Simulation / Modeling / Design

DirectX 12 Ultimate Preview Driver Enables DXR 1.1, Mesh Shaders, Variable Rate Shading, and More

AI-Generated Summary

  • The NVIDIA DirectX 12 Ultimate Developer Preview Driver 450.82 provides early public access to DirectX 12 Ultimate features for GeForce and Quadro GPUs.
  • DirectX Raytracing 1.1 introduces ExecuteIndirect for GPU-driven ray tracing, Incremental State Objects for streaming shader compilation, and TraceRayInline for flexible inline ray tracing across shader stages.
  • Mesh shaders bring generalized GPU compute to the geometry pipeline with an optional amplification shader stage that determines mesh shader thread group counts.
  • Sampler Feedback enables texture-space shading and selective texture loading for better visual quality, shorter load times, and reduced stuttering.
  • Variable Rate Shading lets developers selectively vary shading rates to prioritize GPU power for important visual areas while reducing it elsewhere for performance.
  • GPU support for Argon containers enables IoT workloads with compute and WinML applications in container environments on 20H1 GPUs or virtual GPUs.

Next Steps

Powered by NVIDIA Nemotron. AI-generated content may summarize information incompletely. Verify important information. Learn more

To get the most out of DirectX 12 Ultimate, we’ve provided early public access to the NVIDIA DirectX Ultimate Developer Preview Driver [450.82] on our DirextX developer page, for both NVIDIA GeForce and NVIDIA Quadro. This new driver will let you go hands-on with DirectX 12 Ultimate’s exciting new features: 

DirectX Raytracing 1.1

DXR traces paths of light with physics calculations, enabling highly accurate simulations. DXR 1.1 adds three major new capabilities:

  • ExecuteIndirect: GPU work creation now allows ray tracing. This enables shaders on the GPU to invoke and control ray tracing without an intervening round-trip back to the CPU. This is useful for adaptive ray tracing scenarios like shader-based culling, sorting, classification, and refinement.  
  • Incremental State Objects: State objects can now be incrementally compiled to enable streaming engines to efficiently add new ray tracing shaders as needed when the player moves around the world and new objects become visible without causing performance issues like stuttering
  • TraceRayInline: Inline ray tracing is an alternative form of ray tracing that gives developers the option to drive more of the ray tracing process, as opposed to handing work scheduling entirely to the system (dynamic-shading). It is available in any shader stage (including compute shaders, pixel shaders etc) which also allows for easier integration into existing game engines. Both the dynamic-shading and inline forms of ray tracing use the same opaque acceleration structures.

 Mesh Shaders

Mesh shaders bring the full power of generalized GPU compute to the geometry pipeline. They allow developers to build more detailed and dynamic worlds. Prior to mesh shaders, the GPU geometry pipeline hid the parallel nature of GPU hardware execution behind a simplified programming abstraction, which only gave developers access to seemingly linear shader functions. Mesh shaders change this by making geometry processes behave more like compute shaders. There is also an optional new shader stage called the amplification shader. This runs before the mesh shader, determines how many mesh shader thread groups are needed, and then launches the required number of mesh shaders.

Sampler Feedback

Sampler Feedback enables better visual quality, shorter load times, and less stuttering. This is accomplished by providing detailed information that enables developers to only load in textures when needed. Sampler feedback also enables texture-space shading (TSS), a rendering technique which de-couples the shading of an object in world space from the rasterization of the shape of that object to the final target.

 Variable Rate Shading

Variable Rate Shading (VRS) allows developers to selectively vary a game’s shading rate. This lets them dial up the GPU power in more important parts of the game for better visuals, and dial back the GPU power during less important areas in a game for better speed

IoT Edge Containers

When a GPU from a host is shared with an Argon container on a normal Enterprise PC, an IoT workload can now be produced. An IoT SKU can then be run inside of the container. This necessitates a successful execution of compute & WinML applications in the container environment. Previously, GPUs were not supported on Argon containers. But with 20H1 GPUs (or virtual GPUs) now supported, developers can enjoy the benefits of GPU computation for any IoT based app development.

High Performance Timing Data

DX Runtime and Driver optimizations improve the performance of timestamp markers, which will help tools like PIX (a Microsoft-provided performance tuning and debugging tool for Windows and Xbox game developers using DirectX 12).

Preview Available Now!

To try the DirectX 12 Ultimate Preview Driver out for yourself, head over to our DirextX developer page and download it for GeForce or Quadro.

Discuss (0)

Tags