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Microsoft's Latest Agility SDK Released with Cutting-edge Work Graphs API

T0@st

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Microsoft's DirectX department is scheduled to show off several innovations at this month's Game Developers Conference (GDC), although a late February preview has already spilled their DirectSR Super Resolution API's beans. Today, retail support for Shader Model 6.8 and Work Graphs has been introduced with an updated version of the company's Agility Software Development Kit. Program manager, Joshua Tucker, stated that these technologies will be showcased on-stage at GDC 2024—Shader Model 6.8 arrives with a "host of new features for shader developers, including Start Vertex/Instance Location, Wave Size Range, and Expanded Comparison Sampling." A linked supplementary article—D3D12 Work Graphs—provides an in-depth look into the cutting-edge API's underpinnings, best consumed if you have an hour or two to spare.

Tucker summarized the Work Graphs API: "(it) utilizes the full potential of your GPU. It's not just an upgrade to the existing models, but a whole new paradigm that enables more efficient, flexible, and creative game development. With Work Graphs, you can generate and schedule GPU work on the fly, without relying on the host. This means you can achieve higher performance, lower latency, and greater scalability for your games with tasks such as culling, binning, chaining of compute work, and much more." AMD and NVIDIA are offering driver support on day one. Team Red has discussed the launch of "Microsoft DirectX 12 Work Graphs 1.0 API" in a GPUOpen blog—they confirm that "a deep dive" into the API will happen during their Advanced Graphics Summit presentation. NVIDIA's Wessam Bahnassi has also discussed the significance of Work Graphs—check out his "Advancing GPU-driven rendering" article. Graham Wihlidal—of Epic Games—is excited about the latest development: "we have been advocating for something like this for a number of years, and it is very exciting to finally see the release of Work Graphs."



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I've heard this speech before... let me recall. Ah, yes, it was about DX12; let's see "how far" we've come.
 
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All coming to an OS no one wants. At least I don't know anyone willingly wanting to install Windows 11 unless they have to (or pushed the wrong button).
 
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All coming to an OS no one wants. At least I don't know anyone willingly wanting to install Windows 11 unless they have to (or pushed the wrong button).
Yeah, but next year is the EOL for 10.
People will start moving on. The exact same thing happened with 7/8.1 -> 10.
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Here we go again. Last time it was get Windows 11 so that you could get Multi GPU support regardless of the Brand. That was right around the time Ashes of the Snorefest was released. As far as I know it is still the only game that supports agnostic GPUs. I thought that they would do something like this with Windows 12 on the horizon.
 
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Yeah, but next year is the EOL for 10.
People will start moving on. The exact same thing happened with 7/8.1 -> 10.

That's still 21 months from now... Until then we might get Windows 12 and people will skip W11 just like they skipped 8/8.1 and went straight from 7 to 10.
 
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