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[WCCFTech] Carmack: Vulkan Gets Impressive Improvements With Native Code - Page 6

post #51 of 62
Quote:
Originally Posted by infranoia View Post

Remember that Async Compute is DX12 and Vulkan. If there's any porting advantage to be had, it'll start to show up this year.

PC is a brute force platform still. If Nvidia has a say in PC ASync will not be present.
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post #52 of 62
Quote:
Originally Posted by ZealotKi11er View Post

PC is a brute force platform still. If Nvidia has a say in PC ASync will not be present.

Not be present for what? All DX12 / Vulkan titles, ever? That's already not true. I guess we'll just have to see which way the devs go.
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post #53 of 62
Quote:
Originally Posted by infranoia View Post

Not be present for what? All DX12 / Vulkan titles, ever? That's already not true. I guess we'll just have to see which way the devs go.

If Pascal does not support ASync then most like it will not show up. We might get some Async but nothing to make AMD advantages.
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post #54 of 62
Quote:
Originally Posted by ZealotKi11er View Post

If Pascal does not support ASync then most like it will not show up. We might get some Async but nothing to make AMD advantages.
That is up the developers and putting the "blame" to Nvidia at this time already is absolutely ridiculous.
post #55 of 62
Quote:
Originally Posted by Assirra View Post

That is up the developers and putting the "blame" to Nvidia at this time already is absolutely ridiculous.

If developers have to put a specific path for Nvidia if they want to use Aysnc I think it's too much work for them. Unless they are AMD partners they will not bother doing extra work and not include ASync. If they are GimpWorks games then you can be 100% sure Async will not be there.
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post #56 of 62
Quote:
Originally Posted by ZealotKi11er View Post

If developers have to put a specific path for Nvidia if they want to use Aysnc I think it's too much work for them. Unless they are AMD partners they will not bother doing extra work and not include ASync. If they are GimpWorks games then you can be 100% sure Async will not be there.
If it is too much work, blame the developer for not doing that work. I understand where you are coming from but you act like Nvidia holds a knife to the devs threat and saids "you will NOT use async, not even for AMD cards"
If developers don't want to do the work, blame them.

This honestly comes back that for some reason Nvdia gets blamed for everything.
It runs bad on AMD cards? blame nvidia
It runs bad on nvidia cards? blame nvidia
It doesn't use x technology? blame nvidia
post #57 of 62
Quote:
Originally Posted by Assirra View Post

If it is too much work, blame the developer for not doing that work. I understand where you are coming from but you act like Nvidia holds a knife to the devs threat and saids "you will NOT use async, not even for AMD cards"
If developers don't want to do the work, blame them.

They cant force dev but right now they have the market. Just look at the games that came out 2015. I think 80 are GimpWorks. They all have performance problems. Even if in theory AMD card where fast having GimpWorks games levels the ground for Nvidia. Nvidia is either as fast or faster then AMD and never slower. Yes GimpWorks can be turned off but because such libraries where implemented something else had to go. I have used CFX for 6 years now and this year has been the worse yes for CFX. Its really hard to not blame Nvidia.
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post #58 of 62
Even as an AMD fan, I really disagree with your analysis. Your entire theory revolves around the fact that developers are lazy, which is true. It also revolves around the fact that nVidia can hemorrhage money keeping coders on staff that can be sent to studios to optimize games for the developers due to their dominate market position, which is true for Dx11 because they're adding features. The thing is, to do what you suggest would require a lot more effort because the features that are advantageous to AMD are in the API itself and even then I'm not sure it's possible without breaking a game because the new APIs are so low level.
post #59 of 62
As far as I understand, the low level part of the new API's is an option, not an requirement to use them. One could use Vulcan, for example, and remain at rather abstracted level if he / her is happy with the performance he is getting. While there is an option to go closer to the metal and do some kind of specific task that is performance critical at relatively low level if its worth it.

Main thing going for Vulcan, however, is that it is supposed to be a lot better documented than OpenGL and would have proper tools available.
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post #60 of 62
Quote:
Originally Posted by Carniflex View Post

As far as I understand, the low level part of the new API's is an option, not an requirement to use them. One could use Vulcan, for example, and remain at rather abstracted level if he / her is happy with the performance he is getting. While there is an option to go closer to the metal and do some kind of specific task that is performance critical at relatively low level if its worth it.

Main thing going for Vulcan, however, is that it is supposed to be a lot better documented than OpenGL and would have proper tools available.

Yeah, but you can't just take away features from the API, I don't think. Then again, I'm not much of a programmer, so I could be wrong.
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