Friday, March 20th 2020

AMD RDNA 2 GPUs to Support the DirectX 12 Ultimate API

AMD today announced in the form of a blog post that its upcoming graphics cards based on RDNA 2 architecture will feature support for Microsoft's latest DirectX 12 Ultimate API. "With this architecture powering both the next generation of AMD Radeon graphics cards and the forthcoming Xbox Series X gaming console, we've been working very closely with Microsoft to help move gaming graphics to a new level of photorealism and smoothness thanks to the four key DirectX 12 Ultimate graphics features -- DirectX Raytracing (DXR), Variable Rate Shading (VRS), Mesh Shaders, and Sampler Feedback." - said AMD in the blog.

Reportedly, Microsoft and AMD have worked closely to enable this feature set and provide the best possible support for RDNA 2 based hardware, meaning that future GPUs and consoles are getting the best possible integration of the new API standard.
AMD RDNA 2 supports DirectX12 Ultimate AMD RDNA 2 supports DirectX12 Ultimate AMD RDNA 2 supports DirectX12 Ultimate AMD RDNA 2 supports DirectX12 Ultimate
You can check out the DirectX Raytracing (DXR) demo here:
Source: AMD Blog
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25 Comments on AMD RDNA 2 GPUs to Support the DirectX 12 Ultimate API

#1
Chomiq
Silky smooth 20 fps judging by that demo.
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#2
delshay
I still feel Vulkan will be the most dominate API as time moves on.
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#3
Kaotik
ChomiqSilky smooth 20 fps judging by that demo.
The demo is badly encoded rather than jerky source material, it does 3 repeat : 2 repeat : 3 repeat : 2 repeat pattern.
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#4
_Flare
A bit of texture flickering in some parts and i bet on 19-29 FPS also.
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#5
Mistral
ChomiqSilky smooth 20 fps judging by that demo.
If you focus on the background rather than the chromed rust-bucket, it looks a good deal smoother...
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#6
xkm1948
GCN and RDNA gen 1 may get some form of RT like Pascal as a way to encourage users to upgrade to RT capable GPUs
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#7
Vayra86
jmcslobCorona Virus is covered 100% with no out of pocket expenses...
Turns out all those people that hate socialism expected it as soon as something went wrong.


Exactly!
Its fine right, at least they can shoot each other in the face. We can't over here, so we're helpless. :roll:

Something about that demo doesn't sit well with me. If it has all those mirrors, why is there no infinity mirror anywhere? Also, I got dizzy, and also... if they think we want games to look like this, man... are they on LSD?
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#8
ZoneDymo
I love how this already looks oldschool.
Ya know, like running the first version of 3Dmark on your PC today, this already looks like its a classic somehow to me
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#9
r.h.p
delshayI still feel Vulkan will be the most dominate API as time moves on.
Ime very impressed with Vulcan , my system runs Wolfenstein 2 colossus 1440p at ultra 100 fps no probs .
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#10
r.h.p
ChomiqSilky smooth 20 fps judging by that demo.
I hope we can get more than 20 fps ...lol
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#11
fb020997
KaotikThe demo is badly encoded rather than jerky source material, it does 3 repeat : 2 repeat : 3 repeat : 2 repeat pattern.
24 to 30 (60) fps looks bad if not done right... I think that’s what happened to the demo video. Why upload it at 60fps when 50 would have been easier? They could have it accelerated by a slight bit to fit it to 25fps, encoded it to 50 and boom, no strange choppiness.


Good reflections demo, though. They focused 100% on that, which is the most difficult thing to ray trace IMHO.
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#12
gamefoo21
r.h.pI hope we can get more than 20 fps ...lol
It's basically an all RT demo. Sort of like why most RTX games scale back the use of RTRT to get acceptable performance. This is a Tech demo on alpha drivers and beta hardware. NV has theirs probably running on dual RTX Titans.

I wonder what kind of performance penalty NV is going to face from having to transcode DXR and Vulkan RT calls to RTX.
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#13
Anymal
They party like its 1999.
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#14
Vayra86
AnymalThey party like its 1999.
Yeah it really does remind of the good old flashy renders of old. I do think they managed to give us an idea of what reflections can do in terms of effect to a scene. When the big 'thing' comes up behind him, I get that.
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#15
Apocalypsee
I agree it did look like early pixel shader demo that came out with DirectX 8 back then. Well, it seems like those 'fake' shiny things arent food enough, so they went with real time but still looks similar.

What a weird time we live in, movie scene also took this direction. They took old movies and turn it to 'live action' or sort, look at Lion King and Aladdin.
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#16
bug
I'm going to write this date down as the day when people saying RTRT is only a gimmick start changing their tune.
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#17
david0852
25 fps in case someone is wondering
I downloaded the video and counted frame by frame
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#18
Anymal
May we just say it is poorly designed? Done by second team.
Vayra86Yeah it really does remind of the good old flashy renders of old. I do think they managed to give us an idea of what reflections can do in terms of effect to a scene. When the big 'thing' comes up behind him, I get that.
Yes, that "behind" would stay visually behind when only Screen-space Reflections is used.
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#19
Fluffmeister
bugI'm going to write this date down as the day when people saying RTRT is only a gimmick start changing their tune.
Everything is shiny is now apparently acceptable too.
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#20
bug
FluffmeisterEverything is shiny is now apparently acceptable too.
I'm not worried about that, every single advancement that I remember of (~ PS 1.4) took a while till the devs learned to use properly. PS 2.0 also made things look like plastic. Look up some Doom3 screenshots ;)
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#21
95Viper
Get back on topic.

Thank You and have a good day.
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#22
Ikaruga
The look of that demo tho, 2002 called and wants its 1000 polygons back.
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#23
renz496
gamefoo21It's basically an all RT demo. Sort of like why most RTX games scale back the use of RTRT to get acceptable performance. This is a Tech demo on alpha drivers and beta hardware. NV has theirs probably running on dual RTX Titans.

I wonder what kind of performance penalty NV is going to face from having to transcode DXR and Vulkan RT calls to RTX.
probably there is none. RTX is just marketing term. in a way you can say what nvidia has done with RTX is what accelerated DXR is (for nvidia implementation). people are so preoccupied with marketing jargon they forgot RTX is DXR itself. AMD will have their own implementation of DXR. and they may also called it with their own marketing term.
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#24
gamefoo21
renz496probably there is none. RTX is just marketing term. in a way you can say what nvidia has done with RTX is what accelerated DXR is (for nvidia implementation). people are so preoccupied with marketing jargon they forgot RTX is DXR itself. AMD will have their own implementation of DXR. and they may also called it with their own marketing term.
I remember reading an article that NV did RT for RTX different from DXR and Vulkan RT.

If it's just a matter of relabeling calls I suspect there will be no difference or superbly minimal difference.

Then again I was around for the FX series, so I'm interested in seeing some benches.
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#25
bug
gamefoo21I remember reading an article that NV did RT for RTX different from DXR and Vulkan RT.

If it's just a matter of relabeling calls I suspect there will be no difference or superbly minimal difference.

Then again I was around for the FX series, so I'm interested in seeing some benches.
There are usually some vendor specific extensions around, but you don't have to worry about those. They either make it into future DX/OpenGL/Vulkan versions, or they just slip into irrelevance.
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