SlideShare uma empresa Scribd logo
1 de 53
Baixar para ler offline
RENDERING BATTLEFIELD 4
WITH MANTLE
Johan Andersson – Electronic Arts
2
3
DX11 Mantle
Avg: 78 fps
Min: 42 fps
Core i7-3970x, AMD Radeon R9 290x, 1080p ULTRA
Avg: 120 fps
Min: 94 fps+58%!
4
BF4 MANTLE GOALS
Goals:
– Significantly improve CPU performance
– More consistent & stable performance
– Improve GPU performance where possible
– Add support for a new Mantle rendering
backend in a live game
 Minimize changes to engine interfaces
 Compatible with built PC content
– Work on wide set of hardware
 APU to quad-GPU
 But x64 only (32-bit Windows needs to die)
Non-goals:
– Design new renderer from scratch for Mantle
– Take advantage of asymmetric MGPU
(APU+discrete)
– Optimize video memory consumption
5
BF4 MANTLE STRATEGIC GOALS
 Prove that low-level graphics APIs work outside of consoles
 Push the industry towards low-level graphics APIs everywhere
 Build a foundation for the future that we can build great games on
6
SHADERS
7
SHADERS
 Shader resource bind points replaced with a resource table object - descriptor set
– This is how the hardware accesses the shader resources
– Flat list of images, buffers and samplers used by any of the shader stages
– Vertex shader streams converted to vertex shader buffer loads
 Engine assign each shader resource to specific slot in the descriptor set(s)
– Can share slots between shader stages = smaller descriptor sets
– The mapping takes a while to wrap one’s head around
8
SHADER CONVERSION
 DX11 bytecode shaders gets converted to AMDIL & mapping applied using ILC tool
– Done at load time
– Don’t have to change our shaders!
 Have full source & control over the process
 Could write AMDIL directly or use other frontends if wanted
9
DESCRIPTOR SETS
 Very simple usage in BF4: for each draw call write flat list of resources
–Essentially direct replacement of SetTexture/SetConstantBuffer/SetInputStream
 Single dynamic descriptor set object per frame
 Sub-allocate for each draw call and write list of resources
 ~15000 resource slots written per frame in BF4, still very fast
10
DESCRIPTOR SETS
11
DESCRIPTOR SETS – FUTURE OPTIMIZATIONS
 Use static descriptor sets when possible
 Reduce resource duplication by reusing & sharing more across shader stages
 Nested descriptor sets
12
COMPUTE PIPELINES
 1:1 mapping between pipeline & shader
 No state built into pipeline
 Can execute in parallel with rendering
 ~100 compute pipelines in BF4
13
GRAPHICS PIPELINES
 All graphics shader stages combined to a single pipeline object together with important graphics state
 ~10000 graphics pipelines in BF4 on a single level, ~25 MB of video memory
 Could use smaller working pool of active state objects to keep reasonable amount in memory
– Have not been required for us
14
PRE-BUILDING PIPELINES
 Graphics pipeline creation is expensive operation, do at load time instead of runtime!
– Creating one of our graphics pipelines take ~10-60 ms each
– Pre-build using N parallel low-priority jobs
– Avoid 99.9% of runtime stalls caused by pipeline creation!
 Requires knowing the graphics pipeline state that will be used with the shaders
– Primitive type
– Render target formats
– Render target write masks
– Blend modes
 Not fully trivial to know all state, may require engine changes / pre-defining use cases
– Important to design for!
15
PIPELINE CACHE
 Cache built pipelines both in memory cache and disk cache
– Improved loading times
– Max 300 MB
– Simple LRU policy
– LZ4 compressed (free)
 Database signature:
– Driver version
– Vendor ID
– Device ID
16
MEMORY
17
MEMORY MANAGEMENT
 Mantle devices exposes multiple memory heaps with characteristics
– Can be different between devices, drivers and OS:es
 User explicitly places resources in wanted heaps
– Driver suggests preferred heaps when creating objects, not a requirement
Type Size Page CPU access GPU
Read
GPU
Write
CPU
Read
CPU
Write
Local 256 MB 65535 CpuVisible|CpuGpuCoherent|CpuUncached|CpuWriteCombined 130 170 0.0058 2.8
Local 4096 MB 65535 130 180 0 0
Remote 16106 MB 65535 CpuVisible|CpuGpuCoherent|CpuUncached|CpuWriteCombined 2.6 2.6 0.1 3.3
Remote 16106 MB 65535 CpuVisible|CpuGpuCoherent 2.6 2.6 3.2 2.9
18
FROSTBITE MEMORY HEAPS
 System Shared Mapped
– CPU memory that is GPU visible.
– Write combined & persistently mapped = easy
& fast to write to in parallel at any time
 System Shared Pinned
– CPU cached for readback.
– Not used much
 Video Shared
– GPU memory accessible by CPU. Used for
descriptor sets and dynamic buffers
– Max 256 MB (legacy constraint)
– Avoid keeping persistently mapped as WDMM
doesn’t like this and can decide to move it back
to CPU memory 
 Video Private
– GPU private memory.
– Used for render targets, textures and other
resources CPU does not need to access
19
MEMORY REFERENCES
 WDDM needs to know which memory allocations are referenced for each command buffer
– In order to make sure they are resident and not paged out
– Max ~1700 memory references are supported
– Overhead with having lots of references
 Engine needs to keep track of what memory is referenced while building the command buffers
– Easy & fast to do
– Each reference is either read-only or read/write
– We use a simple global list of references shared for all command buffers.
20
MEMORY POOLING
 Pooling memory allocations were required for us
– Sub allocate within larger 1 – 32 MB chunks
– All resources stored memory handle + offset
– Not as elegant as just void* on consoles
– Fragmentation can be a concern, not too much issues for us in practice
 GPU virtual memory mapping is fully supported, can simplify & optimize management
21
OVERCOMMITTING VIDEO MEMORY
 Avoid overcommitting video memory!
– Will lead to severe stalls as VidMM moves blocks and moves memory back and forth
– VidMM is a black box 
– One of the biggest issues we ran into during development
 Recommendations
– Balance memory pools
– Make sure to use read-only memory references
– Use memory priorities
22
MEMORY PRIORITIES
 Setting priorities on the memory allocations helps VidMM choose what to page out when it has to
 5 priority levels
– Very high = Render targets with MSAA
– High = Render targets and UAVs
– Normal = Textures
– Low = Shader & constant buffers
– Very low = vertex & index buffers
23
MEMORY RESIDENCY FUTURE
 For best results manage which resources are in video memory yourself & keep only ~80% used
– Avoid all stalls
– Can async DMA in and out
 We are thinking of redesigning to fully avoid possibility of overcommitting
 Hoping WDDM’s memory residency management can be simplified & improved in the future
24
RESOURCE MANAGEMENT
25
RESOURCE LIFETIMES
 App manages lifetime of all resources
– Have to make sure GPU is not using an object or memory while we are freeing it on the CPU
– How we’ve always worked with GPUs on the consoles
– Multi-GPU adds some additional complexity that consoles do not have
 We keep track of lifetimes on a per frame granularity
– Queues for object destruction & free memory operations
– Add to queue at any time on the CPU
– Process queues when GPU command buffers for the frame are done executing
– Tracked with command buffer fences
26
LINEAR FRAME ALLOCATOR
 We use multiple linear allocators with Mantle for both transient buffers & images
– Used for huge amount of small constant data and other GPU frame data that CPU writes
– Easy to use and very low overhead
– Don’t have to care about lifetimes or state
 Fixed memory buffers for each frame
– Super cheap sub-allocation from from any thread
– If full, use heap allocation (also fast due to pooling)
 Alternative: ring buffers
– Requires being able to stall & drain pipeline at any allocation if full, additional complexity for us
27
TILING
 Textures should be tiled for performance
– Explicitly handled in Mantle, user selects linear or tiled
– Some formats (BC) can’t be accessed as linear by the GPU
 On consoles we handle tiling offline as part of our data processing pipeline
– We know the exact tiling formats and have separate resources per platform
 For Mantle
– Tiling formats are opaque, can be different between GPU architectures and image types
– Tile textures with DMA image upload from SystemShared to VideoPrivate
 Linear source, tiled destination
 Free
28
COMMAND BUFFERS
29
COMMAND BUFFERS
 Command buffers are the atomic unit of work dispatched to the GPU
– Separate creation from execution
– No “immediate context” a la DX11 that can execute work at any call
– Makes resource synchronization and setup significantly easier & faster
 Typical BF4 scenes have around ~50 command buffers per frame
– Reasonable tradeoff for us with submission overhead vs CPU load-balancing
30
COMMAND BUFFER SOURCES
 Frostbite has 2 separate sources of command buffers
– World rendering
 Rendering the world with tons of objects, lots of draw calls. Have all frame data up front
 All resources except for render targets are read-only
 Generated in parallel up front each frame
– Immediate rendering (“the rest”)
 Setting up rendering and doing lighting, post-fx, virtual texturing, compute, etc
 Managing resource state, memory and running on different queues (graphics, compute, DMA)
 Sequentially generated in a single job, simulate an immediate context by splitting the command buffer
 Both are very important and have different requirements
31
RESOURCE TRANSITIONS
 Key design in Mantle to significantly lower driver overhead & complexity
– Explicit hazard tracking by the app/engine
– Drives architecture-specific caches & compression
– AMD: FMASK, CMASK, HTILE
– Enables explicit memory management
 Examples:
– Optimal render target writes → Graphics shader read-only
– Compute shader write-only → DrawIndirect arguments
 Mantle has a strong validation layer that tracks transitions which is a major help
32
MANAGING RESOURCE TRANSITIONS
 Engines need a clear design on how to handle state transitions
 Multiple approaches possible:
– Sequential in-order command buffers
 Generate one command buffer at the time in order
 Transition resources on-demand when doing operation on them, very simple
 Recommendation: start with this
– Out-of-order multiple command buffers
 Track state per command buffer, fix up transitions when order of command buffers is known
– Hybrid approaches & more
33
MANAGING RESOURCE TRANSITIONS IN FROSTBITE
 Current approach in Frostbite is quite basic:
– We keep track of a single state for each resource (not subresource)
– The “immediate rendering” transition resources as needed depending on operation
– The out of order “world rendering” command buffers don’t need to transition states
 Already have write access to MRTs and read-access to all resources setup outside them
 Avoids the problem of them not knowing the state during generation
 Works now but as we do more general parallel rendering it will have to change
– Track resource state for each command buffer & fixup between command buffers
34
DYNAMIC STATE OBJECTS
 Graphics state is only set with the pipeline object and 5 dynamic state objects
– State objects: color blend, raster, viewport, depth-stencil, MSAA
– No other parameters such as in DX11 with stencil ref or SetViewport functions
 Frostbite use case:
– Pre-create when possible
– Otherwise on-demand creation (hash map)
– Only ~100 state objects!
 Still possible to end up with lots of state objects
– Esp. with state object float & integer values (depth bounds, depth bias, viewport)
– But no need to store all permutations in memory, objects are fast to create & app manages lifetimes
35
QUEUES
36
QUEUES
 Universal queue can do both graphics, compute and presents
 We use also use additional queues to parallelize GPU operations:
– DMA queue – Improve perf with faster transfers & avoiding idling graphics will transfering
– Compute queue - Improve perf by utilizing idle ALU and update resources simultaneously with gfx
 More GPUs = more queues!
37
 Order of execution within a queue is sequential
 Synchronize multiple queues with GPU semaphores (signal & wait)
 Also works across multiple GPUs
Compute
Graphics
QUEUES SYNCHRONIZATION
S
Wait
W
S
38
QUEUES SYNCHRONIZATION CONT
 Started out with explicit semaphores
– Error prone to handle when having lots of different semaphores & queues
– Difficult to visualize & debug
 Switched to more representation more similar to a job graph
 Just a model on top of the semaphores
39
GPU JOB GRAPH
 Each GPU job has list of dependencies (other command buffers)
 Dependencies has to finish first before job can run on its queue
 The dependencies can be from any queue
 Was easier to work with, debug and visualize
 Really extendable going forward
Graphics 1 Graphics 2
DMA
Compute
Graphics 2
40
ASYNC DMA
 AMD GPUs have dedicated hardware DMA engines, let’s use them!
– Uploading through DMA is faster than on universal queue, even if blocking
– DMA have alignment restrictions, have to support falling back to copies on universal queue
 Use case: Frame buffer & texture uploads
– Used by resource initial data uploads and our UpdateSubresource
– Guaranteed to be finished before the GPU universal queue starts rendering the frame
 Use case: Multi-GPU frame buffer copy
– Peer-to-peer copy of the frame buffer to the GPU that will present it
41
ASYNC COMPUTE
 Frostbite has lots of compute shader passes that could run in parallel with graphics work
– HBAO, blurring, classification, tile-based lighting, etc
 Running as async compute can improve GPU performance by utilizing ”free” ALU
– For example while doing shadowmap rendering (ROP bound)
42
ASYNC COMPUTE – TILE-BASED LIGHTING
 3 sequential compute shaders
– Input: zbuffer & gbuffer
– Output: HDR texture/UAV
 Runs in parallel with graphics pipeline that renders to other targets
Compute
Graphics
TileZ
Gbuffer Shadowmaps Reflection Distort Transp
Cull lights Lighting
S
SWait
W
43
ASYNC COMPUTE – TILE-BASED LIGHTING
 We manually prepare the resources for the async compute
– Important to not access the resources on other queues at the same time (unless read-only state)
– Have to transition resources on the queue that last used it
 Up to 80% faster in our initial tests, but not fully reliable
– But is a pretty small part of the frame time
– Not in BF4 yet
Compute
Graphics
TileZ
Gbuffer Shadowmaps Reflection Distort Transp
Cull lights Lighting
S
SWait
W
44
MULTI-GPU
45
MULTI-GPU
 Multi-GPU alternatives:
– AFR – Alternate Frame Rendering (1-4 GPUs of the same power)
– Heterogeneous AFR – 1 small + 1 big GPU (APU + Discrete)
– SFR – Split Frame Rendering
– Multi-GPU Job Graph – Primary strong GPU + slave GPUs helping
 Frostbite supports AFR natively
– No synchronization points within the frame
– For resources that are not rendered every frame: re-render resources for each GPU
 Example: sky envmap update on weather change
 With Mantle multi-GPU is explicit and we have to build support for it ourselves
46
MULTI-GPU AFR WITH MANTLE
 All resources explicitly duplicated on each GPU with async DMA
– Hidden internally in our rendering abstraction
 Every frame alternate which GPU we build command buffers for and are using resources from
 Our UpdateSubresource has to make sure it updates resources on all GPU
 Presenting the screen has to in some modes copy the frame buffer to the GPU that owns the display
 Bonus:
– Can simulate multi-GPU mode even with single GPU!
– Multi-GPU works in windowed mode!
47
 GPUs are independently rendering & presenting to the screen – can cause micro-stuttering
– Frames are not presented in a regular intervals
– Frame rate can be high but presentation & gameplay is not smooth
– FCAT is a good tool to analyse this
MULTI-GPU ISSUES
GPU0
GPU1
Frame 0 P
Frame 1 P
Frame 2 P
Frame 3 P
GPU0
GPU1
Irregular
presentation
interval
48
 GPUs are independently rendering & presenting to the screen – can cause micro-stuttering
– Frames are not presented in a regular intervals
– Frame rate can be high but presentation & gameplay is not smooth
– FCAT is a good tool to analyse this
 We need to introduce dependency & dampening between the GPUs to alleviate this – frame pacing
MULTI-GPU ISSUES
GPU0
GPU1
Frame 0 P
Frame 1 P
Frame 2 P
Frame 3 P
Ideal
presentation
interval
49
FRAME PACING
 Measure average frame rate on each GPU
– Short history (10-30 frames)
– Filter out spikes
 Insert delay on the GPU before each present
– Force the frame times to become more regular and GPUs to align
– Delay value is based on the calculate avg frame rate
GPU0
GPU1
Frame 0 P
Frame 1 P
Frame 2 P
Frame 3 P
GPU0
GPU1
Delay
D
50
CONCLUSION
51
MANTLE DEV RECOMMENDATIONS
 The validation layer is a critical friend!
 You’ll end up with a lot of object & memory management code, try share with console code
 Make sure you have control over memory usage and can avoid overcommitting video memory
 Build a robust solution for resource state management early
 Figure out how to pre-create your graphics pipelines, can require engine design changes
 Build for multi-GPU support from the start, easier than to retrofit
52
FUTURE
 Second wave of Frostbite Mantle titles
 Adapt Frostbite core rendering layer based on learnings from Mantle
– Refine binding & buffer updates to further reduce overhead
– Virtual memory management
– More async compute & async DMAs
– Multi-GPU job graph R&D
 Linux
– Would like to see how our Mantle renderer behaves with different memory management & driver model
53
QUESTIONS?
Email: johan@frostbite.com
Web: http://frostbite.com
Twitter: @repi

Mais conteúdo relacionado

Mais procurados

IBM Spectrum Scale Overview november 2015
IBM Spectrum Scale Overview november 2015IBM Spectrum Scale Overview november 2015
IBM Spectrum Scale Overview november 2015Doug O'Flaherty
 
Testing real-time Linux. What to test and how
Testing real-time Linux. What to test and how Testing real-time Linux. What to test and how
Testing real-time Linux. What to test and how Chirag Jog
 
The Next Generation of PhyreEngine
The Next Generation of PhyreEngineThe Next Generation of PhyreEngine
The Next Generation of PhyreEngineSlide_N
 
ETL With Cassandra Streaming Bulk Loading
ETL With Cassandra Streaming Bulk LoadingETL With Cassandra Streaming Bulk Loading
ETL With Cassandra Streaming Bulk Loadingalex_araujo
 
Linux Memory Management with CMA (Contiguous Memory Allocator)
Linux Memory Management with CMA (Contiguous Memory Allocator)Linux Memory Management with CMA (Contiguous Memory Allocator)
Linux Memory Management with CMA (Contiguous Memory Allocator)Pankaj Suryawanshi
 
Memory Compaction in Linux Kernel.pdf
Memory Compaction in Linux Kernel.pdfMemory Compaction in Linux Kernel.pdf
Memory Compaction in Linux Kernel.pdfAdrian Huang
 
Intel DPDK Step by Step instructions
Intel DPDK Step by Step instructionsIntel DPDK Step by Step instructions
Intel DPDK Step by Step instructionsHisaki Ohara
 
Unite2019 HLOD를 활용한 대규모 씬 제작 방법
Unite2019 HLOD를 활용한 대규모 씬 제작 방법Unite2019 HLOD를 활용한 대규모 씬 제작 방법
Unite2019 HLOD를 활용한 대규모 씬 제작 방법장규 서
 
A Deep Dive Into Understanding Apache Cassandra
A Deep Dive Into Understanding Apache CassandraA Deep Dive Into Understanding Apache Cassandra
A Deep Dive Into Understanding Apache CassandraDataStax Academy
 
Memory Management with Page Folios
Memory Management with Page FoliosMemory Management with Page Folios
Memory Management with Page FoliosAdrian Huang
 
BitSquid Tech: Benefits of a data-driven renderer
BitSquid Tech: Benefits of a data-driven rendererBitSquid Tech: Benefits of a data-driven renderer
BitSquid Tech: Benefits of a data-driven renderertobias_persson
 
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
4K Checkerboard in Battlefield 1 and Mass Effect AndromedaElectronic Arts / DICE
 
Keynote: Apache HBase at Yahoo! Scale
Keynote: Apache HBase at Yahoo! ScaleKeynote: Apache HBase at Yahoo! Scale
Keynote: Apache HBase at Yahoo! ScaleHBaseCon
 
FrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in FrostbiteFrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in FrostbiteElectronic Arts / DICE
 
Physically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in FrostbitePhysically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in FrostbiteElectronic Arts / DICE
 
Siggraph2016 - The Devil is in the Details: idTech 666
Siggraph2016 - The Devil is in the Details: idTech 666Siggraph2016 - The Devil is in the Details: idTech 666
Siggraph2016 - The Devil is in the Details: idTech 666Tiago Sousa
 
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3Electronic Arts / DICE
 
Tegra 186のu-boot & Linux
Tegra 186のu-boot & LinuxTegra 186のu-boot & Linux
Tegra 186のu-boot & LinuxMr. Vengineer
 
hive HBase Metastore - Improving Hive with a Big Data Metadata Storage
hive HBase Metastore - Improving Hive with a Big Data Metadata Storagehive HBase Metastore - Improving Hive with a Big Data Metadata Storage
hive HBase Metastore - Improving Hive with a Big Data Metadata StorageDataWorks Summit/Hadoop Summit
 

Mais procurados (20)

IBM Spectrum Scale Overview november 2015
IBM Spectrum Scale Overview november 2015IBM Spectrum Scale Overview november 2015
IBM Spectrum Scale Overview november 2015
 
Making Linux do Hard Real-time
Making Linux do Hard Real-timeMaking Linux do Hard Real-time
Making Linux do Hard Real-time
 
Testing real-time Linux. What to test and how
Testing real-time Linux. What to test and how Testing real-time Linux. What to test and how
Testing real-time Linux. What to test and how
 
The Next Generation of PhyreEngine
The Next Generation of PhyreEngineThe Next Generation of PhyreEngine
The Next Generation of PhyreEngine
 
ETL With Cassandra Streaming Bulk Loading
ETL With Cassandra Streaming Bulk LoadingETL With Cassandra Streaming Bulk Loading
ETL With Cassandra Streaming Bulk Loading
 
Linux Memory Management with CMA (Contiguous Memory Allocator)
Linux Memory Management with CMA (Contiguous Memory Allocator)Linux Memory Management with CMA (Contiguous Memory Allocator)
Linux Memory Management with CMA (Contiguous Memory Allocator)
 
Memory Compaction in Linux Kernel.pdf
Memory Compaction in Linux Kernel.pdfMemory Compaction in Linux Kernel.pdf
Memory Compaction in Linux Kernel.pdf
 
Intel DPDK Step by Step instructions
Intel DPDK Step by Step instructionsIntel DPDK Step by Step instructions
Intel DPDK Step by Step instructions
 
Unite2019 HLOD를 활용한 대규모 씬 제작 방법
Unite2019 HLOD를 활용한 대규모 씬 제작 방법Unite2019 HLOD를 활용한 대규모 씬 제작 방법
Unite2019 HLOD를 활용한 대규모 씬 제작 방법
 
A Deep Dive Into Understanding Apache Cassandra
A Deep Dive Into Understanding Apache CassandraA Deep Dive Into Understanding Apache Cassandra
A Deep Dive Into Understanding Apache Cassandra
 
Memory Management with Page Folios
Memory Management with Page FoliosMemory Management with Page Folios
Memory Management with Page Folios
 
BitSquid Tech: Benefits of a data-driven renderer
BitSquid Tech: Benefits of a data-driven rendererBitSquid Tech: Benefits of a data-driven renderer
BitSquid Tech: Benefits of a data-driven renderer
 
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
 
Keynote: Apache HBase at Yahoo! Scale
Keynote: Apache HBase at Yahoo! ScaleKeynote: Apache HBase at Yahoo! Scale
Keynote: Apache HBase at Yahoo! Scale
 
FrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in FrostbiteFrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in Frostbite
 
Physically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in FrostbitePhysically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in Frostbite
 
Siggraph2016 - The Devil is in the Details: idTech 666
Siggraph2016 - The Devil is in the Details: idTech 666Siggraph2016 - The Devil is in the Details: idTech 666
Siggraph2016 - The Devil is in the Details: idTech 666
 
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
 
Tegra 186のu-boot & Linux
Tegra 186のu-boot & LinuxTegra 186のu-boot & Linux
Tegra 186のu-boot & Linux
 
hive HBase Metastore - Improving Hive with a Big Data Metadata Storage
hive HBase Metastore - Improving Hive with a Big Data Metadata Storagehive HBase Metastore - Improving Hive with a Big Data Metadata Storage
hive HBase Metastore - Improving Hive with a Big Data Metadata Storage
 

Destaque

The Small Batch (and other) solutions in Mantle API, by Guennadi Riguer, Mant...
The Small Batch (and other) solutions in Mantle API, by Guennadi Riguer, Mant...The Small Batch (and other) solutions in Mantle API, by Guennadi Riguer, Mant...
The Small Batch (and other) solutions in Mantle API, by Guennadi Riguer, Mant...AMD Developer Central
 
Webinar: Whats New in Java 8 with Develop Intelligence
Webinar: Whats New in Java 8 with Develop IntelligenceWebinar: Whats New in Java 8 with Develop Intelligence
Webinar: Whats New in Java 8 with Develop IntelligenceAMD Developer Central
 
Rendering Battlefield 4 with Mantle by Yuriy ODonnell
Rendering Battlefield 4 with Mantle by Yuriy ODonnellRendering Battlefield 4 with Mantle by Yuriy ODonnell
Rendering Battlefield 4 with Mantle by Yuriy ODonnellAMD Developer Central
 
TressFX The Fast and The Furry by Nicolas Thibieroz
TressFX The Fast and The Furry by Nicolas ThibierozTressFX The Fast and The Furry by Nicolas Thibieroz
TressFX The Fast and The Furry by Nicolas ThibierozAMD Developer Central
 
Computer Vision Powered by Heterogeneous System Architecture (HSA) by Dr. Ha...
Computer Vision Powered by Heterogeneous System Architecture (HSA) by  Dr. Ha...Computer Vision Powered by Heterogeneous System Architecture (HSA) by  Dr. Ha...
Computer Vision Powered by Heterogeneous System Architecture (HSA) by Dr. Ha...AMD Developer Central
 
Low-level Shader Optimization for Next-Gen and DX11 by Emil Persson
Low-level Shader Optimization for Next-Gen and DX11 by Emil PerssonLow-level Shader Optimization for Next-Gen and DX11 by Emil Persson
Low-level Shader Optimization for Next-Gen and DX11 by Emil PerssonAMD Developer Central
 
Productive OpenCL Programming An Introduction to OpenCL Libraries with Array...
Productive OpenCL Programming An Introduction to OpenCL Libraries  with Array...Productive OpenCL Programming An Introduction to OpenCL Libraries  with Array...
Productive OpenCL Programming An Introduction to OpenCL Libraries with Array...AMD Developer Central
 
Holy smoke! Faster Particle Rendering using Direct Compute by Gareth Thomas
Holy smoke! Faster Particle Rendering using Direct Compute by Gareth ThomasHoly smoke! Faster Particle Rendering using Direct Compute by Gareth Thomas
Holy smoke! Faster Particle Rendering using Direct Compute by Gareth ThomasAMD Developer Central
 
Introduction to Direct 3D 12 by Ivan Nevraev
Introduction to Direct 3D 12 by Ivan NevraevIntroduction to Direct 3D 12 by Ivan Nevraev
Introduction to Direct 3D 12 by Ivan NevraevAMD Developer Central
 
Direct3D12 and the Future of Graphics APIs by Dave Oldcorn
Direct3D12 and the Future of Graphics APIs by Dave OldcornDirect3D12 and the Future of Graphics APIs by Dave Oldcorn
Direct3D12 and the Future of Graphics APIs by Dave OldcornAMD Developer Central
 
Leverage the Speed of OpenCL™ with AMD Math Libraries
Leverage the Speed of OpenCL™ with AMD Math LibrariesLeverage the Speed of OpenCL™ with AMD Math Libraries
Leverage the Speed of OpenCL™ with AMD Math LibrariesAMD Developer Central
 
DX12 & Vulkan: Dawn of a New Generation of Graphics APIs
DX12 & Vulkan: Dawn of a New Generation of Graphics APIsDX12 & Vulkan: Dawn of a New Generation of Graphics APIs
DX12 & Vulkan: Dawn of a New Generation of Graphics APIsAMD Developer Central
 
An Introduction to OpenCL™ Programming with AMD GPUs - AMD & Acceleware Webinar
An Introduction to OpenCL™ Programming with AMD GPUs - AMD & Acceleware WebinarAn Introduction to OpenCL™ Programming with AMD GPUs - AMD & Acceleware Webinar
An Introduction to OpenCL™ Programming with AMD GPUs - AMD & Acceleware WebinarAMD Developer Central
 
GS-4106 The AMD GCN Architecture - A Crash Course, by Layla Mah
GS-4106 The AMD GCN Architecture - A Crash Course, by Layla MahGS-4106 The AMD GCN Architecture - A Crash Course, by Layla Mah
GS-4106 The AMD GCN Architecture - A Crash Course, by Layla MahAMD Developer Central
 

Destaque (20)

The Small Batch (and other) solutions in Mantle API, by Guennadi Riguer, Mant...
The Small Batch (and other) solutions in Mantle API, by Guennadi Riguer, Mant...The Small Batch (and other) solutions in Mantle API, by Guennadi Riguer, Mant...
The Small Batch (and other) solutions in Mantle API, by Guennadi Riguer, Mant...
 
Webinar: Whats New in Java 8 with Develop Intelligence
Webinar: Whats New in Java 8 with Develop IntelligenceWebinar: Whats New in Java 8 with Develop Intelligence
Webinar: Whats New in Java 8 with Develop Intelligence
 
Rendering Battlefield 4 with Mantle by Yuriy ODonnell
Rendering Battlefield 4 with Mantle by Yuriy ODonnellRendering Battlefield 4 with Mantle by Yuriy ODonnell
Rendering Battlefield 4 with Mantle by Yuriy ODonnell
 
Inside XBox- One, by Martin Fuller
Inside XBox- One, by Martin FullerInside XBox- One, by Martin Fuller
Inside XBox- One, by Martin Fuller
 
TressFX The Fast and The Furry by Nicolas Thibieroz
TressFX The Fast and The Furry by Nicolas ThibierozTressFX The Fast and The Furry by Nicolas Thibieroz
TressFX The Fast and The Furry by Nicolas Thibieroz
 
Gcn performance ftw by stephan hodes
Gcn performance ftw by stephan hodesGcn performance ftw by stephan hodes
Gcn performance ftw by stephan hodes
 
DirectGMA on AMD’S FirePro™ GPUS
DirectGMA on AMD’S  FirePro™ GPUSDirectGMA on AMD’S  FirePro™ GPUS
DirectGMA on AMD’S FirePro™ GPUS
 
Computer Vision Powered by Heterogeneous System Architecture (HSA) by Dr. Ha...
Computer Vision Powered by Heterogeneous System Architecture (HSA) by  Dr. Ha...Computer Vision Powered by Heterogeneous System Architecture (HSA) by  Dr. Ha...
Computer Vision Powered by Heterogeneous System Architecture (HSA) by Dr. Ha...
 
Low-level Shader Optimization for Next-Gen and DX11 by Emil Persson
Low-level Shader Optimization for Next-Gen and DX11 by Emil PerssonLow-level Shader Optimization for Next-Gen and DX11 by Emil Persson
Low-level Shader Optimization for Next-Gen and DX11 by Emil Persson
 
Productive OpenCL Programming An Introduction to OpenCL Libraries with Array...
Productive OpenCL Programming An Introduction to OpenCL Libraries  with Array...Productive OpenCL Programming An Introduction to OpenCL Libraries  with Array...
Productive OpenCL Programming An Introduction to OpenCL Libraries with Array...
 
Introduction to Node.js
Introduction to Node.jsIntroduction to Node.js
Introduction to Node.js
 
Media SDK Webinar 2014
Media SDK Webinar 2014Media SDK Webinar 2014
Media SDK Webinar 2014
 
Holy smoke! Faster Particle Rendering using Direct Compute by Gareth Thomas
Holy smoke! Faster Particle Rendering using Direct Compute by Gareth ThomasHoly smoke! Faster Particle Rendering using Direct Compute by Gareth Thomas
Holy smoke! Faster Particle Rendering using Direct Compute by Gareth Thomas
 
Introduction to Direct 3D 12 by Ivan Nevraev
Introduction to Direct 3D 12 by Ivan NevraevIntroduction to Direct 3D 12 by Ivan Nevraev
Introduction to Direct 3D 12 by Ivan Nevraev
 
Direct3D12 and the Future of Graphics APIs by Dave Oldcorn
Direct3D12 and the Future of Graphics APIs by Dave OldcornDirect3D12 and the Future of Graphics APIs by Dave Oldcorn
Direct3D12 and the Future of Graphics APIs by Dave Oldcorn
 
Leverage the Speed of OpenCL™ with AMD Math Libraries
Leverage the Speed of OpenCL™ with AMD Math LibrariesLeverage the Speed of OpenCL™ with AMD Math Libraries
Leverage the Speed of OpenCL™ with AMD Math Libraries
 
DX12 & Vulkan: Dawn of a New Generation of Graphics APIs
DX12 & Vulkan: Dawn of a New Generation of Graphics APIsDX12 & Vulkan: Dawn of a New Generation of Graphics APIs
DX12 & Vulkan: Dawn of a New Generation of Graphics APIs
 
An Introduction to OpenCL™ Programming with AMD GPUs - AMD & Acceleware Webinar
An Introduction to OpenCL™ Programming with AMD GPUs - AMD & Acceleware WebinarAn Introduction to OpenCL™ Programming with AMD GPUs - AMD & Acceleware Webinar
An Introduction to OpenCL™ Programming with AMD GPUs - AMD & Acceleware Webinar
 
GS-4106 The AMD GCN Architecture - A Crash Course, by Layla Mah
GS-4106 The AMD GCN Architecture - A Crash Course, by Layla MahGS-4106 The AMD GCN Architecture - A Crash Course, by Layla Mah
GS-4106 The AMD GCN Architecture - A Crash Course, by Layla Mah
 
Inside XBOX ONE by Martin Fuller
Inside XBOX ONE by Martin FullerInside XBOX ONE by Martin Fuller
Inside XBOX ONE by Martin Fuller
 

Semelhante a Rendering Battlefield 4 with Mantle by Johan Andersson - AMD at GDC14

Keynote (Johan Andersson) - Mantle for Developers - by Johan Andersson, Techn...
Keynote (Johan Andersson) - Mantle for Developers - by Johan Andersson, Techn...Keynote (Johan Andersson) - Mantle for Developers - by Johan Andersson, Techn...
Keynote (Johan Andersson) - Mantle for Developers - by Johan Andersson, Techn...AMD Developer Central
 
µCLinux on Pluto 6 Project presentation
µCLinux on Pluto 6 Project presentationµCLinux on Pluto 6 Project presentation
µCLinux on Pluto 6 Project presentationedlangley
 
UKUUG presentation about µCLinux on Pluto 6
UKUUG presentation about µCLinux on Pluto 6UKUUG presentation about µCLinux on Pluto 6
UKUUG presentation about µCLinux on Pluto 6edlangley
 
Stream Processing
Stream ProcessingStream Processing
Stream Processingarnamoy10
 
Towards Software Defined Persistent Memory
Towards Software Defined Persistent MemoryTowards Software Defined Persistent Memory
Towards Software Defined Persistent MemorySwaminathan Sundararaman
 
[Unite Seoul 2019] Mali GPU Architecture and Mobile Studio
[Unite Seoul 2019] Mali GPU Architecture and Mobile Studio [Unite Seoul 2019] Mali GPU Architecture and Mobile Studio
[Unite Seoul 2019] Mali GPU Architecture and Mobile Studio Owen Wu
 
DB2 for z/OS - Starter's guide to memory monitoring and control
DB2 for z/OS - Starter's guide to memory monitoring and controlDB2 for z/OS - Starter's guide to memory monitoring and control
DB2 for z/OS - Starter's guide to memory monitoring and controlFlorence Dubois
 
IMCSummit 2015 - Day 1 Developer Track - Evolution of non-volatile memory exp...
IMCSummit 2015 - Day 1 Developer Track - Evolution of non-volatile memory exp...IMCSummit 2015 - Day 1 Developer Track - Evolution of non-volatile memory exp...
IMCSummit 2015 - Day 1 Developer Track - Evolution of non-volatile memory exp...In-Memory Computing Summit
 
Sony Computer Entertainment Europe Research & Development Division
Sony Computer Entertainment Europe Research & Development DivisionSony Computer Entertainment Europe Research & Development Division
Sony Computer Entertainment Europe Research & Development DivisionSlide_N
 
Designing for High Performance Ceph at Scale
Designing for High Performance Ceph at ScaleDesigning for High Performance Ceph at Scale
Designing for High Performance Ceph at ScaleJames Saint-Rossy
 
Shak larry-jeder-perf-and-tuning-summit14-part1-final
Shak larry-jeder-perf-and-tuning-summit14-part1-finalShak larry-jeder-perf-and-tuning-summit14-part1-final
Shak larry-jeder-perf-and-tuning-summit14-part1-finalTommy Lee
 
High Performance Computer Architecture
High Performance Computer ArchitectureHigh Performance Computer Architecture
High Performance Computer ArchitectureSubhasis Dash
 
Threading Successes 06 Allegorithmic
Threading Successes 06   AllegorithmicThreading Successes 06   Allegorithmic
Threading Successes 06 Allegorithmicguest40fc7cd
 
Storage and performance- Batch processing, Whiptail
Storage and performance- Batch processing, WhiptailStorage and performance- Batch processing, Whiptail
Storage and performance- Batch processing, WhiptailInternet World
 
Current and Future of Non-Volatile Memory on Linux
Current and Future of Non-Volatile Memory on LinuxCurrent and Future of Non-Volatile Memory on Linux
Current and Future of Non-Volatile Memory on Linuxmountpoint.io
 
Hardware-aware thread scheduling: the case of asymmetric multicore processors
Hardware-aware thread scheduling: the case of asymmetric multicore processorsHardware-aware thread scheduling: the case of asymmetric multicore processors
Hardware-aware thread scheduling: the case of asymmetric multicore processorsAchille Peternier
 
Computação acelerada – a era das ap us roberto brandão, ciência
Computação acelerada – a era das ap us   roberto brandão,  ciênciaComputação acelerada – a era das ap us   roberto brandão,  ciência
Computação acelerada – a era das ap us roberto brandão, ciênciaCampus Party Brasil
 

Semelhante a Rendering Battlefield 4 with Mantle by Johan Andersson - AMD at GDC14 (20)

Low-level Graphics APIs
Low-level Graphics APIsLow-level Graphics APIs
Low-level Graphics APIs
 
module4.ppt
module4.pptmodule4.ppt
module4.ppt
 
Keynote (Johan Andersson) - Mantle for Developers - by Johan Andersson, Techn...
Keynote (Johan Andersson) - Mantle for Developers - by Johan Andersson, Techn...Keynote (Johan Andersson) - Mantle for Developers - by Johan Andersson, Techn...
Keynote (Johan Andersson) - Mantle for Developers - by Johan Andersson, Techn...
 
Mantle for Developers
Mantle for DevelopersMantle for Developers
Mantle for Developers
 
µCLinux on Pluto 6 Project presentation
µCLinux on Pluto 6 Project presentationµCLinux on Pluto 6 Project presentation
µCLinux on Pluto 6 Project presentation
 
UKUUG presentation about µCLinux on Pluto 6
UKUUG presentation about µCLinux on Pluto 6UKUUG presentation about µCLinux on Pluto 6
UKUUG presentation about µCLinux on Pluto 6
 
Stream Processing
Stream ProcessingStream Processing
Stream Processing
 
Towards Software Defined Persistent Memory
Towards Software Defined Persistent MemoryTowards Software Defined Persistent Memory
Towards Software Defined Persistent Memory
 
[Unite Seoul 2019] Mali GPU Architecture and Mobile Studio
[Unite Seoul 2019] Mali GPU Architecture and Mobile Studio [Unite Seoul 2019] Mali GPU Architecture and Mobile Studio
[Unite Seoul 2019] Mali GPU Architecture and Mobile Studio
 
DB2 for z/OS - Starter's guide to memory monitoring and control
DB2 for z/OS - Starter's guide to memory monitoring and controlDB2 for z/OS - Starter's guide to memory monitoring and control
DB2 for z/OS - Starter's guide to memory monitoring and control
 
IMCSummit 2015 - Day 1 Developer Track - Evolution of non-volatile memory exp...
IMCSummit 2015 - Day 1 Developer Track - Evolution of non-volatile memory exp...IMCSummit 2015 - Day 1 Developer Track - Evolution of non-volatile memory exp...
IMCSummit 2015 - Day 1 Developer Track - Evolution of non-volatile memory exp...
 
Sony Computer Entertainment Europe Research & Development Division
Sony Computer Entertainment Europe Research & Development DivisionSony Computer Entertainment Europe Research & Development Division
Sony Computer Entertainment Europe Research & Development Division
 
Designing for High Performance Ceph at Scale
Designing for High Performance Ceph at ScaleDesigning for High Performance Ceph at Scale
Designing for High Performance Ceph at Scale
 
Shak larry-jeder-perf-and-tuning-summit14-part1-final
Shak larry-jeder-perf-and-tuning-summit14-part1-finalShak larry-jeder-perf-and-tuning-summit14-part1-final
Shak larry-jeder-perf-and-tuning-summit14-part1-final
 
High Performance Computer Architecture
High Performance Computer ArchitectureHigh Performance Computer Architecture
High Performance Computer Architecture
 
Threading Successes 06 Allegorithmic
Threading Successes 06   AllegorithmicThreading Successes 06   Allegorithmic
Threading Successes 06 Allegorithmic
 
Storage and performance- Batch processing, Whiptail
Storage and performance- Batch processing, WhiptailStorage and performance- Batch processing, Whiptail
Storage and performance- Batch processing, Whiptail
 
Current and Future of Non-Volatile Memory on Linux
Current and Future of Non-Volatile Memory on LinuxCurrent and Future of Non-Volatile Memory on Linux
Current and Future of Non-Volatile Memory on Linux
 
Hardware-aware thread scheduling: the case of asymmetric multicore processors
Hardware-aware thread scheduling: the case of asymmetric multicore processorsHardware-aware thread scheduling: the case of asymmetric multicore processors
Hardware-aware thread scheduling: the case of asymmetric multicore processors
 
Computação acelerada – a era das ap us roberto brandão, ciência
Computação acelerada – a era das ap us   roberto brandão,  ciênciaComputação acelerada – a era das ap us   roberto brandão,  ciência
Computação acelerada – a era das ap us roberto brandão, ciência
 

Mais de AMD Developer Central

RapidFire - the Easy Route to low Latency Cloud Gaming Solutions - AMD at GDC14
RapidFire - the Easy Route to low Latency Cloud Gaming Solutions - AMD at GDC14RapidFire - the Easy Route to low Latency Cloud Gaming Solutions - AMD at GDC14
RapidFire - the Easy Route to low Latency Cloud Gaming Solutions - AMD at GDC14AMD Developer Central
 
Mantle and Nitrous - Combining Efficient Engine Design with a modern API - AM...
Mantle and Nitrous - Combining Efficient Engine Design with a modern API - AM...Mantle and Nitrous - Combining Efficient Engine Design with a modern API - AM...
Mantle and Nitrous - Combining Efficient Engine Design with a modern API - AM...AMD Developer Central
 
Mantle - Introducing a new API for Graphics - AMD at GDC14
Mantle - Introducing a new API for Graphics - AMD at GDC14Mantle - Introducing a new API for Graphics - AMD at GDC14
Mantle - Introducing a new API for Graphics - AMD at GDC14AMD Developer Central
 
Direct3D and the Future of Graphics APIs - AMD at GDC14
Direct3D and the Future of Graphics APIs - AMD at GDC14Direct3D and the Future of Graphics APIs - AMD at GDC14
Direct3D and the Future of Graphics APIs - AMD at GDC14AMD Developer Central
 
Keynote (Tony King-Smith) - Silicon? Check. HSA? Check. All done? Wrong! - by...
Keynote (Tony King-Smith) - Silicon? Check. HSA? Check. All done? Wrong! - by...Keynote (Tony King-Smith) - Silicon? Check. HSA? Check. All done? Wrong! - by...
Keynote (Tony King-Smith) - Silicon? Check. HSA? Check. All done? Wrong! - by...AMD Developer Central
 
Keynote (Nandini Ramani) - The Role of Java in Heterogeneous Computing & How ...
Keynote (Nandini Ramani) - The Role of Java in Heterogeneous Computing & How ...Keynote (Nandini Ramani) - The Role of Java in Heterogeneous Computing & How ...
Keynote (Nandini Ramani) - The Role of Java in Heterogeneous Computing & How ...AMD Developer Central
 
Keynote (Mike Muller) - Is There Anything New in Heterogeneous Computing - by...
Keynote (Mike Muller) - Is There Anything New in Heterogeneous Computing - by...Keynote (Mike Muller) - Is There Anything New in Heterogeneous Computing - by...
Keynote (Mike Muller) - Is There Anything New in Heterogeneous Computing - by...AMD Developer Central
 
Keynote (Dr. Lisa Su) - Developers: The Heart of AMD Innovation - by Dr. Lisa...
Keynote (Dr. Lisa Su) - Developers: The Heart of AMD Innovation - by Dr. Lisa...Keynote (Dr. Lisa Su) - Developers: The Heart of AMD Innovation - by Dr. Lisa...
Keynote (Dr. Lisa Su) - Developers: The Heart of AMD Innovation - by Dr. Lisa...AMD Developer Central
 

Mais de AMD Developer Central (8)

RapidFire - the Easy Route to low Latency Cloud Gaming Solutions - AMD at GDC14
RapidFire - the Easy Route to low Latency Cloud Gaming Solutions - AMD at GDC14RapidFire - the Easy Route to low Latency Cloud Gaming Solutions - AMD at GDC14
RapidFire - the Easy Route to low Latency Cloud Gaming Solutions - AMD at GDC14
 
Mantle and Nitrous - Combining Efficient Engine Design with a modern API - AM...
Mantle and Nitrous - Combining Efficient Engine Design with a modern API - AM...Mantle and Nitrous - Combining Efficient Engine Design with a modern API - AM...
Mantle and Nitrous - Combining Efficient Engine Design with a modern API - AM...
 
Mantle - Introducing a new API for Graphics - AMD at GDC14
Mantle - Introducing a new API for Graphics - AMD at GDC14Mantle - Introducing a new API for Graphics - AMD at GDC14
Mantle - Introducing a new API for Graphics - AMD at GDC14
 
Direct3D and the Future of Graphics APIs - AMD at GDC14
Direct3D and the Future of Graphics APIs - AMD at GDC14Direct3D and the Future of Graphics APIs - AMD at GDC14
Direct3D and the Future of Graphics APIs - AMD at GDC14
 
Keynote (Tony King-Smith) - Silicon? Check. HSA? Check. All done? Wrong! - by...
Keynote (Tony King-Smith) - Silicon? Check. HSA? Check. All done? Wrong! - by...Keynote (Tony King-Smith) - Silicon? Check. HSA? Check. All done? Wrong! - by...
Keynote (Tony King-Smith) - Silicon? Check. HSA? Check. All done? Wrong! - by...
 
Keynote (Nandini Ramani) - The Role of Java in Heterogeneous Computing & How ...
Keynote (Nandini Ramani) - The Role of Java in Heterogeneous Computing & How ...Keynote (Nandini Ramani) - The Role of Java in Heterogeneous Computing & How ...
Keynote (Nandini Ramani) - The Role of Java in Heterogeneous Computing & How ...
 
Keynote (Mike Muller) - Is There Anything New in Heterogeneous Computing - by...
Keynote (Mike Muller) - Is There Anything New in Heterogeneous Computing - by...Keynote (Mike Muller) - Is There Anything New in Heterogeneous Computing - by...
Keynote (Mike Muller) - Is There Anything New in Heterogeneous Computing - by...
 
Keynote (Dr. Lisa Su) - Developers: The Heart of AMD Innovation - by Dr. Lisa...
Keynote (Dr. Lisa Su) - Developers: The Heart of AMD Innovation - by Dr. Lisa...Keynote (Dr. Lisa Su) - Developers: The Heart of AMD Innovation - by Dr. Lisa...
Keynote (Dr. Lisa Su) - Developers: The Heart of AMD Innovation - by Dr. Lisa...
 

Último

Arizona Broadband Policy Past, Present, and Future Presentation 3/25/24
Arizona Broadband Policy Past, Present, and Future Presentation 3/25/24Arizona Broadband Policy Past, Present, and Future Presentation 3/25/24
Arizona Broadband Policy Past, Present, and Future Presentation 3/25/24Mark Goldstein
 
Passkey Providers and Enabling Portability: FIDO Paris Seminar.pptx
Passkey Providers and Enabling Portability: FIDO Paris Seminar.pptxPasskey Providers and Enabling Portability: FIDO Paris Seminar.pptx
Passkey Providers and Enabling Portability: FIDO Paris Seminar.pptxLoriGlavin3
 
Microsoft 365 Copilot: How to boost your productivity with AI – Part one: Ado...
Microsoft 365 Copilot: How to boost your productivity with AI – Part one: Ado...Microsoft 365 Copilot: How to boost your productivity with AI – Part one: Ado...
Microsoft 365 Copilot: How to boost your productivity with AI – Part one: Ado...Nikki Chapple
 
The Fit for Passkeys for Employee and Consumer Sign-ins: FIDO Paris Seminar.pptx
The Fit for Passkeys for Employee and Consumer Sign-ins: FIDO Paris Seminar.pptxThe Fit for Passkeys for Employee and Consumer Sign-ins: FIDO Paris Seminar.pptx
The Fit for Passkeys for Employee and Consumer Sign-ins: FIDO Paris Seminar.pptxLoriGlavin3
 
Emixa Mendix Meetup 11 April 2024 about Mendix Native development
Emixa Mendix Meetup 11 April 2024 about Mendix Native developmentEmixa Mendix Meetup 11 April 2024 about Mendix Native development
Emixa Mendix Meetup 11 April 2024 about Mendix Native developmentPim van der Noll
 
2024 April Patch Tuesday
2024 April Patch Tuesday2024 April Patch Tuesday
2024 April Patch TuesdayIvanti
 
UiPath Community: Communication Mining from Zero to Hero
UiPath Community: Communication Mining from Zero to HeroUiPath Community: Communication Mining from Zero to Hero
UiPath Community: Communication Mining from Zero to HeroUiPathCommunity
 
All These Sophisticated Attacks, Can We Really Detect Them - PDF
All These Sophisticated Attacks, Can We Really Detect Them - PDFAll These Sophisticated Attacks, Can We Really Detect Them - PDF
All These Sophisticated Attacks, Can We Really Detect Them - PDFMichael Gough
 
The State of Passkeys with FIDO Alliance.pptx
The State of Passkeys with FIDO Alliance.pptxThe State of Passkeys with FIDO Alliance.pptx
The State of Passkeys with FIDO Alliance.pptxLoriGlavin3
 
Varsha Sewlal- Cyber Attacks on Critical Critical Infrastructure
Varsha Sewlal- Cyber Attacks on Critical Critical InfrastructureVarsha Sewlal- Cyber Attacks on Critical Critical Infrastructure
Varsha Sewlal- Cyber Attacks on Critical Critical Infrastructureitnewsafrica
 
A Glance At The Java Performance Toolbox
A Glance At The Java Performance ToolboxA Glance At The Java Performance Toolbox
A Glance At The Java Performance ToolboxAna-Maria Mihalceanu
 
Decarbonising Buildings: Making a net-zero built environment a reality
Decarbonising Buildings: Making a net-zero built environment a realityDecarbonising Buildings: Making a net-zero built environment a reality
Decarbonising Buildings: Making a net-zero built environment a realityIES VE
 
A Framework for Development in the AI Age
A Framework for Development in the AI AgeA Framework for Development in the AI Age
A Framework for Development in the AI AgeCprime
 
Tampa BSides - The No BS SOC (slides from April 6, 2024 talk)
Tampa BSides - The No BS SOC (slides from April 6, 2024 talk)Tampa BSides - The No BS SOC (slides from April 6, 2024 talk)
Tampa BSides - The No BS SOC (slides from April 6, 2024 talk)Mark Simos
 
Generative Artificial Intelligence: How generative AI works.pdf
Generative Artificial Intelligence: How generative AI works.pdfGenerative Artificial Intelligence: How generative AI works.pdf
Generative Artificial Intelligence: How generative AI works.pdfIngrid Airi González
 
Bridging Between CAD & GIS: 6 Ways to Automate Your Data Integration
Bridging Between CAD & GIS:  6 Ways to Automate Your Data IntegrationBridging Between CAD & GIS:  6 Ways to Automate Your Data Integration
Bridging Between CAD & GIS: 6 Ways to Automate Your Data Integrationmarketing932765
 
Unleashing Real-time Insights with ClickHouse_ Navigating the Landscape in 20...
Unleashing Real-time Insights with ClickHouse_ Navigating the Landscape in 20...Unleashing Real-time Insights with ClickHouse_ Navigating the Landscape in 20...
Unleashing Real-time Insights with ClickHouse_ Navigating the Landscape in 20...Alkin Tezuysal
 
Connecting the Dots for Information Discovery.pdf
Connecting the Dots for Information Discovery.pdfConnecting the Dots for Information Discovery.pdf
Connecting the Dots for Information Discovery.pdfNeo4j
 
Generative AI - Gitex v1Generative AI - Gitex v1.pptx
Generative AI - Gitex v1Generative AI - Gitex v1.pptxGenerative AI - Gitex v1Generative AI - Gitex v1.pptx
Generative AI - Gitex v1Generative AI - Gitex v1.pptxfnnc6jmgwh
 
Design pattern talk by Kaya Weers - 2024 (v2)
Design pattern talk by Kaya Weers - 2024 (v2)Design pattern talk by Kaya Weers - 2024 (v2)
Design pattern talk by Kaya Weers - 2024 (v2)Kaya Weers
 

Último (20)

Arizona Broadband Policy Past, Present, and Future Presentation 3/25/24
Arizona Broadband Policy Past, Present, and Future Presentation 3/25/24Arizona Broadband Policy Past, Present, and Future Presentation 3/25/24
Arizona Broadband Policy Past, Present, and Future Presentation 3/25/24
 
Passkey Providers and Enabling Portability: FIDO Paris Seminar.pptx
Passkey Providers and Enabling Portability: FIDO Paris Seminar.pptxPasskey Providers and Enabling Portability: FIDO Paris Seminar.pptx
Passkey Providers and Enabling Portability: FIDO Paris Seminar.pptx
 
Microsoft 365 Copilot: How to boost your productivity with AI – Part one: Ado...
Microsoft 365 Copilot: How to boost your productivity with AI – Part one: Ado...Microsoft 365 Copilot: How to boost your productivity with AI – Part one: Ado...
Microsoft 365 Copilot: How to boost your productivity with AI – Part one: Ado...
 
The Fit for Passkeys for Employee and Consumer Sign-ins: FIDO Paris Seminar.pptx
The Fit for Passkeys for Employee and Consumer Sign-ins: FIDO Paris Seminar.pptxThe Fit for Passkeys for Employee and Consumer Sign-ins: FIDO Paris Seminar.pptx
The Fit for Passkeys for Employee and Consumer Sign-ins: FIDO Paris Seminar.pptx
 
Emixa Mendix Meetup 11 April 2024 about Mendix Native development
Emixa Mendix Meetup 11 April 2024 about Mendix Native developmentEmixa Mendix Meetup 11 April 2024 about Mendix Native development
Emixa Mendix Meetup 11 April 2024 about Mendix Native development
 
2024 April Patch Tuesday
2024 April Patch Tuesday2024 April Patch Tuesday
2024 April Patch Tuesday
 
UiPath Community: Communication Mining from Zero to Hero
UiPath Community: Communication Mining from Zero to HeroUiPath Community: Communication Mining from Zero to Hero
UiPath Community: Communication Mining from Zero to Hero
 
All These Sophisticated Attacks, Can We Really Detect Them - PDF
All These Sophisticated Attacks, Can We Really Detect Them - PDFAll These Sophisticated Attacks, Can We Really Detect Them - PDF
All These Sophisticated Attacks, Can We Really Detect Them - PDF
 
The State of Passkeys with FIDO Alliance.pptx
The State of Passkeys with FIDO Alliance.pptxThe State of Passkeys with FIDO Alliance.pptx
The State of Passkeys with FIDO Alliance.pptx
 
Varsha Sewlal- Cyber Attacks on Critical Critical Infrastructure
Varsha Sewlal- Cyber Attacks on Critical Critical InfrastructureVarsha Sewlal- Cyber Attacks on Critical Critical Infrastructure
Varsha Sewlal- Cyber Attacks on Critical Critical Infrastructure
 
A Glance At The Java Performance Toolbox
A Glance At The Java Performance ToolboxA Glance At The Java Performance Toolbox
A Glance At The Java Performance Toolbox
 
Decarbonising Buildings: Making a net-zero built environment a reality
Decarbonising Buildings: Making a net-zero built environment a realityDecarbonising Buildings: Making a net-zero built environment a reality
Decarbonising Buildings: Making a net-zero built environment a reality
 
A Framework for Development in the AI Age
A Framework for Development in the AI AgeA Framework for Development in the AI Age
A Framework for Development in the AI Age
 
Tampa BSides - The No BS SOC (slides from April 6, 2024 talk)
Tampa BSides - The No BS SOC (slides from April 6, 2024 talk)Tampa BSides - The No BS SOC (slides from April 6, 2024 talk)
Tampa BSides - The No BS SOC (slides from April 6, 2024 talk)
 
Generative Artificial Intelligence: How generative AI works.pdf
Generative Artificial Intelligence: How generative AI works.pdfGenerative Artificial Intelligence: How generative AI works.pdf
Generative Artificial Intelligence: How generative AI works.pdf
 
Bridging Between CAD & GIS: 6 Ways to Automate Your Data Integration
Bridging Between CAD & GIS:  6 Ways to Automate Your Data IntegrationBridging Between CAD & GIS:  6 Ways to Automate Your Data Integration
Bridging Between CAD & GIS: 6 Ways to Automate Your Data Integration
 
Unleashing Real-time Insights with ClickHouse_ Navigating the Landscape in 20...
Unleashing Real-time Insights with ClickHouse_ Navigating the Landscape in 20...Unleashing Real-time Insights with ClickHouse_ Navigating the Landscape in 20...
Unleashing Real-time Insights with ClickHouse_ Navigating the Landscape in 20...
 
Connecting the Dots for Information Discovery.pdf
Connecting the Dots for Information Discovery.pdfConnecting the Dots for Information Discovery.pdf
Connecting the Dots for Information Discovery.pdf
 
Generative AI - Gitex v1Generative AI - Gitex v1.pptx
Generative AI - Gitex v1Generative AI - Gitex v1.pptxGenerative AI - Gitex v1Generative AI - Gitex v1.pptx
Generative AI - Gitex v1Generative AI - Gitex v1.pptx
 
Design pattern talk by Kaya Weers - 2024 (v2)
Design pattern talk by Kaya Weers - 2024 (v2)Design pattern talk by Kaya Weers - 2024 (v2)
Design pattern talk by Kaya Weers - 2024 (v2)
 

Rendering Battlefield 4 with Mantle by Johan Andersson - AMD at GDC14

  • 1. RENDERING BATTLEFIELD 4 WITH MANTLE Johan Andersson – Electronic Arts
  • 2. 2
  • 3. 3 DX11 Mantle Avg: 78 fps Min: 42 fps Core i7-3970x, AMD Radeon R9 290x, 1080p ULTRA Avg: 120 fps Min: 94 fps+58%!
  • 4. 4 BF4 MANTLE GOALS Goals: – Significantly improve CPU performance – More consistent & stable performance – Improve GPU performance where possible – Add support for a new Mantle rendering backend in a live game  Minimize changes to engine interfaces  Compatible with built PC content – Work on wide set of hardware  APU to quad-GPU  But x64 only (32-bit Windows needs to die) Non-goals: – Design new renderer from scratch for Mantle – Take advantage of asymmetric MGPU (APU+discrete) – Optimize video memory consumption
  • 5. 5 BF4 MANTLE STRATEGIC GOALS  Prove that low-level graphics APIs work outside of consoles  Push the industry towards low-level graphics APIs everywhere  Build a foundation for the future that we can build great games on
  • 7. 7 SHADERS  Shader resource bind points replaced with a resource table object - descriptor set – This is how the hardware accesses the shader resources – Flat list of images, buffers and samplers used by any of the shader stages – Vertex shader streams converted to vertex shader buffer loads  Engine assign each shader resource to specific slot in the descriptor set(s) – Can share slots between shader stages = smaller descriptor sets – The mapping takes a while to wrap one’s head around
  • 8. 8 SHADER CONVERSION  DX11 bytecode shaders gets converted to AMDIL & mapping applied using ILC tool – Done at load time – Don’t have to change our shaders!  Have full source & control over the process  Could write AMDIL directly or use other frontends if wanted
  • 9. 9 DESCRIPTOR SETS  Very simple usage in BF4: for each draw call write flat list of resources –Essentially direct replacement of SetTexture/SetConstantBuffer/SetInputStream  Single dynamic descriptor set object per frame  Sub-allocate for each draw call and write list of resources  ~15000 resource slots written per frame in BF4, still very fast
  • 11. 11 DESCRIPTOR SETS – FUTURE OPTIMIZATIONS  Use static descriptor sets when possible  Reduce resource duplication by reusing & sharing more across shader stages  Nested descriptor sets
  • 12. 12 COMPUTE PIPELINES  1:1 mapping between pipeline & shader  No state built into pipeline  Can execute in parallel with rendering  ~100 compute pipelines in BF4
  • 13. 13 GRAPHICS PIPELINES  All graphics shader stages combined to a single pipeline object together with important graphics state  ~10000 graphics pipelines in BF4 on a single level, ~25 MB of video memory  Could use smaller working pool of active state objects to keep reasonable amount in memory – Have not been required for us
  • 14. 14 PRE-BUILDING PIPELINES  Graphics pipeline creation is expensive operation, do at load time instead of runtime! – Creating one of our graphics pipelines take ~10-60 ms each – Pre-build using N parallel low-priority jobs – Avoid 99.9% of runtime stalls caused by pipeline creation!  Requires knowing the graphics pipeline state that will be used with the shaders – Primitive type – Render target formats – Render target write masks – Blend modes  Not fully trivial to know all state, may require engine changes / pre-defining use cases – Important to design for!
  • 15. 15 PIPELINE CACHE  Cache built pipelines both in memory cache and disk cache – Improved loading times – Max 300 MB – Simple LRU policy – LZ4 compressed (free)  Database signature: – Driver version – Vendor ID – Device ID
  • 17. 17 MEMORY MANAGEMENT  Mantle devices exposes multiple memory heaps with characteristics – Can be different between devices, drivers and OS:es  User explicitly places resources in wanted heaps – Driver suggests preferred heaps when creating objects, not a requirement Type Size Page CPU access GPU Read GPU Write CPU Read CPU Write Local 256 MB 65535 CpuVisible|CpuGpuCoherent|CpuUncached|CpuWriteCombined 130 170 0.0058 2.8 Local 4096 MB 65535 130 180 0 0 Remote 16106 MB 65535 CpuVisible|CpuGpuCoherent|CpuUncached|CpuWriteCombined 2.6 2.6 0.1 3.3 Remote 16106 MB 65535 CpuVisible|CpuGpuCoherent 2.6 2.6 3.2 2.9
  • 18. 18 FROSTBITE MEMORY HEAPS  System Shared Mapped – CPU memory that is GPU visible. – Write combined & persistently mapped = easy & fast to write to in parallel at any time  System Shared Pinned – CPU cached for readback. – Not used much  Video Shared – GPU memory accessible by CPU. Used for descriptor sets and dynamic buffers – Max 256 MB (legacy constraint) – Avoid keeping persistently mapped as WDMM doesn’t like this and can decide to move it back to CPU memory   Video Private – GPU private memory. – Used for render targets, textures and other resources CPU does not need to access
  • 19. 19 MEMORY REFERENCES  WDDM needs to know which memory allocations are referenced for each command buffer – In order to make sure they are resident and not paged out – Max ~1700 memory references are supported – Overhead with having lots of references  Engine needs to keep track of what memory is referenced while building the command buffers – Easy & fast to do – Each reference is either read-only or read/write – We use a simple global list of references shared for all command buffers.
  • 20. 20 MEMORY POOLING  Pooling memory allocations were required for us – Sub allocate within larger 1 – 32 MB chunks – All resources stored memory handle + offset – Not as elegant as just void* on consoles – Fragmentation can be a concern, not too much issues for us in practice  GPU virtual memory mapping is fully supported, can simplify & optimize management
  • 21. 21 OVERCOMMITTING VIDEO MEMORY  Avoid overcommitting video memory! – Will lead to severe stalls as VidMM moves blocks and moves memory back and forth – VidMM is a black box  – One of the biggest issues we ran into during development  Recommendations – Balance memory pools – Make sure to use read-only memory references – Use memory priorities
  • 22. 22 MEMORY PRIORITIES  Setting priorities on the memory allocations helps VidMM choose what to page out when it has to  5 priority levels – Very high = Render targets with MSAA – High = Render targets and UAVs – Normal = Textures – Low = Shader & constant buffers – Very low = vertex & index buffers
  • 23. 23 MEMORY RESIDENCY FUTURE  For best results manage which resources are in video memory yourself & keep only ~80% used – Avoid all stalls – Can async DMA in and out  We are thinking of redesigning to fully avoid possibility of overcommitting  Hoping WDDM’s memory residency management can be simplified & improved in the future
  • 25. 25 RESOURCE LIFETIMES  App manages lifetime of all resources – Have to make sure GPU is not using an object or memory while we are freeing it on the CPU – How we’ve always worked with GPUs on the consoles – Multi-GPU adds some additional complexity that consoles do not have  We keep track of lifetimes on a per frame granularity – Queues for object destruction & free memory operations – Add to queue at any time on the CPU – Process queues when GPU command buffers for the frame are done executing – Tracked with command buffer fences
  • 26. 26 LINEAR FRAME ALLOCATOR  We use multiple linear allocators with Mantle for both transient buffers & images – Used for huge amount of small constant data and other GPU frame data that CPU writes – Easy to use and very low overhead – Don’t have to care about lifetimes or state  Fixed memory buffers for each frame – Super cheap sub-allocation from from any thread – If full, use heap allocation (also fast due to pooling)  Alternative: ring buffers – Requires being able to stall & drain pipeline at any allocation if full, additional complexity for us
  • 27. 27 TILING  Textures should be tiled for performance – Explicitly handled in Mantle, user selects linear or tiled – Some formats (BC) can’t be accessed as linear by the GPU  On consoles we handle tiling offline as part of our data processing pipeline – We know the exact tiling formats and have separate resources per platform  For Mantle – Tiling formats are opaque, can be different between GPU architectures and image types – Tile textures with DMA image upload from SystemShared to VideoPrivate  Linear source, tiled destination  Free
  • 29. 29 COMMAND BUFFERS  Command buffers are the atomic unit of work dispatched to the GPU – Separate creation from execution – No “immediate context” a la DX11 that can execute work at any call – Makes resource synchronization and setup significantly easier & faster  Typical BF4 scenes have around ~50 command buffers per frame – Reasonable tradeoff for us with submission overhead vs CPU load-balancing
  • 30. 30 COMMAND BUFFER SOURCES  Frostbite has 2 separate sources of command buffers – World rendering  Rendering the world with tons of objects, lots of draw calls. Have all frame data up front  All resources except for render targets are read-only  Generated in parallel up front each frame – Immediate rendering (“the rest”)  Setting up rendering and doing lighting, post-fx, virtual texturing, compute, etc  Managing resource state, memory and running on different queues (graphics, compute, DMA)  Sequentially generated in a single job, simulate an immediate context by splitting the command buffer  Both are very important and have different requirements
  • 31. 31 RESOURCE TRANSITIONS  Key design in Mantle to significantly lower driver overhead & complexity – Explicit hazard tracking by the app/engine – Drives architecture-specific caches & compression – AMD: FMASK, CMASK, HTILE – Enables explicit memory management  Examples: – Optimal render target writes → Graphics shader read-only – Compute shader write-only → DrawIndirect arguments  Mantle has a strong validation layer that tracks transitions which is a major help
  • 32. 32 MANAGING RESOURCE TRANSITIONS  Engines need a clear design on how to handle state transitions  Multiple approaches possible: – Sequential in-order command buffers  Generate one command buffer at the time in order  Transition resources on-demand when doing operation on them, very simple  Recommendation: start with this – Out-of-order multiple command buffers  Track state per command buffer, fix up transitions when order of command buffers is known – Hybrid approaches & more
  • 33. 33 MANAGING RESOURCE TRANSITIONS IN FROSTBITE  Current approach in Frostbite is quite basic: – We keep track of a single state for each resource (not subresource) – The “immediate rendering” transition resources as needed depending on operation – The out of order “world rendering” command buffers don’t need to transition states  Already have write access to MRTs and read-access to all resources setup outside them  Avoids the problem of them not knowing the state during generation  Works now but as we do more general parallel rendering it will have to change – Track resource state for each command buffer & fixup between command buffers
  • 34. 34 DYNAMIC STATE OBJECTS  Graphics state is only set with the pipeline object and 5 dynamic state objects – State objects: color blend, raster, viewport, depth-stencil, MSAA – No other parameters such as in DX11 with stencil ref or SetViewport functions  Frostbite use case: – Pre-create when possible – Otherwise on-demand creation (hash map) – Only ~100 state objects!  Still possible to end up with lots of state objects – Esp. with state object float & integer values (depth bounds, depth bias, viewport) – But no need to store all permutations in memory, objects are fast to create & app manages lifetimes
  • 36. 36 QUEUES  Universal queue can do both graphics, compute and presents  We use also use additional queues to parallelize GPU operations: – DMA queue – Improve perf with faster transfers & avoiding idling graphics will transfering – Compute queue - Improve perf by utilizing idle ALU and update resources simultaneously with gfx  More GPUs = more queues!
  • 37. 37  Order of execution within a queue is sequential  Synchronize multiple queues with GPU semaphores (signal & wait)  Also works across multiple GPUs Compute Graphics QUEUES SYNCHRONIZATION S Wait W S
  • 38. 38 QUEUES SYNCHRONIZATION CONT  Started out with explicit semaphores – Error prone to handle when having lots of different semaphores & queues – Difficult to visualize & debug  Switched to more representation more similar to a job graph  Just a model on top of the semaphores
  • 39. 39 GPU JOB GRAPH  Each GPU job has list of dependencies (other command buffers)  Dependencies has to finish first before job can run on its queue  The dependencies can be from any queue  Was easier to work with, debug and visualize  Really extendable going forward Graphics 1 Graphics 2 DMA Compute Graphics 2
  • 40. 40 ASYNC DMA  AMD GPUs have dedicated hardware DMA engines, let’s use them! – Uploading through DMA is faster than on universal queue, even if blocking – DMA have alignment restrictions, have to support falling back to copies on universal queue  Use case: Frame buffer & texture uploads – Used by resource initial data uploads and our UpdateSubresource – Guaranteed to be finished before the GPU universal queue starts rendering the frame  Use case: Multi-GPU frame buffer copy – Peer-to-peer copy of the frame buffer to the GPU that will present it
  • 41. 41 ASYNC COMPUTE  Frostbite has lots of compute shader passes that could run in parallel with graphics work – HBAO, blurring, classification, tile-based lighting, etc  Running as async compute can improve GPU performance by utilizing ”free” ALU – For example while doing shadowmap rendering (ROP bound)
  • 42. 42 ASYNC COMPUTE – TILE-BASED LIGHTING  3 sequential compute shaders – Input: zbuffer & gbuffer – Output: HDR texture/UAV  Runs in parallel with graphics pipeline that renders to other targets Compute Graphics TileZ Gbuffer Shadowmaps Reflection Distort Transp Cull lights Lighting S SWait W
  • 43. 43 ASYNC COMPUTE – TILE-BASED LIGHTING  We manually prepare the resources for the async compute – Important to not access the resources on other queues at the same time (unless read-only state) – Have to transition resources on the queue that last used it  Up to 80% faster in our initial tests, but not fully reliable – But is a pretty small part of the frame time – Not in BF4 yet Compute Graphics TileZ Gbuffer Shadowmaps Reflection Distort Transp Cull lights Lighting S SWait W
  • 45. 45 MULTI-GPU  Multi-GPU alternatives: – AFR – Alternate Frame Rendering (1-4 GPUs of the same power) – Heterogeneous AFR – 1 small + 1 big GPU (APU + Discrete) – SFR – Split Frame Rendering – Multi-GPU Job Graph – Primary strong GPU + slave GPUs helping  Frostbite supports AFR natively – No synchronization points within the frame – For resources that are not rendered every frame: re-render resources for each GPU  Example: sky envmap update on weather change  With Mantle multi-GPU is explicit and we have to build support for it ourselves
  • 46. 46 MULTI-GPU AFR WITH MANTLE  All resources explicitly duplicated on each GPU with async DMA – Hidden internally in our rendering abstraction  Every frame alternate which GPU we build command buffers for and are using resources from  Our UpdateSubresource has to make sure it updates resources on all GPU  Presenting the screen has to in some modes copy the frame buffer to the GPU that owns the display  Bonus: – Can simulate multi-GPU mode even with single GPU! – Multi-GPU works in windowed mode!
  • 47. 47  GPUs are independently rendering & presenting to the screen – can cause micro-stuttering – Frames are not presented in a regular intervals – Frame rate can be high but presentation & gameplay is not smooth – FCAT is a good tool to analyse this MULTI-GPU ISSUES GPU0 GPU1 Frame 0 P Frame 1 P Frame 2 P Frame 3 P GPU0 GPU1 Irregular presentation interval
  • 48. 48  GPUs are independently rendering & presenting to the screen – can cause micro-stuttering – Frames are not presented in a regular intervals – Frame rate can be high but presentation & gameplay is not smooth – FCAT is a good tool to analyse this  We need to introduce dependency & dampening between the GPUs to alleviate this – frame pacing MULTI-GPU ISSUES GPU0 GPU1 Frame 0 P Frame 1 P Frame 2 P Frame 3 P Ideal presentation interval
  • 49. 49 FRAME PACING  Measure average frame rate on each GPU – Short history (10-30 frames) – Filter out spikes  Insert delay on the GPU before each present – Force the frame times to become more regular and GPUs to align – Delay value is based on the calculate avg frame rate GPU0 GPU1 Frame 0 P Frame 1 P Frame 2 P Frame 3 P GPU0 GPU1 Delay D
  • 51. 51 MANTLE DEV RECOMMENDATIONS  The validation layer is a critical friend!  You’ll end up with a lot of object & memory management code, try share with console code  Make sure you have control over memory usage and can avoid overcommitting video memory  Build a robust solution for resource state management early  Figure out how to pre-create your graphics pipelines, can require engine design changes  Build for multi-GPU support from the start, easier than to retrofit
  • 52. 52 FUTURE  Second wave of Frostbite Mantle titles  Adapt Frostbite core rendering layer based on learnings from Mantle – Refine binding & buffer updates to further reduce overhead – Virtual memory management – More async compute & async DMAs – Multi-GPU job graph R&D  Linux – Would like to see how our Mantle renderer behaves with different memory management & driver model