Pascal async compute

Sure, but why did you write this then:



Then you said :


So is Asynch shaders = bullshit AMD marketing and no such thing? Why then do you use that term to explain things later on?

I often find your posts informative just this is a pretty weird discrepancy, for you to change your mind in one thread. You come across a little as a Nvidia PR type after seeing this, you hardly ever say anything positive about AMD. Not that there is much positive at the moment but jiesh.. some praise would be nice to even things out when it is due!


AMD didn't even use these terms interchangably with async compute, THOSE ARE NOT THE SAME THINGS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! This is what cause all the confusion to begin with!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

AMD marketing team are the only people that have used Async Shaders!

When AMD marketing started using async shaders, everyone thought it was async compute,

async compute is not this!

MS doesn't use they used unsynchronized which they arn't specifically aren't part of any DX12 spec as they say all hardware can't do it.
 
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Let's agree to disagree.

DX12 defines multiple command queues. AMD can interleave work from multiple queues and can do this dynamically.

It appears Maxwell can do something similar but has to statically assign each SM to either graphics or compute so performance is hit or miss.

It's like back in the day when we had dedicated vertex and pixel shaders - performance would tank if you picked the wrong ratio and left too much hardware idle.

I would say what is described as nvidia type work is nothing like Async type work should be, if anything it is the opposite. If you need to preallocate resources (SM) which may or may not get used, you are limiting yourself again and potentially wasting resources and end-user performance instead allowing the use of non-used resources dynamically.

If this is indeed the case, this is not good at all for Pascal.
 
in pascal you don't need to preallocate Yakk, this was a problem with Maxwell 2.
 
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