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One of the main selling points of Windows Vista was that gamers simply had to upgrade because of the integration of DirectX 10 into the new operating system. This decreases GPU utilization and increases CPU overhead at the cost of performance.As far as Windows gaming goes, Windows XP was probably left behind way back in 2007 when Vista was released. As a result, one state cannot be completed until the previous state is defined. In DirectX 11, there are dependencies between these different states.
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This pipeline contains a collection of different states, including rasterize state, blend state, and depth stencil state, among other components. However, DirectX 11's graphics pipeline isn't perfect. This is referred to as the graphics pipeline and is the flow of data inputs and outputs that occur as your GPU renders frames.
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With DirectX 11, when a game's geometry is submitted to the GPU to be rendered, a variety of hardware settings are responsible for interpreting and rendering this data. This maximizes GPU usage and improves your gaming performance.ĭirectX 12 also introduced PSOs. With DirectX 12's asynchronous computing, the waiter would be able to take your order all at once like in a fast food chain. Until you receive your drink, the GPU resources needed to take your main course order would be idle. In computing, each of the waiter's tasks would be handled by a different GPU resource. While this is effective, it isn't as efficient as it could be. The waiter isn't going to ask you what you would like for dessert before you have had your main course. Once you receive your drinks, they ask you what you would like for the main course. When a waiter first takes your order, they ask you what you would like to drink first. Think of it like a waiter at a restaurant. When this occurs, performance takes a hit because all of your GPU resources aren't being used. With DirectX 11, the GPU can only perform one of these tasks at a time and in a certain order. This essentially unlocks your GPU's full potential.Īside from graphics rendering, your GPU is responsible for handling a wide range of other tasks, such as running machine learning algorithms. Asynchronous computing increases GPU utilization by allowing multiple workloads to work in parallel. This includes asynchronous computing and pipeline state objects (PSOs). DirectX 12 also comes with some fancy bells and whistles.
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