Page 2:Cypress Measures Up
Page 3:Double Or Nothing
Page 4:Stepping Through The Architecture
Page 5:Cypress Becomes The Radeon HD 5800-Series
Page 6:DirectX 11: More Notable Than DirectX 10?
Page 8:Eyefinity: A Tangible Benefit, Today
Page 9:Multimedia: Mostly The Same, Plus High-Def Audio
Page 10:System Setup And Benchmarks
Page 11:Benchmark Results: 3DMark Vantage
Page 12:Benchmark Results: S.T.A.L.K.E.R.: Clear Sky
Page 13:Benchmark Results: Crysis
Page 14:Benchmark Results: Far Cry 2
Page 15:Benchmark Results: Left 4 Dead
Page 16:Benchmark Results: World In Conflict
Page 17:Benchmark Results: H.A.W.X.
Page 18:Benchmark Results: Resident Evil 5
Page 19:Benchmark Results: Grand Theft Auto IV
Page 20:Power Consumption
Page 21:Heat And Noise
Of course, the big-daddy feature of DirectX 11 is DirectCompute, an API that facilitates more general purpose GPU computing across the latest DX11 cards, in addition to DX10 and DX10.1 boards. As you ascend the DirectX hierarchy, you get more and more features enabled through DirectCompute. Applications of DirectCompute include image/post-processing, physics, ray-tracing, AI, order-independent transparency, and shadow rendering—in addition to the video transcoding stuff we’ve already seen from Stream and CUDA.
DirectX 11 pipeline, from Allison Klein's Gamefest 2008 presentation.
This is interesting, since most of the examples of GPGPU computing have centered on video transcoding and post-processing through titles like CyberLink MediaShow Espresso and ArcSoft’s SimHD. Now we’re seeing the technology folded into gaming. Indeed, this is a result of game developers getting access to ATI’s Stream technology through a standardized interface, which we’ve long-maintained would be a requisite for widespread adoption.
Take order-independent transparency, for example. In the past, rendering multiple overlapping alpha-blended objects involved heavy sorting, from back to front, of each object. Pre-DX11, this would have involved a lot of host processor computation, and even then you won’t necessarily get a visually-accurate result. In DirectX 11, transparent pixels are sorted using atomic operations and append buffers in just one pass. Check out the screenshots from the demo below.
Simple alpha-blending Order-Independent Transparency via DX11
There’s plenty more that can be done with DirectCompute, from high definition ambient occlusion to contact-hardened shadows and depth of field post-processing. ATI even showed off a demo of drag-and-drop transcoding through Windows 7. But when we asked ATI about tests we could use to put DirectCompute to the test, it responded that there’s nothing available yet. So, we’ll wait for third-party ISVs to utilize DirectCompute before going into more depth on it. On tap: Aliens Vs. Predator, S.T.A.L.K.E.R. Call of Pripyat, and Colin McRae: Dirt 2—all to be enabled with DirectCompute functionality in the next few months.
- Cypress Measures Up
- Double Or Nothing
- Stepping Through The Architecture
- Cypress Becomes The Radeon HD 5800-Series
- DirectX 11: More Notable Than DirectX 10?
- Eyefinity: A Tangible Benefit, Today
- Multimedia: Mostly The Same, Plus High-Def Audio
- System Setup And Benchmarks
- Benchmark Results: 3DMark Vantage
- Benchmark Results: S.T.A.L.K.E.R.: Clear Sky
- Benchmark Results: Crysis
- Benchmark Results: Far Cry 2
- Benchmark Results: Left 4 Dead
- Benchmark Results: World In Conflict
- Benchmark Results: H.A.W.X.
- Benchmark Results: Resident Evil 5
- Benchmark Results: Grand Theft Auto IV
- Power Consumption
- Heat And Noise