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Well AMD may have found a kink in Nvidia armor because of DirectX 12 Async Compute functionality. Game consoles PS4 and Xbox One as well as PC's outfitted with AMD GPU's that support DirectX 12 fully support Async Compute. What is Async Compute you asked apparently some new games allow the GPU to handle more of the heavy-lifting in processing. Both Nvidia and AMD handle these things but Nvidia uses a slower method of context switching and games using Async Compute take a sizable performance hit.
The problem is many games that target consoles are using this technique in their Xbox One games and PS4 games to improve performance. In the case of Xbox One many developers are just porting most of the code over to their PC version. Here is the problem as they optimize for consoles their PC versions of the newest games take a hit on Nvidia. Here now is one area that AMD dominance in the console area is translating to gains in the PC gaming area and costing Nvidia.
One quote:
Oxide effectively summarized my thoughts on the matter. NVIDIA claims “full support” for DX12, but conveniently ignores that Maxwell is utterly incapable of performing asynchronous compute without heavy reliance on slow context switching.
GCN has supported async shading since its inception, and it did so because we hoped and expected that gaming would lean into these workloads heavily. Mantle, Vulkan and DX12 all do. The consoles do (with gusto). PC games are chock full of compute-driven effects.
If memory serves, GCN has higher FLOPS/mm2 than any other architecture, and GCN is once again showing its prowess when utilized with common-sense workloads that are appropriate for the design of the architecture."
I don't know how much of a problem this really is but AMD seems desperate to show people they still got game.
EDIT:
http://gearnuke.com/amd-employee-cl...-utterly-incapable-performing-async-compute/#
The problem is many games that target consoles are using this technique in their Xbox One games and PS4 games to improve performance. In the case of Xbox One many developers are just porting most of the code over to their PC version. Here is the problem as they optimize for consoles their PC versions of the newest games take a hit on Nvidia. Here now is one area that AMD dominance in the console area is translating to gains in the PC gaming area and costing Nvidia.
One quote:
Oxide effectively summarized my thoughts on the matter. NVIDIA claims “full support” for DX12, but conveniently ignores that Maxwell is utterly incapable of performing asynchronous compute without heavy reliance on slow context switching.
GCN has supported async shading since its inception, and it did so because we hoped and expected that gaming would lean into these workloads heavily. Mantle, Vulkan and DX12 all do. The consoles do (with gusto). PC games are chock full of compute-driven effects.
If memory serves, GCN has higher FLOPS/mm2 than any other architecture, and GCN is once again showing its prowess when utilized with common-sense workloads that are appropriate for the design of the architecture."
I don't know how much of a problem this really is but AMD seems desperate to show people they still got game.
EDIT:
http://gearnuke.com/amd-employee-cl...-utterly-incapable-performing-async-compute/#
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