引用:
作者2011新的世紀
DX11有支援multithread喔
https://msdn.microsoft.com/en-us/library/windows/desktop/ff476892(v=vs.85).aspx
Deferred Rendering
Deferred rendering records graphics commands in a command buffer so that they can be played back at some other time. Use a deferred context to record commands (rendering as well as state setting) to a command list. Deferred rendering is a new concept in Direct3D 11; deferred rendering is designed to support rendering on one thread while recording commands for rendering on additional threads. This parallel, multithread strategy allows you to break up complex scenes into concurrent tasks. For more information about rendering complex scenes, see Multiple-Pass Rendering.
目前奇點也宣佈將支援Vulkan了。我等看支援Vul...
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你貼的就是我說的支援方式啊, 實際上跟DX12比它就是single-threaded的舊產物
建議可以去youtube找ps4跑assassin's creed unity的影片看看
為何ps4的8核1.6GHz處理器能跑的這麼有效率, 在DX11下你沒一張高單核心效能的處理器絕對還比ps4慘
另外因為接近底層的關係使用起來絕對比較困難, 但用得好的話能簡化繪圖引擎"架構"上的複雜度
因為draw call非常快, 不用像DX11用預錄然後交由主繪圖執行緒去跑, 就每個thread直接draw就是了
