View Full Version : Rumours: DirectX 11 to Feature ‘Compute Shader’
New shader would allow games programmers to access a GPU’s horsepower without needing to go through a graphics API
Microsoft may have decided against the idea of direct physics acceleration in DirectX 10, but it looks as though a new shader could change all that in DirectX 11. Currently referred to as the ‘compute shader,’ the new shader will allow games developers to access all the number crunching capabilities of a GPU.
http://www.custompc.co.uk/images/front_picture_library_UK/dir_144/it_photo_72279_28.jpg
An anonymous insider who works in the 3D graphics business told Custom PC that ‘for all of those who will offer hardware acceleration of DirectX 11 in a variety of ways, the compute shader is a very attractive option – it allows games developers to get at the horsepower inside the GPU, without necessarily working through a graphics API.’
So why would you need this in DirectX? Our source gave the example of trying to ride a bike like a car, saying: ‘You don’t climb on to a bicycle and expect a steering wheel and three pedals – brake, accelerator and clutch – just because I’m used to that in the car. I want to solve a different problem, so I’ll address it with a different UI. From a games programmer’s point of view, what they’re looking for is a compute shader that's generic enough to use across multiple pieces of hardware. You can just get at the horsepower and get number crunching done on the GPU.’
There are many possibilities for such a shader, but our source reckons that it will be ‘the more likely route that games developers will go down for physics.’ However, they also rightly pointed out that ‘the new API would be at least two years away,’ and that none of this had been made public knowledge yet.
Source: CustomPC (http://www.custompc.co.uk/news/601674/rumour-control-directx-11-to-feature-compute-shader.html)
XS Janus
11-21-2007, 11:21 AM
It sounds good to me. :)
I bet they will release new card soon with DX11 support. You know they have to be ready now for all those new releases comming for it soon. (read yr. 2015 :rolleyes: :down: )
ExodusC
11-21-2007, 11:41 AM
Any kind of direct hardware access should yield performance increases. Well, if the developers know what they're doing.
I like where they're going with this.
Shintai
11-21-2007, 11:56 AM
Direct HW access is something you will never get in any future (Or present) Windows. Also around the API? Ye, next MS is going opensource...
This sounds wrong in more than 1 way.
deathman20
11-21-2007, 11:57 AM
Cool.. still far off it sounds like. Sounds more like a Windows 7 release item if not later. Of course if its 2-3 years off its more like 4-5+ before we see it in a game and 6-7 before it becomes the norm for games.
strange|ife
11-21-2007, 12:27 PM
with the adoption rate of new dx versions, lucky if we see this in 2013.
People are holding on too dx9 still for dear life. Dx8>9 was rather quick though
gallardo
11-21-2007, 12:35 PM
Dx8>9 was rather quick though
Because it didn't require a OS upgrade. ;)
largon
11-21-2007, 01:11 PM
Compute ShaderDoes this mean DX11 is not a bump to ray tracing?
whocaresbg
11-21-2007, 01:39 PM
Ray tracing is a feature(algorithm) of Global Illumination that's used in DX10.01 .
Shintai
11-21-2007, 01:47 PM
Ray tracing is a feature(algorithm) of Global Illumination that's used in DX10.01 .
Are you very sure? I dont know a GPU that can raytrace yet. They all take the easy way over the fence so to say.
whocaresbg
11-21-2007, 02:08 PM
"Radiosity, ray tracing, beam tracing, cone tracing, path tracing, metropolis light transport, ambient occlusion, photon mapping, and image based lighting are examples of algorithms used in global illumination" .
:) .
ExodusC
11-21-2007, 02:10 PM
Isn't ray tracing incredibly GPU intensive?
whocaresbg
11-21-2007, 02:20 PM
Isn't ray tracing incredibly GPU intensive?
Exactly . Some info here (http://en.wikipedia.org/wiki/Ray_tracing_hardware) .
xlink
11-21-2007, 02:20 PM
"Radiosity, ray tracing, beam tracing, cone tracing, path tracing, metropolis light transport, ambient occlusion, photon mapping, and image based lighting are examples of algorithms used in global illumination" .
:) .
you're likely thinking of a different type of ray tracing
http://en.wikipedia.org/wiki/Ray_tracing
maybe what you're thinking of is ray casting
http://en.wikipedia.org/wiki/Ray_casting
Shaggy
11-21-2007, 02:47 PM
I remember like 10 years ago every PC Gamer came with a new directX update every month.
I'm still holding a grudge at microsoft not designing dx10 to work with XP. I may stay with XP and dx9 just to avoid vista. I hold it in equal regard as windows me.
Cooper
11-21-2007, 03:07 PM
Now think about it once again. New API will allow to go on even lower level without using the API...
WTH :lol:
Shintai
11-21-2007, 03:16 PM
I'm still holding a grudge at microsoft not designing dx10 to work with XP.
Thats the common misconception. The truth is Microsoft didnt design XP to work with DX10. Or would add the work. If they did, you would have Vista, requiring Vista drivers with an XP GUI.
Its abit like expecting a Lada to go 200mph. But the overall design of the Lada makes that impossible. Nomatter what engine you add.
The foundation and platform simply cant handle it on XP or lower.
Unbornchild
11-21-2007, 03:31 PM
ones againOff topic: I can't believe the spelling of the native english speakers/typers! :rofl:
On topic: "the" GPU? With 'multi-GPU' (SLI/X-Fire/quad) more and more becoming the norm to run the latest games at highest settings i wouldn't be surprised if 1 in the multi will become dedicated to the physics. :) And didn't Valve say they investigated programming for multithreaded games especially using the quad CPU's? Maybe writing for dual/quad GPU's have more potential?
Shaggy
11-21-2007, 05:09 PM
Thats the common misconception. The truth is Microsoft didnt design XP to work with DX10. Or would add the work. If they did, you would have Vista, requiring Vista drivers with an XP GUI.
Its abit like expecting a Lada to go 200mph. But the overall design of the Lada makes that impossible. Nomatter what engine you add.
The foundation and platform simply cant handle it on XP or lower.
Vista has too many cup holders.
Cooper
11-21-2007, 05:11 PM
Off topic: I can't believe the spelling of the native english speakers/typers! :rofl:
Sorry about that, but I'm faaar from being native english :D
MuffinFlavored
11-21-2007, 06:13 PM
I had no idea DX11 was in the making.
Now crunching (WCG, F@H, etc.) can be used on GPU!
I'm pretty sure F@H supports some ATI card already.
I'm just real happy there are only 2 commonly used APIs. DirectX and OpenGL.
Good thing there aren't 5+, and you need a card to support all to play all games.
An API used to get a DIRECT Hardware connection?
Oxymoron?
Shintai
11-22-2007, 01:28 AM
I still give this news about 14 on the BS scale from 1 to 10.
naokaji
11-22-2007, 01:56 AM
agree with shintai, especially because of the api to not use the api part.
iddqd
11-22-2007, 04:16 AM
Oh my, a dummy shader. You can already do that. Stupid.
saaya
11-22-2007, 04:34 AM
thats nonsense, dx11 will allow devs to access gpus directly without going through the api...
so there will be a new api that will allow you to not use the api... that doesnt make any sense whatsoever.
you can already NOT use dx now and go for opengl instead.
what they mean is more flxibility but they explained it in a bad way i think
iddqd
11-22-2007, 05:57 AM
thats nonsense, dx11 will allow devs to access gpus directly without going through the api...
so there will be a new api that will allow you to not use the api... that doesnt make any sense whatsoever.
you can already NOT use dx now and go for opengl instead.
what they mean is more flxibility but they explained it in a bad way i think
It's poorly worded. Apparently, the new API has a shader that takes any two vars and does an arithmetic operation with them. There are, of course, already a lot of shaders that can do one or other arithmetic operation, which is why this isn't needed.
DeathReborn
11-22-2007, 06:09 AM
Finally a unified GPGPU platform for everyone to use., at least that's how I see this as.
Soulburner
11-22-2007, 07:33 AM
Great, let's keep adding a feature or two at a time and milk the economy and the consumers for all they're worth.
iddqd
11-22-2007, 08:38 AM
Great, let's keep adding a feature or two at a time and milk the economy and the consumers for all they're worth.
It's so much better when you add a feature it already has.
`danny
11-22-2007, 08:47 AM
it is going to be very interesting to see how DirectX 11 comes to shape as Windows 7 matures. I really hope Windows 7 is not close to being as bloated as Vista and is very customizable...
everything is moving too fast for our own good.
Shintai
11-22-2007, 09:29 AM
everything is moving too fast for our own good.
Today is actually very slow in progress compared to the past. We are on a slowdown. Not speedup.
saaya
11-22-2007, 10:53 AM
It's poorly worded. Apparently, the new API has a shader that takes any two vars and does an arithmetic operation with them. There are, of course, already a lot of shaders that can do one or other arithmetic operation, which is why this isn't needed.
yeah but if theyd say that who would want dx11 right? :D
Finally a unified GPGPU platform for everyone to use., at least that's how I see this as.
exactly, this is more like what this is about i think, but its far less revolutionary than what they try to make it sound like.