I've been following this convo on twitter, even @sebbbi takes part in this convo.
Context:
The number of draw calls in Wolf 2 is over 30K per frame. And the responses following is about reducing those numbers down with multi draw/executeIndirect. Which is neat because this provides some light on things we didn't know before.
a) Sony never lets us confirm what's in GNM, I think its safe(r) to say that GNM supports some form of executeIndirect/Multidraw. The beating around the bush that this style of draw call setup is available on console but not on PC is, at the very least admission that there are similar technologies at play here.
b) exIndirect was demoed by Andrew L here at B3D, originally as a CPU savings type technology. Demo here (http://www.dsogaming.com/news/direc...proves-performance-greatly-reduces-cpu-usage/)
But we see in Andrew's demo that the move to ExecuteIndirect net massive fps boosts while simultaneously reducing the load on the CPU and thus power savings as well.
Since this demo, it was never known when developers would finally start taking advantage of it until now.
But it leaves an open question; what is the actual impact in a game scenario as opposed to a tech demo?
Following their twitter conversation here, we can see that they compressed 30K of draw calls down. So the CPU is still extensively being used to merge and cull the draw calls down (before submission) and then they finally submit it to the GPU.
So what are the actual savings here? I assume with the tech demo, each asteroid had its own draw call, no batching was done in this scenario. So the savings are multiplicative. But in game scenario, is this true? If they've merged and culled, and batched then make a handful of submissions via multi draw, What are the CPU savings then?
Context:
The number of draw calls in Wolf 2 is over 30K per frame. And the responses following is about reducing those numbers down with multi draw/executeIndirect. Which is neat because this provides some light on things we didn't know before.
a) Sony never lets us confirm what's in GNM, I think its safe(r) to say that GNM supports some form of executeIndirect/Multidraw. The beating around the bush that this style of draw call setup is available on console but not on PC is, at the very least admission that there are similar technologies at play here.
b) exIndirect was demoed by Andrew L here at B3D, originally as a CPU savings type technology. Demo here (http://www.dsogaming.com/news/direc...proves-performance-greatly-reduces-cpu-usage/)
But we see in Andrew's demo that the move to ExecuteIndirect net massive fps boosts while simultaneously reducing the load on the CPU and thus power savings as well.
Since this demo, it was never known when developers would finally start taking advantage of it until now.
But it leaves an open question; what is the actual impact in a game scenario as opposed to a tech demo?
Following their twitter conversation here, we can see that they compressed 30K of draw calls down. So the CPU is still extensively being used to merge and cull the draw calls down (before submission) and then they finally submit it to the GPU.
So what are the actual savings here? I assume with the tech demo, each asteroid had its own draw call, no batching was done in this scenario. So the savings are multiplicative. But in game scenario, is this true? If they've merged and culled, and batched then make a handful of submissions via multi draw, What are the CPU savings then?