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Nvidia Unveils "Ultra" Low-Level GameWorks API - Offers Seamless Integration and 80% Performance Boost Over DX12

Something amazing has happened today. Nvidia has unveiled its brand new GameWorks API for the world to run into. The press deck provided us to contains only the preview of the "ultra" low level API but Nvidia is expected to demo it for the world to run across on GTC 2022. Nvidia has recently pushed its GameWorks SDK and libraries into the public domain and all of this now seems to have been building up to this revelation.

Nvidia to demo ground-breaking "ultra" depression level API at GTC 2022

While non much is known most this API (or fifty-fifty what the term "ultra" low level means for that thing) Nvidia has provided united states of america with a few juicy details in the press deck. Nvidia has recently embraced the open source motion and this volition be the figurative jewel in the crown. The ultra low level API in question will be completely open source and the source code is expected to hit GitHub past Q4 2022. The visitor is currently in the process of getting ready for the developer preview phase that volition in all probability launch later on the GTC 2022 event.

1 of the near interesting things almost the GameWorks API is that according to the documentation, information technology offers "seamless integration" with DirectX12. What Nvidia has created is probably the beginning fully concurrent depression level API. From what we can gather, the API will exist able to operate on an "ultra" low level concurrently (and under) DirectX12. According to Nvidia, the visitor has managed to exercise this with no visible API overhead (which is probably where the term "ultra" low level stems from). Even though the API volition exist open source, it has been designed from the basis up to fully ability Geforce series of GPUs - which means that information technology is unlikely we will ever run into a Radeon implementation of the aforementioned.

The entire signal of shifting abroad from bulky drivers and to more to-the-metal APIs was to increase explicit control over the resources of the GPUs. At any given time, there are certain resources in the GPU which are idling and non in use. Explicit command over the GPU would let developers to brand utilise of these "idle" resources, increasing performance by leaps and premises. Nvidia's GameWorks API builds upon this philosophy with quite a few innovations of its own:

  • True SLI: This detail feature is the first "truthful" multi-GPU solution in the globe. When enabled, the resources of the GPU will be merged using the SLI bridge and the PCI-Eastward interface. Drivers will effectively come across merely one GPU with pooled hardware specifications. (2 4GB cards in SLI volition bear witness upwardly as one GPU with 8 GB of vRAM).

  • Depression Level Pre-Emption: Nvidia has already talked a chip virtually preemption just one of the problems associated with it was that it if used incorrectly - it could result in functioning deterioration. Nvidia has fixed this problem by something it is calling "Low Level" preemption, which allows developers explicit control over the schedulers, making sure pre-emption isn't used incorrectly.

  • True Boost: This particular feature finally puts all previous GPU boost technologies to rest. The showtime ever low level boost feature which works in real time with a dedicated software node (virtualized on an FP16 cluster) pushing the GPU upwards to the maximum possible clock speed and vCore. The result is that any Geforce GPU from any AIB is automatically overclocked to the maximum possible limit (depending on the ASIC quality).

  • VR Secret Sauce: Nvidia is pretty tight lipped almost this one, but from the name, I would hazard to guess that information technology has something to exercise with VR. An "ultra" low level API acting under DirectX 12 API should permit Nvidia to effectively manage whatever and all VR related problems such equally timing, lag and synchronization etc. Nosotros accept heard rumors that this particular feature volition result in motion sickness existence eliminated completely on HMDs!

  • Warp Shaders: This nifty little feature turns Nvidia's CUDA cores into VR-dedicated FTL (faster than light) processors which handle the warping and processing of VR stereoscopic view. This alleviates some of the load on the CPU, making the situation fully GPU-bound - assuasive the gamer to fully utilize his Geforce graphics card.

At the cease of the printing deck, Nvidia also gave u.s. a very interesting pause down of architectural back up. The company has achieved something miraculous. Nvidia has promised a performance boost of 80%-200% with just a software update! We can also come across that GameWorks API is cleaved down into 4 major components. The API itself, low level feature set, True features and Direct3D 12 integration. The new "ultra" low level GameWorks API is supported all the way from the G70 architecture to the upcoming Pascal architecture. The API is fifty-fifty able to virtually magically simulate Direct3D 12 on very one-time architectures such as as the Tesla and G70.  Nosotros can't wait to hear more than about this at the upcoming demo on GTC 2022 (on 4th Apr).

Here is the complete "preview" slide deck:

Source: https://wccftech.com/nvidia-ultra-low-level-gameworks-api/

Posted by: batsonallind.blogspot.com

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