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RADV Vulkan Driver Merges Device Generated Commands Support

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  • RADV Vulkan Driver Merges Device Generated Commands Support

    Phoronix: RADV Vulkan Driver Merges Device Generated Commands Support

    Thanks to Valve's Linux graphics team, VK_EXT_device_generated_commands is now supported by the Radeon "RADV" Vulkan driver with the upcoming Mesa 24.3 release...

    Phoronix, Linux Hardware Reviews, Linux hardware benchmarks, Linux server benchmarks, Linux benchmarking, Desktop Linux, Linux performance, Open Source graphics, Linux How To, Ubuntu benchmarks, Ubuntu hardware, Phoronix Test Suite

  • #2
    Valve's Mike Blumenkrantz has argued that DGC is the biggest addition to Vulkan since ray-tracing.
    What are the benefits?

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    • #3
      Originally posted by Kjell View Post

      What are the benefits?
      I was looking for answer and found this: https://www.reddit.com/r/SteamDeck/c..._game_changer/
      So basically more performance and less cpu cycle.

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      • #4
        Originally posted by Rauros View Post

        I was looking for answer and found this: https://www.reddit.com/r/SteamDeck/c..._game_changer/
        So basically more performance and less cpu cycle.
        Well it sounds much more like draw call batching then ray tracing, not sure why Mike compares it this way.

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        • #5
          Originally posted by Rauros View Post

          I was looking for answer and found this: https://www.reddit.com/r/SteamDeck/c..._game_changer/
          So basically more performance and less cpu cycle.
          Specifically for DX 12 and/or UE5 games

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          • #6
            Originally posted by Anux View Post
            Well it sounds much more like draw call batching then ray tracing, not sure why Mike compares it this way.
            Do you also say "I don't understand why someone would say this-and-that is the biggest thing since sliced bread. It's not sliced bread at all."

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            • #7
              Originally posted by zboszor View Post

              Do you also say "I don't understand why someone would say this-and-that is the biggest thing since sliced bread. It's not sliced bread at all."
              Well if he had said "sliced bread" I would have understood it because that's a common phrase. Unlike ray tracing which is a concrete graphical rendering technique that actually exists (you know there is no bread in GPUs?) in modern GPUs. And while ray tracing makes everything slow and look good, DGC makes everything faster and doesn't alter the looks (much like batched draw calls).

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              • #8
                Originally posted by Anux View Post

                Well if he had said "sliced bread" I would have understood it because that's a common phrase. Unlike ray tracing which is a concrete graphical rendering technique that actually exists (you know there is no bread in GPUs?) in modern GPUs. And while ray tracing makes everything slow and look good, DGC makes everything faster and doesn't alter the looks (much like batched draw calls).
                The article says "Mike Blumenkrantz has argued that DGC is the biggest addition to Vulkan since ray-tracing."
                He doesn't say DGC is ray tracing (or related to it), just that it is as big a feature as RT was.
                FWIW, here's the actual line from his blog: "VK_EXT_device_generated_commands is a new extension which, it’s no exageration to say, is the biggest thing Vulkan has shipped since ray-tracing.​"
                Last edited by zboszor; 29 October 2024, 11:08 AM.

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                • #9
                  Ok maybe he has more an eye on the work needed to get the feature in, rather than the benefits for the users.

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                  • #10
                    Provides compatibility backwards to ExecuteIndirect commands found in DX12, ExecuteIndirect is used for shaders emits draw calls instead of cpu, allows
                    generated commands embedded in shaders.

                    DGC is a vulkan alternative for ExecuteIndirect allows to shaders emits draw calls and provides a more gpu driven method instead of draws emitted from CPU, this is used in some cases like culling without depends of cpu-gpu sync, this DGC allows to all shaders stages to emit draw calls and support ESO too.


                    Last edited by EliasOfWaffle; 29 October 2024, 01:39 PM.

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