![]() The DirectX 12 Agility SDK amounts to a re-distributable Direct3D 12 build. For bettering Mesa on Windows, Microsoft has now added support for compiling against the DirectX 12 Agility SDK. OpenGL, OpenCL, Vulkan, and VA-API video acceleration have been the primary targets for Microsoft engineers working on Mesa with the Windows Subsystem for Linux in mind while also posing other possible use-cases where the host may lack native drivers for those APIs. Pokdepinion: This should help with systems on 16GB of RAM, new games these days are beginning to fill up those pretty quickly.Windows users are increasingly making use of Mesa with Microsoft investing in supporting a number of different open, industry standard APIs and then layering them atop the underlying Direct3D 12 driver for the likes of WSL2 usage. It may take at least months or even a year or two before such feature shows up in new titles and it remains to be seen for developers whether such feature can introduce noticeable performance improvement overall on existing titles. The feature is already available on the driver-side, however since this is fresh from Microsoft’s oven, don’t expect games to immediately use the feature. With this feature, CPUs can simply grab the data from VRAM without the need to wait or store the data for compute and calculations, cutting down performance overhead.Įnd users simply needs to enable Resizable BAR (or Smart Access Memory if you’re using AMD systems) provided that the hardware supports it. Data gets stored temporarily into system RAM, however that incurs a minor performance penalty since you’re moving data across systems. ![]() Conventionally, when CPU needs data from GPU VRAM, it needs to check whether GPU is actively using it in that clock cycle, and waits if the VRAM is being utilized. The principle for this feature is pretty simple. ![]()
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