is why direct x was used by so many and open gl was left in the stone ages. when initially games came using both, but as dx started doing the work for the devs
"dont crucify me for saying that how i did, it's just easier to say it like that"
it became easier to be lazy and still get the same results. up to a point where what you had actually coded would only work on direct x because you had left out so much open gl dint have a clue what you wanted to do..
this caused a lot of overheads in direct x. And then they decided in dx 12 to fix that... But it seems that devs are used to the extra help from direct x. so they seem to be adding it back in.. Personally i really do hope that this is all they add in.

because there is no point in having dx12 if its no better than dx11. and if its only there to stop mantel/Vulcan being developed for then thats not good for gamers at all..Quote
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