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Directx 12 vram stacking.Sli Memory Stacking and Dx12

 

Directx 12 vram stacking.What is vram stacking?

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Your Answer.DX 12 and VRAM question – Microsoft Flight Simulator () – The AVSIM Community

 

Jan 25,  · Re: Vram stacking in Direct X 12 /01/24 The problem is that Windows 10 is not really entrenched into the market that much yet and DX12 only works in Windows In addition it takes about a year or so for programmers to code for it after release. Feb 18,  · In DX12, there is no implicit driver-implemented SLI as there was in DX Instead, multiple GPUs are exposed to the application as separate “nodes” within a single DX12 device, and each VRAM resource lives on a single node, specified at creation time. There is no implicit mirroring of resources to both GPUs as in DX11 SLI. Directx 12 allows multiple gpu’s Vram to stack. So two gtx s would have a total of 7gb or ram. What do you think this will do to benchmarks and fps on ultra and 4k for sli?: pcmasterrace Directx 12 allows multiple gpu’s Vram to stack.

 

Directx 12 vram stacking.directx12 – How does DirectX 12 SLI VRAM stacking work? – Computer Graphics Stack Exchange

Jan 25,  · Re: Vram stacking in Direct X 12 /01/24 The problem is that Windows 10 is not really entrenched into the market that much yet and DX12 only works in Windows In addition it takes about a year or so for programmers to code for it after release. Apr 22,  · This is an explanation of what we know about DirectX 12 so far. There seems to be a lot of confusion on a number of topics and that is what I will be address. Dec 19,  · The DirectX 12 implementation should not inherently require more VRAM unless you turn up the new visual features that will come with it, it just means that you cannot go over the VRAM .
 
 
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What is vram stacking? | Tom’s Hardware Forum

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directx 12 – Is there anyway to increase my dedicated VRAM on HP laptop – Arqade

Computer Graphics Stack Exchange is a question and answer site for computer graphics researchers and programmers. It only takes a minute to sign up.

Connect and share knowledge within a single location that is structured and easy to search. Mainly talking about dual-SLI here for consistency.

With dual-SLI, this was possible by rendering one frame with one graphics card and another frame with another one. There was also a rendering option in which one graphics card would render part of the screen. Unfortunately, there doesn’t seem to be much technical information on how VRAM stacking would work. What possible techniques could graphics cards or DirectX 12 be using to allow for this? Instead, multiple GPUs are exposed to the application as separate “nodes” within a single DX12 device, and each VRAM resource lives on a single node, specified at creation time.

So, the game engine or application has full control and responsibility over how data and work are distributed between the GPUs. It’s up to the app developers to implement patterns like alternating frames between GPUs, or splitting the frame across GPUs, if they wish. For example, to implement alternating frames, the app would have to allocate all buffers, textures, render targets etc.

Then, when rendering a frame, it would generate a command list for the current GPU using its local copies of all resources. Any inter-GPU transfers needed for temporal effects, for instance would also be the app’s responsibility. Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group.

Create a free Team What is Teams? Learn more. Ask Question. Asked 5 years, 3 months ago. Active 1 year, 8 months ago. Viewed 4k times. Improve this question. Add a comment. Active Oldest Votes. Improve this answer. Nathan Reed Nathan Reed Would it be possible to allocate texture or geometry data to just individual cards then? The link seemed to indicate that computing could be distributed, which is makes sense, but I’m still confused as to how or if geometry or textures could be split.

Every time you create a resource, you specify which node to put it on, so you have total control over which GPUs get copies of which resources. I would think you would have to synchronize all the fragments if you did that somehow. You’ve lost me. If you distribute the rendering across GPUs in some way, you have to put the results back together somehow afterward. That would take some extra time, which eats into the time you saved by distributing the rendering in the first place, so it might or might not be an overall perf win depending on circumstances.

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