According to WCCFTech
http://wccftech.com/nvidia-amd-directx-12-graphic-card-list-features-explained/
http://wccftech.com/nvidia-amd-directx-12-graphic-card-list-features-explained/
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I think it's funny that anyone is even talking about this, there aren't even any games that support DirectX 12 at this point. Isn't real world performance the only thing that really matters here?
Yes there is. Ark survival evolved is the first dx12 game and I think it's already out. They tout a 20% performance boost and it's one of the most popular games steam has ever seen
Maxwell DOES support Asynchronous Shaders
I don't believe Nvidia...I think they're in spin mode trying to make the best of a bad situation (much like the 3.5GB VRAM issue)
Refer to the software workaround that doesn't actually fix the problem as a new feature, optimization, or other meaningless buzzword
As an nvidia buyer since 8800gtx days, I'm leaving towards them doing async as a checkbox item.
Similar to how tessellation was a checkbox item done by software with severe penalties before future generations had dedicated hardware reserved for it. How much async get used is the real question.
and my car can run on moonshine
Wake me up when "ASYNC shaders" is something more meaningful and demonstrable than forum masturbation.
Nvidia GPUs actually have 0 hardware support for DX12, they just try to fake it through their drivers
Wake me up when "ASYNC shaders" is something more meaningful and demonstrable than forum masturbation.
Hey, that's the most important thing: Bragging to a bunch of strangers about how your hardware is supposedly better than their hardware. Not enjoying playing games, I mean who buys gaming hardware for that?
It has always been funny to me the GPU pissing matches that go on. Just buy a GPU that works for you and be happy.
The arguing about future stuff is even funnier. Why would I care about how any of the current cards are going to perform on games in the future? I'll get a new card then. That's half the fun of PC gaming> New toys all the time![]()
Not possible, something has to be creating the queue, to create the queue the processor has to analysis the shaders, break them down to individual instructions and then parse them through the scheduler is a very complex task for the CPU to do, and if it isn't the GPU its the CPU and that would easily be noticeable with the latency numbers as it will increase at a much steeper plot, just from the communication of the GPU and CPU we don't even need to look at the time it would take the CPU to do the other steps.
As opposed to you posting factious Nvidia press release on the matter that clears everything up.I see you keep linking obscure forum posts, sites, and such. That doesn't really prove anything.
As opposed to you posting fatuous Nvidia press release on the matter that clears everything up.
Oh wait...
![]()
I'm not posting anything, because quite frankly there isn't much to post at the moment.
Starts off great but he really goes off the deep end about halfway through.
I'd like to know who that is so I can cross them off my list of people to listen to, eh.
who ever that guy is, man what is his level of education, redneck lol.
Why would he record an audio clip of his ramblings rather than just ramble in text?thats actually stormclaw
I think I would like to quote Robert Hallock from AMD here:
“I think gamers are learning an important lesson: there’s no such thing as “full support” for DX12 on the market today. There have been many attempts to distract people from this truth through campaigns that deliberately conflate feature levels, individual untiered features and the definition of “support.”
As an aside: Is compute performance relative to the GPU it's running on?
I have to wonder if all of these % performace numbers we see being thrown around (Oxide cited 30%) are normalized to console performance.
For example, taking the HD7850(ish) in the PS4 and increasing its performance by 30% would make it jump from a GTX 660 to about a 660 Ti. In other words, a very huge performance boost on the PS4 is about half a video card tier on PC. The numbers are even smaller for Xbox One.
So I guess the question becomes: How does the performance benefit of async scale from consoles to PC? I assume the size and type of load would be the same on both platforms. Compute operations don't scale with resolution; sort of like CPU performance, I assume. Some of the lighting details (being handled asynchronously) might scale more at higher resolutions.
This might be why Nvidia decided to emulate it on the software side. If the compute operations are simplistic enough, modern CPUs will have no problem handling them on their own. AotS being a PC exclusive and explicitly designed to showcase async performance, would present a clear problem. Past Mantle benchmarks showed the most benefit to low-end CPUs, and virtually no benefit to higher-end i5's and i7's. Knowing how weak the consoles' CPUs are, it could be a similar case as what we saw with Mantle... It exists to alleviate some CPU bottlenecking issues. If that's the case, Nvidia assumed its implementation would be 'good enough' to handle console-based async features with no trouble.
Someone else linked an article about volumetric lighting in the new Tomb Raider game and it got me thinking. Although Oxide did mention other games will be using way more async computing, and their own implementation was "moderate". I have to wonder which games exactly they are referring to. It seems AotS is capable of crippling every card on the market to about 40fps or lower, both AMD and Nvidia.
I'm just having a hard time understanding how async capabilities on the 7770 and 7850 in consoles would be capable of wrecking Nvidia cards three times more powerful (serially).
It seems AotS is capable of crippling every card on the market to about 40fps or lower, both AMD and Nvidia.
Ok on the older slower hardware beating something 3 times faster newer hardware, its possible. Lets say async compute has total broken down on 980 ti because the program is doing 128 threads a tons of compute, the scheduler is so over tasked that the GPU will now do everything in serial, the workload might be tuned to fill the 128 threads with all of the compute needs at one shot, you just got a 50% increase in performance. I'm not saying it will happen this simple or even in this manner but theoretically its possible.
Compute performance is definitely relevant to the gpu its running on, and this is why paths have to be different for different GPU's,
That 30% number on consoles is valid and can be translated over to PC's, but there are things that won't port over well because the nature of the IGP in the CPU that by itself hides other areas with latency and system bandwidths that PC's have.
Llighting algorithms and their async needs will scale with resolutions,
nV isn't emulating it in software people have to get that out their head, its not possible, the latency figures would be much higher if they were.
Async doesn't have anything to do with CPU's either.
Let go with an example when component A and B are being done at the same time and need C which is a derivative of D
The scheduler predicts this but predicts its wrong it thinks D isn't needed until later (due to the fact the code isn't written well, it might be picked up by one of the gpu but not different IHV's gpu), what happens? The whole thing breaks down on the gpu that doesn't pick it up, but the time error correcting takes place to see what is going on you have lost considerable time, it will be fixed with error correcting but its already over by then time has been spent. These are front end issues that have to be fixed in the compiler. So if nV hasn't spent as much dev time as need for their Dx12 drivers problems like this might occur.
here is another situation.
https://blogs.oracle.com/swdeveloper/entry/a_brief_explanation_of_race
this is just an example, there are many other steps that can be taken or have to be taken, but to just give something simplified enough to understand.
Ok on the older slower hardware beating something 3 times faster newer hardware, its possible. Lets say async compute has total broken down on 980 ti because the program is doing 128 threads a tons of compute, the scheduler is so over tasked that the GPU will now do everything in serial, the workload might be tuned to fill the 128 threads with all of the compute needs at one shot, you just got a 50% increase in performance. I'm not saying it will happen this simple or even in this manner but theoretically its possible.
Tomb Raider was being made well before Xbox one dx 12 console version was ready, and its PC version is Q1 of 2016, its far away possibly far enough for Pascal, but in any case, they would have added in async code later on in the development life cycle, like recently in the last few months.