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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  • SlyNine - Friday, December 23, 2011 - link

    Are you nuts, the 5870 was nearly 2x as fast in DX 10/9 stuff, not to mention DX11 was way ahead of DX10. Sure the 6970 isn't a great upgrade from a 5870, but neither is the 7970.

    Questionable Premise
  • CeriseCogburn - Thursday, March 8, 2012 - link

    That happened at the end of 2006 with the G80 Roald. That means AMD and their ATI Radeon aquisition crew are five years plus late to the party.
    FIVE YEARS LATE.
    It's nice to know that what Nvidia did years ago and recently as well is now supported by more people as amd copycats the true leader.
    Good deal.
  • Hauk - Thursday, December 22, 2011 - link

    A stunningly comprehensive analysis of this new architecture. This is what sets Anandtech apart from its competition. Kudos Ryan, this is one of your best..
  • eastyy - Thursday, December 22, 2011 - link

    its funny though when it comes to new hardware you read these complicated technical jargon and lots of detailed specs about how cards do things different how much more technically complicated and in the end for me all it means is...+15fps and thats about it

    as soon as a card comes out for say 150 and the games i play become slow and jerky on my 460 then i will upgrade
  • Mockingbird - Thursday, December 22, 2011 - link

    I'd like to see some benchmarks on FX-8150 based system (990fx)
  • piroroadkill - Friday, December 23, 2011 - link

    Haha, the irony is that AMD is putting out graphics cards that would be bottlenecked HARDCORE by ANY of their CPUs, overclocked as much as you like.

    It's kind of tragic...
  • Pantsu - Friday, December 23, 2011 - link

    The performance increase was as expected, at least for me, certainly not for all those who thought this would double performance. Considering AMD had a 389mm^2 chip with Cayman, they weren't going to double the transistor count again. That would've meant the next gen after this would be Nvidia class huge ass chip. So 64% more transistors on a 365mm^2 chip. Looks like transistor density increase took a bit of a hit on 28nm, perhaps because of 384-bit bus? Still I think AMD is doing better than Nvidia when it comes to density.

    As far as the chip size is concerned, the performance is OK, but I really question whether 32 ROPs is enough on this design. Fermi has 48 ROPs and about a billion transistors less. I think AMD is losing AA performance due to such a skimpy ROP count.

    Overall the card is good regardless, but the pricing is indeed steep. I'm sure people will buy it nonetheless, but as a 365mm^2 chip with 3GB GDDR5 I feel like it should be 100$ cheaper than what it is now. I blame lack of competition. It's Nvidia's time to drop the prices. GTX 580 is simply not worth that much compared to what 6950/560Ti are going for these days. And in turn that should drop 7970/50 price.
  • nadavvadan - Friday, December 23, 2011 - link

    Am I really tired, or is:
    " 3.79TFLOPs, while its FP64 performance is ¼ that at 947MFLOPs"
    supposed to be:
    " 3.79TFLOPs, while its FP64 performance is ¼ that at 947-G-FLOPs"?

    Enjoyed the review as always.
  • Death666Angel - Friday, December 23, 2011 - link

    Now that you have changed the benchmark, would it be possible to publish a .pdf with the relevant settings of each game? I would be very interested to replicate some of the tests with my home system to better compare some results. If it is not too much work that is (and others are interested in this as well). :D
  • marc1000 - Friday, December 23, 2011 - link

    What about juniper? Could it make it's way to the 7000 series as a 7670 card? Of course, upgraded to GCN, but with same specs as current cards. I guess that at 28nm it would be possible to abandon the pci-e power requirement, making it the go-to card for oem's and low power/noise systems.

    I would not buy it because I own one now, but I'm looking forward to 7770 or 7870 and their nvidia equivalent. It looks like next year will be a great time to upgrade for who is in the middle cards market.

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