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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  • chiddy - Thursday, December 22, 2011 - link

    Ryan,

    Thanks for the great review. My only gripe - and I've been noticing this for a while - is the complete non-mention of drivers or driver releases for Linux/Unix and/or their problems.

    For example, Catalyst drivers exhibit graphical corruption when using the latest version (Version 3) of Gnome Desktop Environment since its release before April. This is a major bug which required most users of AMD/ATI GPUs to either switch desktop environments, switch to Nvidia or Intel GPUs, or use the open source drivers which lack many features. A partial fix appeared in Catalyst 11.9 making Gnome3 usable but there are still elements of screen corruption on occassion. (Details in the "non-official" AMD run bugzilla http://ati.cchtml.com/show_bug.cgi?id=99 ).

    AMD have numerous other issues with Linux Catalyst drivers including buggy openGL implementation, etc.

    Essentially, as a hardware review, a quick once over with non-Microsoft OSs would help alot, especially for products which are marketed as supporting such platforms.

    Regards,
  • kyuu - Thursday, December 22, 2011 - link

    Why in the heck would they mention Linux drivers and their issues in an article covering the (paper) release and preliminary benchmarking of AMD's new graphics cards? It has nada to do with the subject at hand.

    Besides, hardly anyone cares, and those that do care already know.
  • chiddy - Thursday, December 22, 2011 - link

    And I guess that AMD GPUs are sold as "Windows Only"?

    Thanks for your informative insight.
  • MrSpadge - Thursday, December 22, 2011 - link

    There are no games for *nix and everything always depends on your distribution. The problems are so diverse and numerous.. it would take an entire article to briefly touch this field.
    Exagerating, but I really wouldn't be interested in endless *nix troubleshooting. Hell, I can't even get nVidia 2D acceleration in CentOS..
  • chiddy - Thursday, December 22, 2011 - link

    You have a valid point on that front and I agree, nor would I expect such an article any time soon.

    However, on the other hand, one would at the very least expect a GPU using manufacturer released drivers to load a usable desktop. This is an issue that was distro agnostic and instantly noticeable, and only affected AMD hardware, as do most *nix GPU driver issues!

    If all that was done during a new GPU review was fire it up in any *nix distribution of choice for just a few minutes (even Ubuntu as I think its the most popular at the moment) to ensure that the basics work it would still be a great help.

    I will have to accept though that there is precious little interest!
  • Ryan Smith - Thursday, December 22, 2011 - link

    Hi Chiddy;

    It's a fair request, so I'll give you a fair answer.

    The fact of the matter is that Linux drivers are not a top priority for either NVIDIA or AMD. Neither party makes Linux drivers available for our launch reviews, so I wouldn't be able to test new cards at launch. Not to speak for either company, but how many users are shelling out $550 to run Linux? Cards like the 7970 have a very specifically defined role: Windows gaming video card, and their actions reflect this.

    At best we'd be able to look at these issues at some point after the launch when AMD or NVIDIA have added support for the new product to their respective Linux drivers. But that far after the product's launch and for such a small category of users (there just aren't many desktop Linux users these days), I'm not sure it would be worth the effort on our part.
  • chiddy - Friday, December 23, 2011 - link

    Hi Ryan,

    Thanks very much for taking the time to respond. I fully appreciate your position, particularly as the posts above very much corroborate the lack of interest!

    Thanks again for the response, I very much appreciate the hard work yourself and the rest of the AT team are doing, and its quality speaks for itself in the steady increase in readers over the years.

    If you do however ever find the time to do a brief piece on *nix GPU support after launch of the next generation nVidia and AMD GPUs that would be wonderful - and even though one would definately not buy a top level GPU for *nix, it would very much help those of us who are dual booting (in my case Windows for gaming / Scientific Linux for work), and somewhat remove the guessing game during purchase time. If not though I fully understand :-).

    Regards,
    Ali
  • CeriseCogburn - Thursday, March 8, 2012 - link

    Nvidia consistenly wins over and over again in this area, so it's "of no interest", like PhysX...
  • AmdInside - Thursday, December 22, 2011 - link

    I won't be getting much sleep tonight since that article took a long time to read (can't imagine how long it must have taken to write up). Great article as usual. While it has some very nice features, all in all, it doesn't make me regret my purchase of a Geforce GTX 580 a couple of months ago. Especially since I mainly picked it up for Battlefield 3.
  • ET - Thursday, December 22, 2011 - link

    The Cayman GPU's got quite a performance boost from drivers over time, gaining on NVIDIA's GPU since their launce. The difference in architecture between the 79x0 and 69x0 is higher than the 69x0 and 58x0, so I'm sure there's quite a bit of room for performance improvement in games.

    Have to say though that I really hope AMD stops increasing the card size each generation.

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