Volta / Turing's async execution is similar to GCN / RDNA's. It's not that big of an uplift over Pascal though as NV's multiprocessors aren't idling too often in graphics in the first place.Do you know how this has improved with Volta / Turing?
Volta / Turing's async execution is similar to GCN / RDNA's. It's not that big of an uplift over Pascal though as NV's multiprocessors aren't idling too often in graphics in the first place.Do you know how this has improved with Volta / Turing?
Sounds greatVolta / Turing's async execution is similar to GCN / RDNA's. It's not that big of an uplift over Pascal though as NV's multiprocessors aren't idling too often in graphics in the first place.
Queues in Vulkan are not necessarily same as queues on GPU though, let alone the distinct engine types which are fed by each queue. They are merely to be read as the domain in which barriers are to be evaluated in submission order. As long as none of the synchronization constraints (barriers, semaphores) are violated, work may be scheduled wherever the driver sees fit. If the driver honors your choice by issuing work submitted on 3D / compute / copy queue only to specialized engines, then that's already voluntarily.Actually, in Vulkan the number of queues is fixed, and for GCN i get one GFX+compute queue, and two pure compute queues, so i can only enqueue 3 different tasks concurrently.
And that isn't even limited to GCN. What you are seeing there, is pretty much just out-of-order-execution for kernel launches from the same device side queue, which is legal whenever there is no barrier in the queue. Which NVidias GPUs do as well, albeit historically with the catch that they could only do so if it's a compatible kernel configuration, due to the design limitation of having to pre-configure SMs for a number of kernel properties and then getting stuck with that configuration. If that wasn't a feature, you couldn't have related features like efficient render passes for small geometry (->no full device launch for fragment shader) either.If you enqueue multiple tasks to just one queue, but they have no dependencies on each other (no barriers in between), then GCN can and does run those tasks async. Likely also on DX11.
The order that batches appear in pSubmits is used to determine submission order, and thus all the implicit ordering guarantees that respect it. Other than these implicit ordering guarantees and any explicit synchronization primitives, these batches may overlap or otherwise execute out of order.
These features are only available on Windows 20H1 - my tool assumes build 18363 belongs to 20H1 branch, but Microsoft assigned it to Windows 1909 since August... will fix it soon.Windows 1903, Radeon 5700 XT, Driver version 19.12.2, some errors.
Hm? GCN 2.0 and newer supports Shader Model 6.3 since 18.10.1 driversWindows 10 20H1 (Version 2004) includes WDDM 2.7.
Available in Windows 10 Insider with Nvidia Driver 450.12, and Intel 27.20.100.7859, & AMD 27.20.1000.8009 or newer in insider builds starting from 10.0.19041.84.
- Hardware-accelerated GPU scheduling: It allows the video card to directly manage its video memory[49], which in turn significantly improves the performance of the minimum and average FPS, and thereby reducing latency. It works regardless of the API used for games and applications such as DirectX/Vulkan/OpenGL. (According to observations at the current time before the release of Windows 10 version 2004, the option requires hardware support for the Shader Model not lower than version 6.3, which can be found through AIDA64, but not GPU-Z, as it displays not reliable information) It is supported by Nvidia Geforce video cards starting from the 10th series, as well as integrated graphics from Intel HD 500 or later in both cases. But it is not supported by AMD cards, since the level of functions of the shader model is not updated and remains at 5.1 in the hardware and 6.2 for the latest cards, which is not enough to support to enable this option. And also it is worth noting that the forced change of the option through the registry keys does not affect for unsupported cards. It is also possible that this technology is associated with the description of this patent.
I imagine features related to DX12 raytracing acceleration. Not sure, but can AMD gpu's now utilize the DXR fallback layer if required?What hardware features in particular is AMD missing for shader model 6.3?
Guess no.I imagine features related to DX12 raytracing acceleration. Not sure, but can AMD gpu's now utilize the DXR fallback layer if required?
What does hardware-accelerated GPU scheduling have to do with raytracing capabilities?I imagine features related to DX12 raytracing acceleration. Not sure, but can AMD gpu's now utilize the DXR fallback layer if required?
No direct correlation to raytracing capabilities, though I'd be surprised if hardware acceleration raytracing was excluded from AMD's roadmap.What does hardware-accelerated GPU scheduling have to do with raytracing capabilities?
I have been told, NVs RTX was a sum of 2 things: Fine grained sheduling introduced with Volta, and Turing RT cores.What does hardware-accelerated GPU scheduling have to do with raytracing capabilities?
stop posting this bullcrap. please..Windows 10 20H1 (Version 2004) includes WDDM 2.7.
Available in Windows 10 Insider with Nvidia Driver 450.12, and Intel 27.20.100.7859, & AMD 27.20.1000.8009 or newer in insider builds starting from 10.0.19041.84.
- Hardware-accelerated GPU scheduling: It allows the video card to directly manage its video memory[49], which in turn significantly improves the performance of the minimum and average FPS, and thereby reducing latency. It works regardless of the API used for games and applications such as DirectX/Vulkan/OpenGL. (According to observations at the current time before the release of Windows 10 version 2004, the option requires hardware support for the Shader Model not lower than version 6.3, which can be found through AIDA64, but not GPU-Z, as it displays not reliable information) It is supported by Nvidia Geforce video cards starting from the 10th series, as well as integrated graphics from Intel HD 500 or later in both cases. But it is not supported by AMD cards, since the level of functions of the shader model is not updated and remains at 5.1 in the hardware and 6.2 for the latest cards, which is not enough to support to enable this option. And also it is worth noting that the forced change of the option through the registry keys does not affect for unsupported cards. It is also possible that this technology is associated with the description of this patent.
- Shader Model 6.5
- DirectX 12 Raytracing Tier 1.1
- DirectX 12 Mesh Shader
- DirectX 12 Sampler Feedback: Texture Streaming, Texture-Space Shading
https://en.wikipedia.org/wiki/Windows_Display_Driver_Model#WDDM_2.7
The fallback layer was primary intended for debug and development pruposese and is no more updated to lack of interest by IHVs and 3rd party software developers.I imagine features related to DX12 raytracing acceleration. Not sure, but can AMD gpu's now utilize the DXR fallback layer if required?
Nothing related to WDDM 2.7, however it would be nice to have barycentrics support without AGS..What hardware features in particular is AMD missing for shader model 6.3?
???stop posting this bullcrap. please..
nothing against you... but those "statements" about hw scheduling are 90% fake.
Could you elaborate more? is the feature imaginary ? or it does something entirely different than the above description?but those "statements" about hw scheduling are 90% fake
There is a change (undocumented for public) in the gpu driver scheduler but none of those claims are true or correlated.Could you elaborate more? is the feature imaginary ? or it does something entirely different than the above description?