Soldato
- Joined
- 11 Mar 2013
- Posts
- 5,469
10 days hurry up would ya!
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Dude you have 223 posts in 3 years ,so I'm guessing you contemplate each one...and you chose to post this ?
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Async can't be overdone .
Async compute can not be overused just like HT can't.
according to IO Interactive, too much Async can even make it a penalty
Asynchronous compute granted a gain of 5-10% in performance on AMD cards, and unfortunately no gain on Nvidia cards, but the studio is working with the manufacturer to fix that. They’ll keep on trying.
Hahaha, you said you cant use too much async, like you cant use too much hyper threading... cue developer saying its not like threading for cpu, you have to carefully tune it per gpu and that using it too much causes a penalty... and you come back with the usual big long post trying to claim you never said that thing you said
Thanks for the laughs yet again charlie
I never even mentioned tesselation
Async can't be overdone.
Async compute can not be overused just like HT can't.
You can overuse async in the same way you can overuse cpu cores
Hahaha, you said you cant use too much async, like you cant use too much hyper threading... cue developer saying its not like threading for cpu, you have to carefully tune it per gpu and that using it too much causes a penalty... and you come back with the usual big long post trying to claim you never said that thing you said
Thanks for the laughs yet again charlie
I never even mentioned tesselation
I'm not sure you understand the nature of this feature. There are 2 main types of tasks for a GPU, graphics and compute. D3D12 exposes main 2 queue types, a universal queue (compute and graphics), and a compute queue. For Ashes, use of this feature involves taking compute jobs which are already part of the frame and marking them up in a way such that hardware is free to coexecute it with other work. Hopefully, this is a relatively straightfoward tasks. No additional compute tasks were created to exploit async compute. It is merely moving work that already exists so that it can run more optimally. That is, if async compute was not present, the work would be added to the universal queue rather than the compute queue. The work still has to be done, however.
The best way to think about it is that the scene that is rendered remains (virtually) unchanged. In D3D12 the work items are simply arranged and marked in a manner that allows parallel execution. Thus, not using it when you could is seems very close to intentionally sandbagging performance.
Last year you posted on here that you spent maybe 5 days optimizing for async. Have you spent more time optimizing it for AMD hardware between then and now?
We don't 'optimize' for it per say, we detangled dependencies in our scene so it can execute in parallel. Thus, I wouldn't say we optimized or built around it, we just moved some of the rendering work to compute and scheduled it to co-execute. Since we aren't a console title, we're not really tuning it like someone might on an XboxOne or PS4. However, consoles guys I've talked to think that 20% increase in perf is about the range that is expected for good use on a console anyway.
Hahaha, you said you cant use too much async, like you cant use too much hyper threading... cue developer saying its not like threading for cpu, you have to carefully tune it per gpu and that using it too much causes a penalty... and you come back with the usual big long post trying to claim you never said that thing you said
Thanks for the laughs yet again charlie
I never even mentioned tesselation
You have to be careful comparing/not comparing to CPU threading/hyper-threading because there are some ways it is very much not like that but in other ways there are parallels.
Calm down people, we do not need to resort to those levels.
Lets just discuss the upcoming Pascal chips sensibly.