QUOTE(adilz @ Jun 6 2016, 02:35 AM)
Thanks for the explanation Bro. My basis was just on DX12 Async Compute feature. Though Pascal has improved a lot for Async Compute, but Maxwell (regardless if it has its own load balancing, pre-emption etc that may be similar to what Async Compute), still technically does not support DX12 Async Compute. It may do some sort of its own 'proprietary async compute", but it is still not the "DX12 Async Compute", one that uses the DX12 API. So for owners of Maxwell card like me (GTX 970), its pretty much a disappointment. More so when new game developers are lauding the Async Compute feature, not just PC, but for Playstation 4 and Xbox One.
Those developers are lauding of the Async Compute feature because it is a required feature to extract AMD's architecture (PS4 and XBOX One). If not, AMD GPU's utilization will be low due to scheduling issues (not enough work to feed the compute units). Nothing to be disappointed about... it's just like you don't need to eat Panadol if you're feeling well...NVIDIA doesn't need "DX12 async compute queues" to have a high utilization of it's cores.. less idling cores = more efficient = more peformance... remember, the final result is to utilize the cores fully.
Even if the utilization of the cores are efficient, some games will run faster on AMD card while some on NVIDIA card. This is because different bottlenecks in different game. For example, if the game is heavily tessellated, it will always run faster on NVIDIA cards. Gameworks run faster on NVIDIA cards because it focuses on NVIDIA's strength on geometry and pixel fillrate. Likewise, AMD have been encouraging developer to use more compute because AMD cards are stronger on compute/shader arithmetic (TFlops) compared to NVIDIA.
Jun 6 2016, 03:05 PM
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