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AMD Dives Deep On Asynchronous Shading

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Caporegime
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Anandtech with an excellent in depth article on our Asynchronous Shaders and Asynchronous Compute Engines in our Graphics Core Next GPU architecture.

On a side note, part of the reason for AMD's presentation is to explain their architectural advantages over NVIDIA, so we checked with NVIDIA on queues. Fermi/Kepler/Maxwell 1 can only use a single graphics queue or their complement of compute queues, but not both at once – early implementations of HyperQ cannot be used in conjunction with graphics. Meanwhile Maxwell 2 has 32 queues, composed of 1 graphics queue and 31 compute queues (or 32 compute queues total in pure compute mode). So pre-Maxwell 2 GPUs have to either execute in serial or pre-empt to move tasks ahead of each other, which would indeed give AMD an advantage..

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Source
http://www.anandtech.com/show/9124/amd-dives-deep-on-asynchronous-shading


Our Asynchronous Shaders and Asynchronous Compute Engines should offer a significant increase in performance with DirectX 12, and is something that is available on our GCN architecture.


Gordon Mah Ung from PCWorld said:
AMD can't wait for DirectX 12 either, saying it will unlock the potential of its graphics cards.

Source
http://www.pcworld.com/article/2903...king-the-potential-of-its-graphics-cards.html
 
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DirectX 12, LiquidVR may breathe fresh life into AMD GPUS, thanks to asynchronous compute

Wonderful article (as usual) from Joel Hruska. :)

With DirectX 12 coming soon with Windows 10, VR technology ramping up from multiple vendors, and the Vulkan API already debuted, it’s an exceedingly interesting time to be in PC gaming. AMD’s GCN architecture is three years old at this point, but certain features baked into the chips at launch (and expanded with Hawaii in 2013) are only now coming into their own, thanks to the improvements ushered in by next-generation APIs.

jAcgcUQ.jpg


Source
http://www.extremetech.com/gaming/2...-into-amd-gpus-thanks-to-asynchronous-compute
 
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