Its interessant to see that, Async was seems more used in consoles even in FarCry Primal . Same for Doom, But it seems to dont be enabled in Doom or FCP in the PC version ?.
Maybe they need Vulkan for Doom. Hopefully it comes out relatively soon...
Its interessant to see that, Async was seems more used in consoles even in FarCry Primal . Same for Doom, But it seems to dont be enabled in Doom or FCP in the PC version ?.
Does OpenGL have the necessary extensions to use async anyway? Vulkan-version probably will have it, I think, especially since id was onboard at RX 480 showIn general i dont see interest on posting thing from them, but in this case
http://wccftech.com/async-compute-p...tting-performance-target-in-doom-on-consoles/
Its interessant to see that, Async was seems more used in consoles even in FarCry Primal . Same for Doom, But it seems to dont be enabled in Doom or FCP in the PC version ?.
In general i dont see interest on posting thing from them, but in this case
http://wccftech.com/async-compute-p...tting-performance-target-in-doom-on-consoles/
Its interessant to see that, Async was seems more used in consoles even in FarCry Primal . Same for Doom, But it seems to dont be enabled in Doom or FCP in the PC version ?.
Does OpenGL have the necessary extensions to use async anyway? Vulkan-version probably will have it, I think, especially since id was onboard at RX 480 show
I believe it was intended to be a perf feature. Just supporting it but not seeing any benefits on all platforms wouldn't do any favors to its wide adoption. Or you could argue they already coded it for consoles so it's just a matter of enabling a "flag" with some added scalability for PCs.
Additionally according to Oxide games, it wasn't difficult nor did it take long to enable Async Computer in AOTS.
So it's most likely a myth that it is difficult to use on PC. Performance is going to vary on a game by game basis, however. Oxide got a 15% performance boost with AOTS. Doom on console got a 18.75% to 31.25% (3ms to 5ms out of a 16ms rendering time, although that may be with AMD Intrinsics in addition to Async Compute) performance boost on consoles if I'm reading that correctly. Doom doesn't use Dx12, however, so we'll have to wait until the Vulcan version hits to see how and if Async Compute is enabled for Doom on PC.
iD has traditionally partnered closely with Nvidia, so if anyone is going to use Async Compute well on Nvidia hardware it is likely to be them.
Regards,
SB
Sure it's easy to implement. What happens with that implementation is a whole different matter.Additionally according to Oxide games, it wasn't difficult nor did it take long to enable Async Compute in AOTS.
So it's most likely a myth that it is difficult to use on PC. Performance is going to vary on a game by game basis, however. Oxide got a 15% performance boost with AOTS. Doom on console got a 18.75% to 31.25% (3ms to 5ms out of a 16ms rendering time, although that may be with AMD Intrinsics in addition to Async Compute) performance boost on consoles if I'm reading that correctly. Doom doesn't use Dx12, however, so we'll have to wait until the Vulcan version hits to see how and if Async Compute is enabled for Doom on PC.
I believe it was intended to be a perf feature. Just supporting it but not seeing any benefits on all platforms wouldn't do any favors to its wide adoption. Or you could argue they already coded it for consoles so it's just a matter of enabling a "flag" with some added scalability for PCs.
I still can't get over AMD's technically incorrect marketing dump. The feature has literally nothing to do with asynchrony. Rather, it is all about concurrency. These are completely different concepts. AMD did the world a big disservice by conflating them.Too many times this topic has come up and too many times people seem too confused on what is going on, AMD did a huge marketing dump on async, and too many people fell for it. If anyone thinks GPU's are more than 10% underutilized, either the program is crap, or the hardware is crap, or the drivers are crap!
This is all I'm going to say on this any more.
Too many times this topic has come up and too many times people seem too confused on what is going on, AMD did a huge marketing dump on async, and too many people fell for it. If anyone thinks GPU's are more than 10% underutilized, either the program is crap, or the hardware is crap, or the drivers are crap!
I still can't get over AMD's technically incorrect marketing dump. The feature has literally nothing to do with asynchrony. Rather, it is all about concurrency. These are completely different concepts. AMD did the world a big disservice by conflating them.
If you do shadow-mapping then basically every chip of the last decade is severely underutilized, sometimes you use only 10% of the chip. And because there is only one rasterizer state it in itself can't be speed up (through concurrency).
If you do shadow-mapping then basically every chip of the last decade is severely underutilized, sometimes you use only 10% of the chip. And because there is only one rasterizer state it in itself can't be speed up (through concurrency).
You don't understand where the naming originated from. Under DX11 everything you do is executed in-order, and it finishes in-order. Thus it's entirely synchronous from a command-stream perspective. The hardware engineers transitioned the hardware to extract CSP (command-stream parallelism, similar as in instruction-level parallelism ILP) from the serial command-stream. That only brings you so far, so they added software-support to allow us developers to explicitly specify when we allow in-order execution not to be important, in effect handling the synchronozation ourself instead of handling an implicitely specified synchronisation. ACE allows compute command stream being executed in any order, at any time, thus asynchronously.
And if you two don't grasp what exactly it is - not a swiss army knife but a tool and as much a natural evolution-step as super-scalar out-of-order SMT-able multi-core CPUs - and if you can not contextualize when why and how it isn't or is used in the various engines, then you shouldn't make so much unfounded noise.
Yes, they don't need to bother the command processor, they can handle sending compute queues to be executed by themselvesIs it really the ACE that allows asynchronicity?
Yes, they don't need to bother the command processor, they can handle sending compute queues to be executed by themselves