Factum
2[H]4U
- Joined
- Dec 24, 2014
- Messages
- 2,455
Equating async compute with DX12 is like saying DX11 was only about tessellation. Fact is we have zero games that utilize a significant amount of DX12 features. Sadly, even the upcoming 3dmark DX12 test seems to be just about async.
On the whole longevity thing it's probably a combination of AMD's cards having higher potential and that AMD spends much more time extracting performance because the cards stay in the market much longer. Tahiti and Hawaii sold for much longer than GK104 and GK110 under the guise of 7970/280x and 290x/390x. Is the 390x even EOL yet?
Asynchronous shaders is not part of the DirectX 12 feature level/specs...funny how much focus there is on this, compared to things actually being a part of the DirectX 12 specification...things like:
Resource binding
Tiled resources
Typed UAV loads for additional format
Conservative rasterization
Rasterizer-ordered views
Stencil reference value from Pixel Shader
UAV slots for all stages
Logical blend operations
Double precision (64-bit) floating point operations
Minimum floating point precision
Resource heap
But I guess that wasn't part of the PR brief...*chough*