Async Compute!

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Yakk

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An absolutely FANTASTIC developing Twitter feed with a growing list of who's who of experts and developers comparing their respective gains using Async Compute! Some highlights below:

It's getting real people! :cool:







 
Seems to mainly focus on consoles with the gains and not so much the PC. Not very exciting to be honest.
 
Well yes, like it or not consoles drive gaming. PCs are coming too...
 
Hmm, Roy's right in this case if you watched the podcast IMHO.
 
Hmm, Roy's right in this case if you watched the podcast IMHO.

If Josh is that goofy looking guy that is always there w/Ryan it's because he's incredibly NVIDIA biased.
 
Roy is the best thing for amd, he should personally host kyle in his home for the next amd reveal. Kyle will of course need to sweep the room for Charles Bronson death wish style booby traps, but after that everything should be fine.

That could be interesting.
 
List me all the current retail PC games that are shipping that currently utilize Async Compute, Go:
 
List me all the current retail PC games that are shipping that currently utilize Async Compute, Go:
You usually preach moving forward and getting more out of your games. Then do your most to belie Asyncs contribution be it now or in the future. Besides the biggest hurdle to async adoption is Nvidia.
 
You usually preach moving forward and getting more out of your games. Then do your most to belie Asyncs contribution be it now or in the future. Besides the biggest hurdle to async adoption is Nvidia.

It is sad.

Yakk out.
 
List me all the current retail PC games that are shipping that currently utilize Async Compute, Go:

Sad to see hear you say that. I am sure if you researched alot of upcoming dx12 games will be using async. After it is a dx12 feature right? And we are finally seeing new games already adapting to it. So I think we are already seeing good adoption of dx12 than we did with 11. So to answer your question upcoming games that support dx12, since you know its kinda new right?

[H] seems to be forgetting what it stands for. You stand for us gamers and the best bang for our buck and most performance to be squeezed out of a game. Seems like [H] is standing more against anything AMD less for good of gaming itself.
 
You usually preach moving forward and getting more out of your games. Then do your most to belie Asyncs contribution be it now or in the future. Besides the biggest hurdle to async adoption is Nvidia.

You didn't answer the question
 
Sad to see hear you say that. I am sure if you researched alot of upcoming dx12 games will be using async. After it is a dx12 feature right? And we are finally seeing new games already adapting to it. So I think we are already seeing good adoption of dx12 than we did with 11. So to answer your question upcoming games that support dx12, since you know its kinda new right?

[H] seems to be forgetting what it stands for. You stand for us gamers and the best bang for our buck and most performance to be squeezed out of a game. Seems like [H] is standing more against anything AMD less for good of gaming itself.

List me those games

No one seems to be responding to the request

I'm not dissing the advantage or potential of Async Compute (which we do not have a large enough install base to conclude that yet), I just want to know where it is being used, in what games, when, how many triple A titles are adapting its use, and so forth. If it is as important as people here are touting, then show me the proof. I will be sure to check those games out, and report back the real-world gameplay performance. /shrug

If you mention AotS, we already include that, soooo, next ?

Async Compute or not, what matters at the end of the day is the bottom line performance, and how the competition compares at the same price point. If Async helps boost performance for AMD or NVIDIA, that's great, but having Async Compute doesn't make or break a game's performance. It's an optional feature that can be utilized if there is a benefit for it. The end result of performance is what matters. We don't even need to know if a game is using Async Compute or not, only how that game performs and compares on each video card in the final result.

It's like a fork in the road, one GPU may take one path to achieve the best performance, and another GPU make take a different path. It is ok that they do this and achieve the best peformance possible in different ways, it is very much OK.
 
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It's easy to thread render draws and that's a good thing as you can do many render draws in parallel. But that's not async compute. It's only when you need to divide part of your gaming task up to serious computing (linear algebra type equations) to solve problems like calculating physics (or even AI) that async compute comes in handy. Not every DX12 game will benefit from this unless you have like 1,000,000 projectiles....which AoTS does.

Older NVIDIA architectures had a fixed number of compute resources and couldn't adjust them during a render. They didn't have the ability to interrupt the pipeline, push the stack and pop it after the request was done. This might explain why you couldn't run PhysX on the same GPU as the graphics. (Performance would take too big a hit)
 
AoTs - Given
Hitman - DX12
Quantum Break - DX12

Upcoming
Dues EX
Doom (Vulkan)

Does Vulkan use Async Compute. I didn't know that (good news as I love the new Doom). Also Dues EX, can't wait for this one.
 
Doom is likely the next big one. Going off their lead dev saying 6-7ms at 30Hz in one of those tweets. Talos Principle will probably add it. Civ6 wouldn't be a surprise, but haven't heard anything official there. Deus Ex seems likely.
 
Isn't battlefield 1 suppose to be using it as well?
 
The tech has proven potential to boost frames. I think we should look forward to it for both Nvidia and AMD. I would think that developers expressing there positive experience with async should be enough to tell anyone it's a up and coming feature for the newer generation of games. Denying that reality because you can't use it right now seems like putting your head in the sand.
 
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Mankind Divided is supposed to use it right? Deus Ex: Mankind Divided to use async compute to enhance Pure Hair simulation | GearNuke So were waiting till August.:) I cant wait!
Tomb Raider was supposed to use it as well for dynamic lighting/shadows and postfx.

Is that confirmation you WONT be trying to bench the RX 480 against the GTX 1070?
That would be futile, what with the 1070 being around 40% faster.
You may as well bench the 390 against the 980 Ti then call the 980 Ti obsolete because it's 40% faster and costs twice as much.
 
any one one to take a bet that async % gains are going to drop in these new cards? (potential wise too not just raw performance)
 
any one one to take a bet that async % gains are going to drop in these new cards? (potential wise too not just raw performance)
After what we saw with GCN 1.2 it wouldn't be surprising. If the 480 is designed to 'replace' the 390 or 390X tiers, we might see GCN 1.1 based cards crushing the 480 in DX12. GCN 1.2 actually scales worse than Maxwell in DX12 in a lot of cases.

Why is no one asking about GCN's regression in DX12 performance?
The power of async compute, ladies and gentlemen...

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well if they did front end changes to increase throughput and shader utilization lol, what happens to async's potential?
 
well if they did front end changes to increase throughput and shader utilization lol, what happens to async's potential?

Oh man, the day that happens is going to be loads of fun :p it will almost be as if the async compute gains *weren't* coming from thin air, a gift from the electron gods lol
 
So its safe to say all those game devs have no idea what they are saying then.
 
well if they did front end changes to increase throughput and shader utilization lol, what happens to async's potential?
AMD touted Hitman's async implementation, dev later claimed "5-10%" performance improvement. But as we've seen, it depends on the game and GCN gen. Could also be more focused towards consoles.
 
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No, I think they know what they are talking about. If I were you I'd be more suspicious of the people posting on forums, they are less likely to know what they are talking about
So wait they are both correct and you guys are correct? Im seriously confused by this statement.
 
So wait they are both correct and you guys are correct? Im seriously confused by this statement.
AMD wants to sell GPUs, devs want to sell games, MS wants to sell consoles... Nobody is going to say "Async is overhyped, don't use it" except Nvidia.
 
well developers wanted console system programming API's they got it, now they have to do the extra work to get the performance out, much more than before. Lets see which dev's do it and which dev's don't and which dev's pick a side.
 
Jim, John, Joe, Joel and Jimothy all live in the same apartment.

Every morning Jim, John, Joe, Joel and Jimothy brush their teeth.

It takes the one minute, each, to brush their teeth.

The traditional method of doing this would be to make Jim, John, Joe, Joel and Jimothy go to the bathroom in sequence, and each of them brushes their teeth. Let's say one teeth brushing event takes 60 seconds from start to finish.

For the sake of this discussion we will consider picking up the toothbrush as a function call, putting the toothbrush back in it's place as a function return.

Using the traditional method this will all take 5 minutes, one minute for each dude.

Now imagine this.

Jim goes to the bathroom, picks up his toothbrush and applies thermal paste. Instead of John having to wait for him to finish brushing his teeth, John just waits for Jim to put the toothpaste back (5 seconds after picking up his toothbrush), then he starts his brushing teeth sequence. Then Joe, Joel and Jimothy all do the same.

Instead of taking 5 minutes in total, they all finish brushing their teeth in 90 seconds.

That's a performance gain, 5 people in 90 seconds vs 5 people in 5 minutes.


Now imagine that instead of being able to start 5 seconds after the previous person, they need to wait 15, and total teeth brushing time is halved to 30 seconds. Now the total time using the asynchronous concurrent method described above is 105 seconds, vs 150 seconds serial time

The gain is smaller because there is less inefficiency to begin with.

TLDR: Brush your teeth, you dirty fuckers!
 
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