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[tom's] AMD Details Asynchronous Shaders In DirectX 12, Promises Performance Gains

10K views 129 replies 55 participants last post by  Fyrwulf 
#1 ·
Quote:
AMD has been working closely with Microsoft on the upcoming DirectX 12 API, and it likes to show off once in a while how well its graphics cards will support some of those features. For example, there are the so-called "Asynchronous Shaders," which are a different way of handling task queues than was possible in older graphics APIs and is potentially much more efficient.
Source



We will have to wait how much performance, efficiency and latency gains AMD GPU's will deliver.
 
#4 ·
Always love free extra performance. DX12 so far is really only about adding more CPU cycles to the GPU but this should increase GPU performance for more fps.
 
#6 ·
why 22 and 169
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#10 ·
So this is the third secret sauce MS has been cooking for the Xbox One. We'll see how much more efficient coding for Xbox One becomes leads to better final results.

Jokes aside I hope AMD going all in on multithreading like this on both the CPU and GPU side gets them the results they are looking for.
 
#11 ·
Quote:
Originally Posted by provost View Post

Sorry, didn't read the source, but does this apply to the upcoming 390/390x or the AMD CPUs, or both?

If AMD has been working with MS on this, is it fair to assume NV has also been optimizing, and what about intel?
This is for all GCN based cards according to the source. So HD7000 and on...
 
#13 ·
#15 ·
#17 ·
Quote:
Originally Posted by corky dorkelson View Post

Is it bad that I am still skeptical about it though?
smile.gif


That seems like a silly move to me.

If true though, it looks like my 7950 and I are moving on up to Win10!
I think it's mainly because DirectX12 is built very similar to Mantle.
 
#18 ·
Quote:
Originally Posted by corky dorkelson View Post

Do you really think AMD would open up DX12 to 7000 series and up though?

I don't see them doing that. New DX versions are almost ALWAYS used to sell more cards.
Well architecturally the 7000 series is almost similar to amd r9 2** and r7 2** series. So, if the later is compatiable then there is no reason that the 7000 series shouldn't be compatiable. Also, even in the worst case senario the software part can easily be ported from r9 & r7 series easily.

But, the catch here would be, how much would that be compatiable with dx12. I don't see that 100% compatibility can be implemented. It's just that, you would get better performace in specific scenarois with 7000 series. But, with newer cards that won't be a problem.
Sent from my MK16i using Tapatalk 2
 
#19 ·
Quote:
Originally Posted by corky dorkelson View Post

Is it bad that I am still skeptical about it though?
smile.gif


That seems like a silly move to me.

If true though, it looks like my 7950 and I are moving on up to Win10!
 
#23 ·
This is amazing! I'm so glad I made the switch to the red team with my 290X
biggrin.gif
 
#25 ·
Tom's article, at a glance, is garbage.

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

We already know what Asynchronous Compute Queue is, under Mantle. It's been explained a long time ago. The primary feature is running graphical, compute, and memory workloads in parallel to maximize hardware utilization, i.e. used the unused parts of the GPU. Asynchronous shaders is the exact same thing. It's about running different tasks in parallel to reduce compute time.



Asynchronous compute queues have already been implemented in games on the PS4 and it does exactly what you'd think.
http://fumufumu.q-games.com/archives/Cascaded_Voxel_Cone_Tracing_final.pdf
page 82 and forward
 
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