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.

 

Building Tahiti & the Southern Islands Partially Resident Textures: Not Your Father’s Megatexture
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  • haukionkannel - Thursday, December 22, 2011 - link

    Well, 7970 and other GCN based new cards are not so much driver depended as those older radeons. So the improvements are not going to be so great, but surely there will be some! So the gap between 580 or 6970 vs 7970 is going to be wider, but do not expect as big steps as 6970 got via new sets of drivers.
  • Ryan Smith - Thursday, December 22, 2011 - link

    This is actually an excellent point. Drivers will still play a big part in performance, but with GCN the shader compiler in particular is now no longer the end all and be all of shader performance as the CUs can do their own scheduling.
  • CeriseCogburn - Thursday, March 8, 2012 - link

    I hate to say it but once you implement a 10% IQ cheat, it's though to do it again and get away with it again in stock drivers.
    I see the 797x has finally got something to control the excessive shimmering... that's about 5 years of fail finally contained...that I've more or less been told to ignore.... until the 100+ gig zip download here... to prove amd has at least finally dealt with one IQ epic fail... (of course all the reviewers claim there are no differences all the time - after pointing out the 10% cheat, then forgetting about it, having the shimmer, then "not noticing it in game" - etc).
    I'm just GLAD amd finally did something about that particular one of their problems.
    Halleluiah !
    Now some PhysX (fine bullet or open cl but for pete sakes nvidia is also ahead on both of those!) and AA working even when cranking it to 4X plus would be great... hopefully their new arch CAN DO.
    If I get a couple 7970's am I going to regret it is my question - how much still doesn't work and or is inferior to nvidia... I guess I'll learn to ignore it all.
  • IceDread - Thursday, December 22, 2011 - link

    It's a good card, but for me it's not worth it to upgrade from a 5970 to a 7970. Looks like that would be about the same performance.
  • Scali - Thursday, December 22, 2011 - link

    This is exactly the reason why I made Endless City available for Radeons:
    http://scalibq.wordpress.com/2010/11/25/running-nv...

    Could you run it and give some framerate numbers with FRAPS or such?
  • Boissez - Thursday, December 22, 2011 - link

    What many seem to be missing is that it is actually CHEAPER than the current street prices on the 3GB-equiped GTX 580. IOW it offers superior performance, features, thermals, etc. at a lower price than current gen at a lower price.

    What AMD should do is get a 1.5 GB model out @450$ ASAP.
  • SlyNine - Thursday, December 22, 2011 - link

    Looks like I'll be sticking with my 5870. I upgraded from 2 8800GT's ( that in SLI never functioned quite right because they were hitting over 100C ever with after market HSF) and enjoyed over 2x the performance.

    When I upgraded from a 1900XT to the 8800GT's same thing, 800XT-1900XT, 9700pro - 800XT, 4200(nvidia)-9700pro. The list goes on to my first Geforce 256 card.

    Whats the point, My 5870 is 2! generations behind the 7970 yet this would be the worst $per increase in performance yet. Bummer I really want something to drive a new 120hz monitor, if I ever get one. But then thats kinda dependent on whether or not a single GPU can push it.
  • Finally - Thursday, December 22, 2011 - link

    Since when do top-of-the-line cards give you the best FPS/$?
    For the last few months the HD6870+HD6850 were leading all those comparisons by quite some margin. The DH7970 will not change that.
  • SlyNine - Thursday, December 22, 2011 - link

    If you read my post, you will notice that I'm compairing it to the improvments I have paid for in the past.

    40-60% Better than a 2 YO 5870 Is much worse than I have seen so far. Considering that its not just one generation but 2 generations beyond and for 500+$ to boot. This is the worst upgrade for the cost I have seen.....
  • SlyNine - Thursday, December 22, 2011 - link

    The 6870 would not lead the cost per upgrade in performance at all, It would be in the negitives for me.

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