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So are the devs lying, thats the only answer I really want to know.
In straight talk, like a yes or a no.
They don't lie about async being useful on current console generation. As for Oxide guy, he slightly overrates the gain from Async in AotS, IMO. Nvidia GeForce GTX 1080 im Test (Seite 11)So are the devs lying, thats the only answer I really want to know.
In straight talk, like a yes or a no.
No, it's just that those gains are probably on console.
Async compute ALSO relieves CPU bottlenecks by the way, especially on shitty multi-core CPUs like the ones on consoles.
Generally speaking, you need to tweak the async compute load on a per gpu basis; depending on per-gpu characteristics (memory bandwidth per unit of compute throughput GB/s per FLOP/s for example) various combinations of of overlapping operations may or may not provide performance gains.
Imo, and you can grill me on this, the most general performance gain scenario for GCN is asynchronous compute while doing geometry work
Someone hates on it? I mean it's probably a nice feature to extract performance out of poverty hardware that is current generation of consoles.So their is a gain on PC (as stated in one of the tweets posted by the OP) and a gain on consoles. So its a feature we should embrace, but we hate on it because?
So their is a gain on PC (as stated in one of the tweets posted by the OP) and a gain on consoles. So its a feature we should embrace, but we hate on it because?
There's asynchronous draw calls and there's asyn compute. Draw calls allow you to process more things on the screen at once across multiple cores allowing an increase in the number of objects or processing effect. Compute takes a portion of the GPU stack which is typically used for rendering and uses it for raw math. How much they benefit the game in question is dependent on how the game is coded. But as seen with early Mantle titles, already powerful CPU's and Video cards didn't benefit much on early software stacks. The most benefit came when the card was powerful but the CPU was not, which was am imbalance of system design IMHO.
We r being childish. We lack objectivity. We will argue just for the sake of arguing and on and on....So their is a gain on PC (as stated in one of the tweets posted by the OP) and a gain on consoles. So its a feature we should embrace, but we hate on it because?
1). Async compute is a programming paradigm, async shaders is an AMD-specific implementation, not the same thing
2). Async compute should only ever be used when there's an effective performance gain, if there isn't one and the developer insists on keeping it on, something is wrong
3). It's not the biggest thing since sliced bread
Never said you did.Ok so I did not claim anything near what you implied in bullet #3.
You still have yet to tell me with a yes or no if those Devs are just lying about gaining perf on PCs.
No, it's just that those gains are probably on console.
Async compute ALSO relieves CPU bottlenecks by the way, especially on shitty multi-core CPUs like the ones on consoles.
Generally speaking, you need to tweak the async compute load on a per gpu basis; depending on per-gpu characteristics (memory bandwidth per unit of compute throughput GB/s per FLOP/s for example) various combinations of of overlapping operations may or may not provide performance gains.
Imo, and you can grill me on this, the most general performance gain scenario for GCN is asynchronous compute while doing geometry work
Also, why focus on mocking it so much? You guys consistently talk condescendingly about a feature that could help in a decent number of scenarios according to these actual game Devs.
What do you mean by asynchronous drawcalls ? If there's a drawcall involved it's not on the compute queue at all
Are you talking about multithreading drawcalls at the driver level ?
Hey If AMD and nV can go to every game and give them dev support for async compute, GREAT!, let them do it and spend the money on it, otherwise its going to be a wash, you will have some games working better on each others hardware and or dev's not paying particular attention to what they are doing.
Yes, but it's part of the asynchronous behavior supported by Mantle and Vulkan and DX12. People need to make a distinction where performance increases are coming from and some of these performance increases are from the threaded draw calls.
well that's why the max increases from async is around 10%, if GPU's were more than 10% underutilized something is very very wrong, either with program or with the GPU design. Cause even with fixed function shaders back in the day, we didn't see more than 20% under utilization unless the program was fubared.Yes, but it's part of the asynchronous behavior supported by Mantle and Vulkan and DX12. People need to make a distinction where performance increases are coming from and some of these performance increases are from the threaded draw calls.
Considering AotS has the ability to toggle Async now, I wish more sites would test it... It seems like an obvious thing to do. More people need to see this.They don't lie about async being useful on current console generation. As for Oxide guy, he slightly overrates the gain from Async in AotS, IMO. Nvidia GeForce GTX 1080 im Test (Seite 11)
Could be a number of reasons they mock it. For one they own Nvidia hardware therefore has seen no benefit. Could also be that having no benefit while the competition does makes them fear any traction it may receive and thereby devaluing their cards performance rank.Ok so I did not claim anything near what you implied in bullet #3.
You still have yet to tell me with a yes or no if those Devs are just lying about gaining perf on PCs.
Also, why focus on mocking it so much? You guys consistently talk condescendingly about a feature that could help in a decent number of scenarios according to these actual game Devs.
Your theory would be true If all hardware were the same and all code was 95% efficient. None of it is true in real world. Stop making an ass out of yourself.Never said you did.
I don't see how my posts can be misconstrued as being mocking, it makes no sense to mock a computing paradigm. If anything I may be mocking the view that the performance gains from async compute come from "beyond the hardware limitations", like the hardware is outputting more than what it should be possible of, magically.
If your code is 95% efficient on hardware X, then I will shit in my hat and eat it if you get more than 5% gains from async.
If Dan Baker (Oxide, AotS developer) says he got 20% performance gain from async, that means, it was only 83.33% efficient without async.
Here is the problem.
People see the async performance gains, and don't see them replicated on nvidia hardware, they decided that nvidia hardware is inferior.
If a 980Ti in DX11(or DX12 without async) matches a Fury X in DX12+async, all that says to me is that with async enabled the Fury X matches a 980Ti's efficiency in this particular title.
Could be a number of reasons they mock it. For one they own Nvidia hardware therefore has seen no benefit. Could also be that having no benefit while the competition does makes them fear any traction it may receive and thereby devaluing their cards performance rank.
The sad part is that the grand picture of DX12 multithread and async is nothing but positive for the community but because the greater share of the market can not presently benefit, they lash out and mock the very thing that could move gaming toward.
Considering AotS has the ability to toggle Async now, I wish more sites would test it... It seems like an obvious thing to do. More people need to see this.
The whole shitstorm we've been following for nearly a year now is all based on... 10%. Which is also (roughly) the same amount of OC advantage Nvidia has over AMD.
So because Nvidia doesnt gain/because nvidia can OC to match a vendor neutral feature then its suddenly not worth praise?
Could be a number of reasons they mock it. For one they own Nvidia hardware therefore has seen no benefit. Could also be that having no benefit while the competition does makes them fear any traction it may receive and thereby devaluing their cards performance rank.
The sad part is that the grand picture of DX12 multithread and async is nothing but positive for the community but because the greater share of the market can not presently benefit, they lash out and mock the very thing that could move gaming toward.
Reviewers/tech websites have been particularly annoying with regards to this, most reviews don't even mention whether async is enabled or not, and the default behavior has changed across game version. The release version had async disabled by default when it detected nvidia hardware, later versions no
And still the variance in results is just perplexing.
Look at this View attachment 3650
42.6 fps with no async
I get 59 @ 1480/7800
There's no way in hell a 280mhz overclock(23%) makes a 39% performance difference
I got 59 fps with 8xMSAA. Default is 4x for crazy preset.
It's not about OCing to match a feature NGFidel. It's about OCing to match the compute throughput on the higher specced AMD cards.
The Fury X destroy(ed) a stock 980Ti in AotS and people said it was because of async.
It's actually because of 6tflops vs 8.6tflops
The only meaningful comparison you can make, as far as async goes, is when both cards are rated at similar compute throughput
This simply points right back to drivers maturity. Which you tend not to believe whenever it suits your argument. How does one explain this huge disparity in performance. We fucking need Sherlock Holmes on that one ....lol
Easy: 5820k@4.5Ghz against 6700k@4.5Ghz in CPU-heavy game. Seriously, all jokes about "playing AotS" aside, that game is CPU-heavy as all hell.This simply points right back to drivers maturity. Which you tend not to believe whenever it suits your argument. How does one explain this huge disparity in performance. We fucking need Sherlock Holmes on that one ....lol
Easy: 5820k@4.5Ghz against 6700k@4.5Ghz in CPU-heavy game.
Quality benchmarkPossibly, [H] did two AotS reviews. The first one was the release day one, it was on a 6700k system.
Second one was on haswell-e
Fury X performance receded on haswell-e. 980Ti improved.
God knows why
We think it's a benefit too ! Just needs a lot of work for the benefit to translate into meaningful performance gains across a range of hardware.I get you guys now,i still think it's a benefit but i can see where it may be over hyped.
Possibly, [H] did two AotS reviews. The first one was the release day one, it was on a 6700k system.
Second one was on haswell-e
Fury X performance receded on haswell-e. 980Ti improved.
God knows why
You maybe right. From like a week ago. You don't know how long it took to wright. So stop acting like a little school girl. We all know what you are doing. This explains why some of the more mature and objective guys here have you on ignore.Easy: 5820k@4.5Ghz against 6700k@4.5Ghz in CPU-heavy game. Seriously, all jokes about "playing AotS" aside, that game is CPU-heavy as all hell.
You maybe right. From like a week ago. You don't know how long it took to wright. So stop acting like a little school girl. We all know what you are doing. This explains why some of the more mature and objective guys here have you on ignore.
Als kleiner Hinweis an dieser Stelle sei erwähnt, dass ab sofort neben den Referenzkarten ebenso jeweils stellvertretend ein Partnerdesign mit einem anderen Kühler und höheren Taktraten zum Einsatz kommt. Als Treiber werden der GeForce 368.13 für die GeForce GTX 1080, der GeForce 364.72 für die restlichen Nvidia-Grafikkarten und der Crimson 16.4.2 für die AMD-Modelle verwendet. Sämtliche Benchmarks wurden nach dem Aufwärmen der Grafikkarte durchgeführt, um einem nur kurzzeitig sehr hohen Boost-Takt entgegen zu wirken.
Uhm, it is literally Intel's compiler game except played by both IHVs this time.The crazy thing is, now IHV's can create 3rd party libraries that are so tuned to their architecture, that the other IHV can't do anything about. This opens a can of worms, you think Tessellation with gameworks was bad, what if nV starts doing specific async routines and locks them up behind gameworks? Yeah the dev could have access to the code but AMD sure won't, its a double edged sword which is very dangerous. There will be on driver options to turn down async like they have with tessellation this time around.
Doesn't this sound like Intel's compiler game they played with AMD?
The bigger the # of operations in hardware. The more chance for inefficiencies. part of why AMD was pushing for low level APi's like DX12, Vulcan starting with Mantle.We think it's a benefit too ! Just needs a lot of work for the benefit to translate into meaningful performance gains across a range of hardware.
Even in AotS different AMD cards benefit differently from async. Some get no benefit, some get 5%, some 15% etc etc.
The overclocking thing was a huge point of contention when I initially started posting my AotS results.
Tons of people said "you can't just OC to make up for the lack of a feature", but I'm not. It's a feature that's supposed to maximize the utilization of the shader array.
If your hardware can do 10 trillion operations per second, then async compute will help you maximize the use of the 10 trillion op/s
So if you start comparing a 980Ti with 6bn op/s with a Fury X at 8.6bn op/s, you're not talking about async compute at all, You're just "proving" that 8.6 is more than 6. No offense to anyone, but that's a pretty dull conclusion![]()
You maybe right. From like a week ago. You don't know how long it took to wright. So stop acting like a little school girl. We all know what you are doing. This explains why some of the more mature and objective guys here have you on ignore.
The crazy thing is, now IHV's can create 3rd party libraries that are so tuned to their architecture, that the other IHV can't do anything about. This opens a can of worms, you think Tessellation with gameworks was bad, what if nV starts doing specific async routines and locks them up behind gameworks? Yeah the dev could have access to the code but AMD sure won't, its a double edged sword which is very dangerous. There will be on driver options to turn down async like they have with tessellation this time around.
Doesn't this sound like Intel's compiler game they played with AMD?
Uhm, it is literally Intel's compiler game except played by both IHVs this time.
actually some of the guys that have him on ignore have me on ignore too, some of them don't like it when you show them solid evidence to what the say, because they know they can't say anything back, then they go down the road of name calling, and when we return to favor they put us on ignore lol. They have also put CSI PC on ignore as well. Ironically all of us actually have first hand knowledge of how these things work!
The bigger the # of operations in hardware. The more chance for inefficiencies. part of why AMD was pushing for low level APi's like DX12, Vulcan starting with Mantle.
Noone is trying to discredit you in anyway. General mentality of some of us here tends to be open minded about what both teams have been bringing to the table. Even though we have our own preferences.
Async computelooks promising and even if it does not take off. I for one like to be optimistic and objective about it![]()