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Directx 12 and async compute

Soldato
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4 Feb 2006
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Gears of War 4 devs talk about Async as well as other features :

http://www.eurogamer.net/articles/digitalfoundry-2016-gears-of-war-4-tech-interview

Digital Foundry: Followers of the UE4 blog might note certain additions specific to Xbox over the past year - might we be able to expect some of those for Gears 4 (or even added because of Gears development)? For example,. async compute for reflection environment and SSAO passes, distance field shadowing/AO etc...

Mike Rayner: Yes, we are leveraging async compute heavily with Gears 4 - for SSAO and for reflection environment apply passes to confirm a few. We adopted async compute early on and learned how to extract significant gains from it. It's designed to allow for squeezing the last bits of performance out of the GPU and that it does well, when applied right.
 
Soldato
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Soldato
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Seems like grasping at straws to me.

Seems all AMD can do is mock old NV cards. Their fans are still posting Fermi memes on reddit and the like on a daily basis.
 
Permabanned
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Gears of War 4 devs talk about Async as well as other features :

http://www.eurogamer.net/articles/digitalfoundry-2016-gears-of-war-4-tech-interview

Digital Foundry: Followers of the UE4 blog might note certain additions specific to Xbox over the past year - might we be able to expect some of those for Gears 4 (or even added because of Gears development)? For example,. async compute for reflection environment and SSAO passes, distance field shadowing/AO etc...

Mike Rayner: Yes, we are leveraging async compute heavily with Gears 4 - for SSAO and for reflection environment apply passes to confirm a few. We adopted async compute early on and learned how to extract significant gains from it. It's designed to allow for squeezing the last bits of performance out of the GPU and that it does well, when applied right.


They certainly need it for performance on the consoles, The big question is will it remain for the PC version or do a disappearing act as it did in Rise of the Tomb Raider?
 
Associate
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30 May 2016
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They certainly need it for performance on the consoles, The big question is will it remain for the PC version or do a disappearing act as it did in Rise of the Tomb Raider?

It will remain. Otherwise Microsoft will squash them like a bug.

I've said this many times and will say it again: the 500-pound gorilla in this business (PC gaming) is neither AMD nor NVidia: it's MS. And what MS wants, MS gets.

Microsoft wants to own the sector (EDIT: not just in PCs but consoles as well) and after the PS4 and Sony wiped the floor with them, it's full-on attack by Redmond. They're coming out with the XBox One S and then Scorpion back-to-back. Pushing DX12 and Windows 10 (whether you want it or not) down our throats, using the "buy once play anywhere" model so that you can play titles on both XBox and PC...

I think the reason that NVidia were caught a little off-guard with DX12 adoption was that they didn't expect Microsoft to push so hard for it.

I only hope this doesn't kill Vulkan as it's the best API for us consumers...
 
Last edited:
Caporegime
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They certainly need it for performance on the consoles, The big question is will it remain for the PC version or do a disappearing act as it did in Rise of the Tomb Raider?

Depends on who is sponsoring the game, A-Sync in Rise of the Tomb Raider on consoles will be running very differently to what it is on the PC and no reason other than their PC sponsors for it.
 
Soldato
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Seems like grasping at straws to me.

Seems all AMD can do is mock old NV cards. Their fans are still posting Fermi memes on reddit and the like on a daily basis.

It's not hard to grasp tbh at a launch event for the 980ti nvidia saying this GPU supports this and that and then the user buys this GPU thinking great Full dx12 support only to later find out it was full on lie "least until we get the driver"

If they don't deliver the driver, nvidia deserve all the backlash.
 
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