ExecuteIndirect Command in DirectX 12 Brings Improved Performance and Low CPU Usage
Por um escritor misterioso
Last updated 03 novembro 2024
Microsoft has revealed a new indirect dispatching draw solution that can be used by all DirectX 12 compatible hardware, completely replacing the DrawIndirect and DispatchIndirect commands. The company says that this solution will bring 'major performance improvements to the already incredible performance that DX12 can achieve'. ExecuteIndirect is said to perform multiple draws with a single API call, and gives the ability to both the CPU and the GPU to control draw calls, as well as change bindings between draw calls. Principal Development Lead for Direct3D and DXGI at Microsoft, Max McMullen, has demoed the new feature at GDC with
Efficient Rendering with DirectX* 12 on Intel® Graphics
DirectX 12 Analysis: New Rendering Features, ExecuteIndirect & Performance Comparisons
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DirectX 12 Analysis: New Rendering Features, ExecuteIndirect & Performance Comparisons
DirectX 12 Analysis: New Rendering Features, ExecuteIndirect & Performance Comparisons
Quantum Break PC performance thread, Page 69
DirectX 12 [Arquivo] - Fórum do Portugal-Tech
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DirectX 12 Analysis: New Rendering Features, ExecuteIndirect & Performance Comparisons
User Guide :: Nsight Graphics Documentation
D3D12 Work Graphs Preview - DirectX Developer Blog
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Unreal Engine performance guide - AMD GPUOpen
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