Tahiti: The First Direct3D 11.1 GPU

One of the many changes coming in Windows 8 next year will be the next iteration of Direct3D, which will be Direct3D 11.1. More so than any other version of Direct3D so far, D3D11.1 is best summed up as a housekeeping release. There will be some new features, but compared to even past point releases such as 10.1 and 9c it’s a small release that’s going to be focusing more on improving the API itself – particularly interoperability with SoC GPUs for Windows 8 – than it will be about introducing new features. This is largely a consequence of the growing length of time for all matters of development hardware and software. By the time Windows 8 ships Direct3D 11 will be 3 years old, but these days that’s shorter than the development period for some AAA games. Direct3D 11/11.1 will continue to be the current Windows 3D API for quite some time to come.

With regards to backward compatibility in D3D11.1, there’s one new feature in particular that requires new hardware to support it: Target Independent Rasterization. As a result AMD’s existing D3D11 GPUs cannot fully support D3D11.1, thereby making Tahiti the first D3D 11.1 GPU to be released. In practice this means that the hardware is once again ahead of the API, even more so than what we saw with G80 + D3D10 or Cypress (5870) + D3D11 since D3D11.1 isn’t due to arrive for roughly another year. For the time being Tahiti’s hardware supports it but AMD won’t enable this functionality until the future – the first driver with D3D11.1 support will be a beta driver for Windows 8, which we expect we’ll see for the Windows 8 beta next year.

So what does D3D11.1 bring to the table? The biggest end user feature is going to be the formalization of Stereo 3D support into the D3D API. Currently S3D is achieved by either partially going around D3D to present a quad buffer to games and applications that directly support S3D, or in the case of driver/middleware enhancement manipulating the rendering process itself to get the desired results. Formalizing S3D won’t remove the need for middleware to enable S3D on games that choose not to implement it, but for games that do choose to directly implement it such as Deus Ex, it will now be possible to do this through Direct3D.

S3D related sales have never been particularly spectacular, and no doubt the fragmentation of the market is partially to blame, so this may be the push in the right direction that the S3D market needs, if the wider consumer base is ready to accept it. At a minimum this should remove the need for any fragmentation/customization when it comes to games that directly support S3D.

With S3D out of the way, the rest of the D3D11.1 feature set isn’t going to be nearly as visible. Interoperability between graphics, video, and compute is going to be greatly improved, allowing video via Media Foundation to be sent through pixel and compute shaders, among other things. Meanwhile target independent rasterization and some new buffer commands should give developers a few more tricks to work with, while double precision (FP64) support will be coming to pixel shaders on hardware that has FP64 support.

Finally, looking at things at a lower level D3D11.1 will be released alongside DXGI 1.2 and WDDM 1.2, the full combination of which will continue Microsoft’s long-term goal of making the GPU more CPU-like. One of Microsoft’s goals has to been to push GPU manufacturers to improve the granularity of GPU preemption, both for performance and reliability purposes. Since XP things have gotten better as Vista introduced GPU Timeout Detection and Recovery (TDR) to reset hung GPUs, and a finer level of granularity has been introduced to allow multiple games/applications to share a GPU without stomping all over each other, but preemption and context switches are still expensive on a GPU compared to a CPU (there are a lot of registers to deal with) which impacts performance and reliability.

To that end preemption is being given a bit more attention, as WDDM 1.2 will be introducing some new API commands to help manage it while encouraging hardware developers to support finer grained preemption. Meanwhile to improve reliability TDR is getting a major addition by being able to do a finer grained reset of the GPU. Currently with Windows 7 a TDR triggers a complete GPU reset, but with Windows 8 and WDDM 1.2 the GPU will be compartmentalized into “engines” that can be individually reset. Only the games/applications using a reset engine will be impacted while everything else is left untouched, and while most games and applications can already gracefully handle a reset, this will further reduce the problems a reset creates by resetting fewer programs.

 

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  • CeriseCogburn - Thursday, March 8, 2012 - link

    Well, since you brought that up it reminded me of the PRAISE this or the 7870 article gave amd for "getting rid of all it's own competing cards" and zeroing their distribution so that there was only one choice and it wasn't competing with itself.
    I didn't hear a single Nvidia basher cry foul, that amd was playing with the market just to slam dunk some dollars on a new release...
    I do wonder why when amd pulls the dirtiest of dirty, they are praised...
  • MrSpadge - Thursday, December 22, 2011 - link

    They'd loose the entire market of Milkyway@Home crunchers if it was just 1/4.
  • RussianSensation - Thursday, December 22, 2011 - link

    FP32 = 3.79 TFlops
    FP64 = 0.948 Tflops, which is about 40% faster than HD6970.
  • Ryan Smith - Thursday, December 22, 2011 - link

    The keyword there was "up to". GCN actually supports 3 different FP64 configurations: 1/2, 1/4, and 1/16. 1/4 may be an artificial limitation on the 7970 or it may be the native speed Tahiti was designed for; it's not clear yet which of those is the case.
  • WhoBeDaPlaya - Thursday, December 22, 2011 - link

    Ryan, any chance you could try running a Bitcoin client on the card to see what kind of hash rates we'd get?
  • Esbornia - Thursday, December 22, 2011 - link

    Man this site is so biased against AMD it hurts, here we have a new architecture thats beats GTX580 in everything and sometimes GTX590 with almost half the power comsumption and they say the only thing 7970 does right is compute? That it is not a great product but only mediocre? Come on AnandTech we know intel owns you but this is getting ridiculous, see the other neutral sites reviews you will clearly see what AnandTech does if you are even a little smart.
  • SlyNine - Thursday, December 22, 2011 - link

    And a product that is 2 years removed from the 5870 and only performing about 40-60% better... and on a new 28nm chip to boot.

    It's just not that great.
  • RussianSensation - Thursday, December 22, 2011 - link

    For almost $200 more as well....
  • MrSpadge - Thursday, December 22, 2011 - link

    Reading the entire review (apart from the conclusion) I came to the conclusion that GCN is really cool. Give it some more software support (=time), a cool BOINC project and the HD7950 and I may have found my next card. Can't say AT talked me off of it.

    MrS
  • WhoBeDaPlaya - Thursday, December 22, 2011 - link

    WWYBYWB?

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