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Off-topic but I think you should consider the possibility that developers (even those working on gameworks titles) don't create rendering pipelines that purposely cater to one ihv at the detriment of another ihv.
I didn't suggest developers create rendering pipelines that purposely cater to one IHV (though I wouldn't put too much trust in Epic in that regard).
Gameworks itself purposely caters to one IHV (duh) and some developers use it. I think we can both agree on that.
Of course not. Not even the ones using gameworks because that brings them tools that accelerate development and ultimately saves them time and money.I promise there's no hidden agenda among developers (at least none that I've encountered).
I don't doubt they know that gameworks brings the caveat of favoring one IHV over another, but when you have a budget and a deadline you must balance all things together and make such decisions. It's perfectly understandable.
I view gcn's "rebalancing" as a reflection of reality and not a reaction to gameworks (let's be real, it's doubtful amd's engineers even knew of gamework's existence when designing these revisions).
Pretty sure GCN experienced developers like sebbbi have said that AMD's geometry engines needed improving. It seems very unlikely that they've done this to counter Gameworks, and more that it's a side of the pipeline that was bottlenecking them, and so they improved it.
It's most probably true that GCN chips are more balanced now with their current geometry performance than it was in 2012. Though "balance" is a moving goalpost that depends on each engine, each game and even each scene. As an "extreme" example, how much geometry performance does the Tomorrow Children need?
Maybe the geometry performance progression in GCN is purely for balance reasons, or maybe it's also because some of nvidia's "flagship effects" on their tools (e.g. hairworks and godrays) are geometry intensive.
BTW, gameworks is just the name they came up for a conglomerate of tools, some of which had been pushed through TWIMTBP for years.
I'm pretty sure AMD engineers were aware that nvidia would try to push their geometry performance through their own tools ever since Kepler came up in 2012, just like AMD themselves did with their compute advantage using TressFX, for example.
Though maybe this is a subject for another thread?
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