AMD Could Do DLSS Alternative with Radeon VII through DirectML API
Click here to post a comment for AMD Could Do DLSS Alternative with Radeon VII through DirectML API on our message forum
Alessio1989
DirectML driver could potentially work on every Direct3D 12 hardware, not a big surprise it that it can be used on the upcoming radeon, and it can run on CPU side too. The question is: will AMD spend time and money to optimize DirectML meta-commands and it DLSS implementation on all it's hardware?
schmidtbag
Part of me feels they did this just to spite Huang's comment.
Not that I'm complaining.
lord_zed
ATM after moving from AMD to NV it looks like this:
NV comes up with Gsync and charges for it. AMD sees it and not wanting to be BEHIND introduces Freesync
NV starts to push Ray Tracing. AMD sayw we can do this TO
NV comes up with DLSS and AMD says we can do that TO
It's hard for Me to think of a tech that AMD came up with that NV ripped off in last few years. Well I purchased 290x cause MAntle and True Audio ware things that AMD came up with. Played BF4 on Mantle and TrueAudio was DOA not played anythign that uses it.
I guess this is what happens when You are a Leader on marker, You put some tech out and chasing competition NEEDS to adopt the technology or they will loose market %.
I knew NV will keep Freesync option as ACE CARD when they will need it aka RTX does not sell as good as they expected.
schmidtbag
dr_rus
tunejunky
imho, AMD was probably pushed a tad by Google. they've been working very closely together on Project Stream...which atm is damn good (still beta). the racks and racks of servers all running Radeon Pro and running AC:Origins @1080p 80+ fps on a browser. my work computer is seeing as good of AC:Origins on a browser as from the ssd and a RX580...but then again i live very close to Google and the server farm.
the "dlss" feature could be implemented through streaming with no performance hit (other than whatever latency you get from your ISP and the "distance" from the server).
Alessio1989
Denial
xrodney
Fox2232
https://developer.amd.com/tools-and-sdks/ or https://www.amd.com/en/technologies/store-mi
From latest years... HBM, interposers, chiplets, real working MCM for desktops.
Going back AMD64, HSA, ...
I wonder how would you play games on IA-64 processors. That extra compute performance required for raytracing. AMD pushed that kind of compute long time before nVidia in consumer market.
As of TrueAudio. It has not been implemented, but it is technology which delivers exactly what it promises. I would prefer that in games instead of "Too little, too soon raytracing".
Good audio realism provides better immersion than bit more accurate reflections of ugly objects.
Read Direct3D change log for feature levels. That's not Microsoft's wish list. That's what has been developed in cooperation with AMD/intel/nVidia and game studios. Based on it being feasible for HW implementation down the road or HW already ready for such operations.
Just because AMD is not jerking publicly each and every feat of technology/software does not mean they sit idle. Quite contrary, great number of revolutionary technologies which are actually important came from AMD. And not some petty: "Let's try raytracing again." or "new way to do image filter/upscaling" ...
AMD's feats are more to the core of innovation itself. Here a bit: Alessio1989
-Tj-
I rather have directML then dlss. At least when I saw that car reconstruction picture.
The biggest reason is quality, unless you use 2x dlss to get over that upsampling , but then it's kind of a moot point - no perf boosts..
I saw really detailed review about dlss @ ffxv and to be honest it looked crap 90% of the time.
The worst part was fence lines shimmering and some smeared pixels with loss of texture detail and even object detail in the distance.
Denial
http://on-demand.gputechconf.com/siggraph/2018/video/sig1814-2-adrian-tsai-gpu-inferencing-directml-and-directx-12.html - @24 minutes into presentation - the entire presentation is good though and covers a lot stuff being said here.
Point is even if the latency is only 100-200us to transfer the CPU, the GPU could have performed whatever operation that was sent to CPU multiple times over again.The more data you send the longer the time to get it back. It's simply never worth sending it there - especially with the order of magnitude in performance.
https://hps.ece.utexas.edu/people/ebrahimi/pub/milic_micro17.pdf
They both are working on it but it requires massive amounts of bandwidth, changes to the scheduling, etc and even then it's still not scaling perfectly in terms of performance.
You have a source for 100 microseconds? Typically the latency between two multnode systems ~350-400us for the network alone - but admittedly it's been a while since I worked on anything like this (2011/12 @ RIT).
Yes.
The latency would depend on the size of the data but it's not really relevant. In this case Microsoft found GPU processing on DirectML with metacommands on to be 275x faster then running it on the CPU.
holler
i could really care less about DLSS, its image quality improvements are of questionable value. just because you can do it, doesn't mean you should...
HWgeek
Plus, how many Turings are out there? there are much more Pascal GPU's on the market (Bought new by gamers or 2nd hand ex-mining cards) so Pascal gamers wil left in the dark while New turing cards will enjoy the DirectML era, vs AMD's Vega GPU's that will get Free performance boost over 1080Ti.
vbetts
Moderator
Denial
dr_rus
Cyberdyne
Maybe I'm an idiot, but DirectML doesn't seem like some Tensor AMD response. Tensor cores are at their heart interesting for DLSS because the processing is done separately, and the idea is there is little/no performance impact as the Cuda cores continue to focus on the game.
Exodite