Recent content by doompc

  1. doompc

    Async texture streaming

    Streaming systems usually deal with devices that are many orders of magnitude slower than RAM; ie mecanical or even optical drives. I guess it comes down to "schedule it far enough in advanced that it will be ready by the time you need the data". Other examples come to mind. The Far Cry guys...
  2. doompc

    Async texture streaming

    Search for the DX12 implementation in The Division, they use 3 copy queues to manage texture streaming. https://developer.download.nvidia.com/assets/gameworks/downloads/regular/GDC17/DX12CaseStudies_GDC2017_FINAL.pdf
  3. doompc

    Nvidia Turing Architecture [2018]

    The Star War Reflections demo is built using DXR. RTX accelerates DXR but DXR can run on any DX12 GPU using the fallback layer.
  4. doompc

    Nvidia Volta Speculation Thread

    The full Volta Whitepaper is out http://www.nvidia.com/object/volta-architecture-whitepaper.html
  5. doompc

    DX12 Performance Discussion And Analysis Thread

    PresentMon is not as accurate as FCAT but works in a simular fashion, looking at the interval between the frames are presented. Until recently DX12 games on AMD (even Steam games, like Ashes) were forced into a borderless window mode, so no matter how many frames per second your game is running...
  6. doompc

    DX12 Performance Discussion And Analysis Thread

    My guess is that the internal benchmark counts the frame to frame time at the begining of processing, not at the time the frame is presented (like presentmon).
  7. doompc

    DX12 Performance Discussion And Analysis Thread

    Hi, first time posting here. Ashes uses async compute for post processing, so it immediately starts the next frame, but the "previous" one will only be presented when the post is done. from here...
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