A1xLLcqAgt0qc2RyMz0y
Veteran
Just wondering why you seem to be purposefully misconstruing a lot of this community's posts lately.
Maybe you should ask yourself the same question.
Just wondering why you seem to be purposefully misconstruing a lot of this community's posts lately.
I cant see how Pascal can be more impressive than Fermi was... Fermi brought a completely new architecture with distributed geometry while Pascal looks just like a rehashed Maxwell...
It's just a reflection of the stagnation of the main APIs in terms of elements of the graphics pipeline. When there aren't any major new features, there's no reason to ditch an already efficient architecture for something new. Fermi added tessellation. Kepler didn't really add anything. Maxwell added some minor DX12 features. All very incremental. All mostly focused on improving efficiency. Pascal is no different.I cant see how Pascal can be more impressive than Fermi was... Fermi brought a completely new architecture with distributed geometry while Pascal looks just like a rehashed Maxwell...
„Full Precision“ - that's why I asked Nvidia in the first place and they as well said „nope“. Of course, it can use FP16, but not faster than FP32 and with tailored tests it maybe even slower due to possible twice the register usage (which would make sense for real 2× FP16).Sure that? What says DX Caps Viewer?
I'm not - already wrote it in my review, because... see above.Oh don't spoil it. I'm still collecting numbers. This is hilarious.
Yeah, is the same as Maxwell, the changes, if really any, must be in the compiler. See AoTS with async activated at 4K, less performance than with it desactivated:What I noticed, is that a couple of reviewers got confused by the term "Async Compute", using it both for the DX11 extension for explicit preemption by high priority context, and the asynchronous queues in DX12. And mixing these together badly, stating that Pascal would now fully support Async Compute in DX12 because it can do preemption now, or that Maxwell could perform the context switch (the reassignment of SMMs) in DX12 at draw call borders.
I would say NVs marketing for fuzzing this term was a complete success.
Yeah, is the same as Maxwell, the changes, if really any, must be in the compiler. See AoTS with async activated at 4K, less performance than with it desactivated:
http://www.computerbase.de/2016-05/...agramm-ashes-of-the-singularity-async-compute
Yes, preemption and async are different. Sebbi explained greatly. Nvidia didn´t talk about async, only preemption and it improved its granularity in Pascal, compiler level doable.Pre-emption is something else entirely, i.e. an explicit interrupt for high priority tasks.
preemption isn't controlled by the compiler... at best it's controlled by the driver.Nvidia didn´t talk about async, only preemption and it improved its granularity in Pascal, compiler level doable.
Yes, preemption and async are different. Sebbi explained greatly. Nvidia didn´t talk about async, only preemption and it improved its granularity in Pascal, compiler level doable.
https://forum.beyond3d.com/posts/1911098/Could you link it, please?
Looking at the Hardware.fr perf/W numbers, we see the 1080 having a 2.25-2.3x ratio over Fury X.
As expected, the much heralded perf/W improvements for Polaris will simply help it to catch up with Pascal.
I don't see any reasons for optimism to expect that a Polaris based laptop design will be more efficient than one that is GP106 based.