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.
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.
That explains the massive boost they speak of. Like Intel vs AMD CPUs. Sounding like DX 12 Is gonna cahnge the landscape of gaming. Can't wait. And I can imagine their GPUs are built to take advantage of this.
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.
Ok. Got it. Tks.
So, backward compatibility with older gen cards (assuming Fiji is the new gen). But, NV is not supporting DX12 optimizations on cards older than Maxwell, is that correct?
Ok. Got it. Tks.
So, backward compatibility with older gen cards (assuming Figi is the new gen). But, NV is not supporting DX12 optimizations on cards older than Maxwell, is that correct?
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.
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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.
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