Nvidia Specific Features
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THE LATEST GAMING TECHNOLOGIES
Pascal is built to meet the demands of next generation displays, including VR, ultra-high-resolution, and multiple monitors. It features NVIDIA GameWorks™ technologies for extremely smooth gameplay and cinematic experiences. Plus, it includes revolutionary new 360-degree image capture.
Pascal-powered graphics cards give you superior performance and power efficiency, built using ultra-fast FinFET and supporting DirectX™ 12 features to deliver the fastest, smoothest, most power-efficient gaming
Fourth generation Delta Color Compression
PureVideo Feature Set H hardware video decoding HEVC Main10 (10 bit), Main12 (12 bit) & VP9 hardware decoding (GM200 & GM204 did not support HEVC Main10/Main12 & VP9 hardware decoding)
HDCP 2.2 support for 4K DRM protected content playback & streaming (Maxwell GM200 & GM204 lack HDCP 2.2 support, GM206 supports HDCP 2.2)
NVENC HEVC Main10 10 bit hardware encoding
GPU Boost 3.0
HB SLI Bridge Technology
New memory controller with GDDR5X & GDDR5 support (GP102, GP104)
Dynamic load balancing scheduling system. This allows the scheduler to dynamically adjust the amount of the GPU assigned to multiple tasks, ensuring that the GPU remains saturated with work except when there is no more work that can safely be distributed.
Instruction-level preemption. In graphics tasks, the driver restricts this to pixel-level preemption because pixel tasks typically finish quickly and the overhead costs of doing pixel-level preemption are much lower than performing instruction-level preemption. Compute tasks get either thread-level or instruction-level preemption. Instruction-level preemption is useful because compute tasks can take long times to finish and there are no guarantees on when a compute task finishes, so the driver enables the very expensive instruction-level preemption for these tasks.
Triple buffering implemented in the driver level. Nvidia calls this "Fast Sync". This has the GPU maintain three frame buffers per monitor. This results in the GPU continuously rendering frames, and the most recently completely rendered frame is sent to a monitor each time it needs one. This removes the initial delay that double buffering with vsync causes and disallows tearing. The costs are that more memory is consumed for the buffers and that the GPU will consume power drawing frames that might be wasted because two or more frames could possibly be drawn between the time a monitor is sent a frame and the time the same monitor needs to be sent another frame. In this case, the latest frame is picked, causing frames drawn after the previously displayed frame but before the frame that is picked to be completely wasted. This feature has been backported to Maxwell-based GPUs in driver version 372.70.