new gpu features of nvidia’s maxwell...
TRANSCRIPT
![Page 1: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/1.jpg)
gameworks.nvidia.com | GDC 2015
Holger Gruen – Senior DevTech Engineer
New GPU Features of NVIDIA’s Maxwell Architecture
![Page 2: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/2.jpg)
gameworks.nvidia.com | GDC 2015
AGENDA
9:30 am — 10:30 am Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture
11:00 am — 12:00 am Iain Cantlay, NVIDIA SLI and stutter avoidance: a recipe for smooth gaming and perfect scaling with multiple GPUs
12:30 am — 13:30 pm Andrei Tatarinov,Tim Tcheblokov, Far Cry 4, Assassin's Creed Unity and War Thunder: Spicing up PC graphics with GameWorks
14:00 pm — 15:00 pm Nathan Reed, VR Direct: How NVIDIA Technology Is Improving The VR Experience
15:30 pm — 16:30 pm Alexey Panteleev, VXGI: dynamic global illumination for games
17:00 pm — 18:00 pm Jeffrey Kiel, Russ Kerschner, Brighter and faster graphics with NVIDIA Nsight Visual Studio Edition 4.5™ and beyond
![Page 3: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/3.jpg)
gameworks.nvidia.com | GDC 2015
Architectural goals of Maxwell
DirectX12 hardware features Conservative Rasterization
Raster Order Views
Tiled Resources
Multi-Projection Acceleration
New Antialiasing Features
Misc other new features
Questions and Answers
Outline of this talk
![Page 4: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/4.jpg)
gameworks.nvidia.com | GDC 2015
Direct3D 12
Latest high-performance graphics API
Low-level model, even more direct
Works across all Microsoft Platforms
Supported by excellent tools
Supports top PC hardware vendors
![Page 5: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/5.jpg)
gameworks.nvidia.com | GDC 2015
DirectX 12 Features
New API is parallelizable for rendering on multicore CPUs
Reduced API overhead for single-core work
More nimble resource binding model using indexing
More efficient data management/transfer model
More explicit work scheduling model
New Hardware Features
Demos in station at the Microsoft Booth of API and tools
![Page 6: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/6.jpg)
gameworks.nvidia.com | GDC 2015
Architectural goals of Maxwell
DirectX12 hardware features Conservative Rasterization
Raster Order Views
Tiled Resources
Multi-Projection Acceleration
New Antialiasing Features
Misc other new features
Questions and Answers
Outline of this talk
![Page 7: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/7.jpg)
gameworks.nvidia.com | GDC 2015
New architecture for improved effiency still on a 28nm process
Massively improved perf / watt
Focus on new graphics features
Real-time GI for rich dynamic scenes
Higher quality, programmable AA
Working set management
Scalable 2D graphics acceleration
Create the best platform for DirectX 12
Maxwell and its architectural Goals
![Page 8: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/8.jpg)
gameworks.nvidia.com | GDC 2015
New architecture for improved effiency still on a 28nm process
Massively improved perf / watt
Focus on new graphics features
Real-time GI for rich dynamic scenes
Higher quality, programmable AA
Working set management
Scalable 2D graphics acceleration
Create the best platform for DirectX 12
Maxwell and its architectural Goals
![Page 9: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/9.jpg)
gameworks.nvidia.com | GDC 2015
New architecture for improved effiency still on a 28nm process
Massively improved perf / watt
Focus on new graphics features
Real-time GI for rich dynamic scenes
Higher quality, programmable AA
Working set management
Scalable 2D graphics acceleration
Create the best platform for DirectX 12
Maxwell and its architectural Goals
![Page 10: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/10.jpg)
gameworks.nvidia.com | GDC 2015
New architecture for improved effiency still on a 28nm process
Massively improved perf / watt
Focus on new graphics features
Real-time GI for rich dynamic scenes
Higher quality, programmable AA
Working set management
Scalable 2D graphics acceleration
Create the best platform for DirectX 12
Maxwell and its architectural Goals
![Page 11: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/11.jpg)
gameworks.nvidia.com | GDC 2015
New architecture for improved effiency still on a 28nm process
Massively improved perf / watt
Focus on new graphics features
Real-time GI for rich dynamic scenes
Higher quality, programmable AA
Working set management
Scalable 2D graphics acceleration
Create the best platform for DirectX 12
Maxwell and its architectural Goals
![Page 12: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/12.jpg)
gameworks.nvidia.com | GDC 2015
Architectural goals of Maxwell
DirectX12 hardware features Conservative Rasterization
Raster Order Views
Tiled Resources
Multi-Projection Acceleration
New Antialiasing Features
Misc other new features
Questions and Answers
Outline of this talk
![Page 13: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/13.jpg)
gameworks.nvidia.com | GDC 2015
Rasterization can’t easily create data-structures
Drops sub-pixel triangles
Data-structures used in later compute passes
E.g. Ray-Tracing
Standard Rasterization Limitations
![Page 14: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/14.jpg)
gameworks.nvidia.com | GDC 2015
Rasterization can’t easily create data-structures
Drops sub-pixel triangles
Data-structures used in later compute passes
E.g. Ray-Tracing
Standard Rasterization Limitations
![Page 15: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/15.jpg)
gameworks.nvidia.com | GDC 2015
Draws all pixels a triangle touches
Different Tiers – see DX spec
Possible before through GS trick but relatively slow
See J. Hasselgren et. Al, “Conservative Rasterization“, GPU Gems 2
Now we can use rasterization do implement some nice techniques!
Conservative Rasterization
![Page 16: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/16.jpg)
gameworks.nvidia.com | GDC 2015
C. Wymann et. al, “Frustum-Traced Raster Shadows: Revisiting Irregular Z-Buffers“, I3D 2015
J. Story “Hybrid Ray-Traced Shadows“, D3D Day GDC 2015
Conservative Rasterization Usecases
![Page 17: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/17.jpg)
gameworks.nvidia.com | GDC 2015
C. Wymann et. al, “Frustum-Traced Raster Shadows: Revisiting Irregular Z-Buffers“, I3D 2015
J. Story “Hybrid Ray-Traced Shadows“, D3D Day GDC 2015
Conservative Rasterization Usecases
![Page 18: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/18.jpg)
gameworks.nvidia.com | GDC 2015
Hybrid Raytraced Shadows using a NxNxd primitive map
See J. Story, “Hybrid Ray-Traced Shadows“, D3D Day GDC 2015
Prim Buffer – Triangle vertices
Prim Indices Map – Prim buffer indices of triangles
Prim Count Map – # of tris per texel
Raytrace triangles in a later pass
Prim Count Map NxN
Prim Indices Map NxNxd
Prim Buffer
![Page 19: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/19.jpg)
gameworks.nvidia.com | GDC 2015
Raytraced Shadows Demo
![Page 20: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/20.jpg)
gameworks.nvidia.com | GDC 2015
Shadow Map SM = 8K x 8K (256 MB)
![Page 21: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/21.jpg)
gameworks.nvidia.com | GDC 2015
Ray Traced SM = 3K x 3K (36 MB)
PM = 1K x 1K x 64 ( 256 MB )
![Page 22: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/22.jpg)
gameworks.nvidia.com | GDC 2015
Architectural goals of Maxwell
DirectX12 hardware features Conservative Rasterization
Raster Order Views
Tiled Resources
Multi-Projection Acceleration
New Antialiasing Features
Misc other new features
Questions and Answers
Outline of this talk
![Page 23: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/23.jpg)
gameworks.nvidia.com | GDC 2015
Pixel shader writes to UAVs are unordered
Can‘t guarantee determinism
Can‘t do a number of things
Programmable Blending
Smart OIT implementations
Arbitray g-buffer data packing
Other per-pixel-data structures
UAV Race Condition Issue
![Page 24: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/24.jpg)
gameworks.nvidia.com | GDC 2015
ROVs guarantee ordering
Ordering doesn‘t come for free
Depth complexity affects performance
Always compare with alternative implementations
Advanced Blending Ops
Atomics
Raster Order Views (ROVs)
![Page 25: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/25.jpg)
gameworks.nvidia.com | GDC 2015
Architectural goals of Maxwell
DirectX12 hardware features Conservative Rasterization
Raster Order Views
Tiled Resources
Multi-Projection Acceleration
New Antialiasing Features
Misc other new features
Questions and Answers
Outline of this talk
![Page 26: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/26.jpg)
gameworks.nvidia.com | GDC 2015
Full support for tiled 3D Textures/Arrays
On top of what DX11.2 provides
Recap Tiled Resources
Enable fine grained working set management
Texture defined as set of tiles
Memory for tiles allocated separately
DX12 Tiled Resources
![Page 27: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/27.jpg)
gameworks.nvidia.com | GDC 2015
Tiled Resources applications
Fine-grained working set management
Texture streaming/ Clipmaps
Variable resolution resources
Adaptive shadow maps
Sparse multi-resolution rendering
Sparse representation
Voxel grids
Simulation – physics, path finding
![Page 28: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/28.jpg)
gameworks.nvidia.com | GDC 2015
Tiled Resources applications
Fine-grained working set management
Texture streaming/ Clipmaps
Variable resolution resources
Adaptive shadow maps
Sparse multi-resolution rendering
Sparse representation
Voxel grids
Simulation – physics, path finding
![Page 29: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/29.jpg)
gameworks.nvidia.com | GDC 2015
Tiled Resources applications
Fine-grained working set management
Texture streaming/ Clipmaps
Variable resolution resources
Adaptive shadow maps
Sparse multi-resolution rendering
Sparse representation
Voxel grids
Simulation – physics, path finding
![Page 30: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/30.jpg)
gameworks.nvidia.com | GDC 2015
Tiled Resources applications
Fine-grained working set management
Texture streaming/ Clipmaps
Variable resolution resources
Adaptive shadow maps
Sparse multi-resolution rendering
Sparse representation
Voxel grids
Simulation – physics, path finding
![Page 31: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/31.jpg)
gameworks.nvidia.com | GDC 2015
Tiled Resources applications
Fine-grained working set management
Texture streaming/ Clipmaps
Variable resolution resources
Adaptive shadow maps
Sparse multi-resolution rendering
Sparse representation
Voxel grids
Simulation – physics, path finding
![Page 32: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/32.jpg)
gameworks.nvidia.com | GDC 2015
Sparse Fluid Simulation
Uses tiled resources to only simulate/store grid cells that contain fluid
Save computation time and memory
See Alex Dunn, ”Sparse Fluid Simulation in DirectX”, D3D Day GDC 2015
![Page 33: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/33.jpg)
gameworks.nvidia.com | GDC 2015
Sparse Fluid Demo
![Page 34: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/34.jpg)
gameworks.nvidia.com | GDC 2015
Architectural goals of Maxwell
DirectX12 hardware features Conservative Rasterization
Raster Order Views
Tiled Resources
Multi-Projection Acceleration
New Antialiasing Features
Misc other new features
Questions and Answers
Outline of this talk
![Page 35: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/35.jpg)
gameworks.nvidia.com | GDC 2015
Significant overhead even for pass-through cases
Significant overhead for viewport selection
Significant amplification overhead for multiple viewports
Geometry Shader Challenges
![Page 36: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/36.jpg)
gameworks.nvidia.com | GDC 2015
Fast Geometry shader pass-through
Fast viewport multi-casting
Maxwell accelerates:
Voxelization
Cube-Map Rendering
Cascaded shadow maps
Multi-resolution rendering
Multi-Projection Acceleration
![Page 37: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/37.jpg)
gameworks.nvidia.com | GDC 2015
Fast Geometry shader pass-through
Fast viewport multi-casting
Maxwell accelerates:
Voxelization
Cube-Map Rendering
Cascaded shadow maps
Multi-resolution rendering
Multi-Projection Acceleration
![Page 38: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/38.jpg)
gameworks.nvidia.com | GDC 2015
Fast Geometry shader pass-through
Fast viewport multi-casting
Maxwell accelerates:
Voxelization
Cube-Map Rendering
Cascaded shadow maps
Multi-resolution rendering
Multi-Projection Acceleration
![Page 39: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/39.jpg)
gameworks.nvidia.com | GDC 2015
Fast Geometry shader pass-through
Fast viewport multi-casting
Maxwell accelerates:
Voxelization
Cube-Map Rendering
Cascaded shadow maps
Multi-resolution rendering
Multi-Projection Acceleration
![Page 40: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/40.jpg)
gameworks.nvidia.com | GDC 2015
Voxel Based GI - VXGI
Uses multi-projection for fast voxelization
See Alexey Panteleev’s talk later today, VXGI: dynamic global illumination for games
![Page 41: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/41.jpg)
gameworks.nvidia.com | GDC 2015
VXGI Result
VXGI Reference rendering with NVIDIA Iray
![Page 42: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/42.jpg)
gameworks.nvidia.com | GDC 2015
VXGI demo
![Page 43: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/43.jpg)
gameworks.nvidia.com | GDC 2015
OpenGL+Android:
NV_geometry_shader_passthrough extension for GS pass-through
NV_viewport_array2 extension for viewport multicast
The extension specs have good shader examples
DX11/DX12:
No explicit API publicly available yet – stay tuned
Multi-Projection API Support
![Page 44: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/44.jpg)
gameworks.nvidia.com | GDC 2015
Architectural goals of Maxwell
DirectX12 hardware features
Conservative Rasterization
Raster Order Views
Tiled Resources
Multi-Projection Acceleration
New Antialiasing Features
Misc other new features
Questions and Answers
Outline of this talk
![Page 45: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/45.jpg)
gameworks.nvidia.com | GDC 2015
Quick Multisampling Recap
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gameworks.nvidia.com | GDC 2015
Decouples visibility rate from color sample rate
Allows lower color buffer storage cost for custom AA techniques
Introduces coverage reduction stage
Target-independent Multisampling
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gameworks.nvidia.com | GDC 2015
Pre-Maxwell : Coverage Mask delivered is pre-depth-test coverage
No way to get at the post-depth-test coverage
Maxwell can deliver post-depth-coverage to the pixel shader
Post-depth Coverage
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gameworks.nvidia.com | GDC 2015
Pre-Maxwell : Shader can only reduce coverage sample set
Maxwell can fully override raster-coverage mask
Multisample Coverage Override
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gameworks.nvidia.com | GDC 2015
C. Crassin et. al, ”Aggregate G-Buffer Anti-Aliasing”, ID3D 2015
Uses post depth coverage to only process visible sub-samples
Uses coverage override to route to right sub-sample cluster
Other work using Maxwell AA features:
E. Enderton et. al, ”Accumulative Anti-Aliasing”, to appear
Aggregate G-Buffer AA demo
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gameworks.nvidia.com | GDC 2015
MSAA Coverage to Color Conversion
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gameworks.nvidia.com | GDC 2015
Sample locations fully programmable
Foundation for Multi Frame sampled AA
Interleaved sample positions
16x sample locations can be tiled to a set of pixels
Programmable Sample Locations
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gameworks.nvidia.com | GDC 2015
Sample locations fully programmable
Foundation for Multi Frame sampled AA
Interleaved sample positions
16x sample locations can be tiled to a set of pixels
Programmable Sample Locations
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gameworks.nvidia.com | GDC 2015
Sample locations fully programmable
Foundation for Multi Frame sampled AA
Interleaved sample positions
16x sample locations can be tiled to a set of pixels
Programmable Sample Locations
![Page 54: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/54.jpg)
gameworks.nvidia.com | GDC 2015
DirectX 12
Target-independent multipsampling
OpenGL+ Android:
Target-independent multisampling control:
NV_framebuffer_mixed_samples
EXT_raster_multisample
Coverage to color conversion: NV_fragment_coverage_to_color
Post-depth coverage : EXT_post_depth_coverage
Multisample coverage override : NV_sample_mask_override_coverage
Programmable sample locations : NV_sample_locations
NvAPI:
Coming soon
API support Antialiasing Features
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gameworks.nvidia.com | GDC 2015
Architectural goals of Maxwell
DirectX12 hardware features
Conservative Rasterization
Raster Order Views
Tiled Resources
Multi-Projection Acceleration
New Antialiasing Features
Misc other new features
Questions and Answers
Outline of this talk
![Page 56: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/56.jpg)
gameworks.nvidia.com | GDC 2015
Screen Space Bbox rasterization
Reduce # of vertices sent to GPU
Speeds up particle systems, point sprite etc.
Supported by these APIs:
OpenGL: NV_fill_rectangle extension
NvAPI: coming soon
Screen Space BBox Rasterization
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gameworks.nvidia.com | GDC 2015
Hardware support for min/max filtering
Usecases:
Min-Max shadow maps
Other min-max reduction chains
API support:
OpenGL: EXT_texture_filter_minmax
DirectX11.2
Min/Max texture filtering
0 5
3 2
MAX returns “5”
0 5
3 2
MIN returns “0”
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gameworks.nvidia.com | GDC 2015
2D-vector: two 16bit floating point numbers
4D-vector: four 16bit floating point numbers
New Interlocked Operations 1
16bit fp 16bit fp
16bit fp 16bit fp 16bit fp 16bit fp
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gameworks.nvidia.com | GDC 2015
Usecases:
Reduce the number of Interlocked ops during e.g. light accumulation
Save memory if you only need 16bit values
API support
OpenGL + Android: NV_shader_atomic_fp16_vector
NvAPI: coming soon
New Interlocked Operations 2
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gameworks.nvidia.com | GDC 2015
Extended Blend Modes
ZERO SRC DST SRC_OVER DST_OVER SRC_IN DST_IN SRC_OUT DST_OUT SRC_ATOP DST_ATOP XOR PLUS PLUS_CLAMPED PLUS_CLAMPED_ALPHA MULTIPLY SCREEN OVERLAY
DARKEN LIGHTEN COLORDODGE COLORBURN HARDLIGHT SOFTLIGHT SOFTLIGHT_SVG DIFFERENCE MINUS MINUS_CLAMPED EXCLUSION CONTRAST INVERT INVERT_RGB INVERT_KHR LINEARDODGE LINEARBURN
VIVIDLIGHT LINEARLIGHT PINLIGHT HARDMIX RED GREEN BLUE HSL_HUE HSL_SATURATION HSL_COLOR HSL_LUMINOSITY
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gameworks.nvidia.com | GDC 2015
Architectural goals of Maxwell
DirectX12 hardware features
Conservative Rasterization
Raster Order Views
Tiled Resources
Multi-Projection Acceleration
New Antialiasing Features
Misc other new features
Questions and Answers
Outline of this talk
![Page 62: New GPU Features of NVIDIA’s Maxwell Architecturedeveloper.download.nvidia.com/assets/events/GDC15/... · Holger Gruen, New GPU Features of NVIDIA’s Maxwell Architecture 11:00](https://reader036.vdocuments.mx/reader036/viewer/2022062602/5ee185d4ad6a402d666c5fd8/html5/thumbnails/62.jpg)
gameworks.nvidia.com | GDC 2015
Get the latest information for developers from NVIDIA and continue the discussion
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