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[WCCF] HITMAN To Feature Best Implementation Of DX12 Async Compute Yet, Says AMD - Page 6

post #51 of 799
Quote:
Originally Posted by looniam View Post

many? like?

Nvidia have some of the best engineers on the planet, how many people on this forum could list the things they could do? How about something as simple as scanning for AMD hardware in the driver? Like they already do with Physx.

Quote:
Originally Posted by PostalTwinkie View Post

You might want to read the opening of the announcement again....
AMD's Gaming Evolved program is the same thing as Nvidia's program. It is a massive double standard. Taking it another step further, and highlighting that massive (and stupid) double standard, and using the logic just presented by yourself.

GameWorks: "This isn't Nvidia's version of anything, it just so happens AMD's current architecture can't handle it."

It makes OCN look hilariously bad when, in one thread, people are e-raging at Nvidia and their developer program, and then cheer on AMD and their developer program. Oh, and for clarity, I am talking about AMD's program as a whole, not just ASC.

Find me the posts of people in this thread going "oh wow Gaming Evolved!" I'll wait.. You're trying to make something out of nothing.. I won't derail this thread getting into the differences between GE and GW either.

All i see is people excited for Async, and Async is not in-house tech by AMD, it has nothing to do with GE..
Edited by GorillaSceptre - 2/11/16 at 8:24am
post #52 of 799
Quote:
Originally Posted by GorillaSceptre View Post


Nvidia have some of the best engineers on the planet, how many people on this forum could list the things they could do? How about something as simple as scanning for AMD hardware in the driver? Like they already do with Physx.
as i said BIG difference between proprietary software and hardware so i call FUD.
STAHP!

in the meantime i give you all proof of AMD/NVIDIA working hand in hand in a DX12 game:



http://www.anandtech.com/show/9740/directx-12-geforce-plus-radeon-mgpu-preview/4
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post #53 of 799
Quote:
Originally Posted by looniam View Post

many? like?
one of the "features" of DX12 is multi gpu systems right? that pretty much throws out a lot of multi gpu and memory pooling issues. since DX12 is the layer between the game and hardware why is that not able to schedule the graphics/compute scheduling?
i like round figures, how about a straight 46000000

No it wouldnt. Async helps for the total performance of EACH card. It helps the engine to utilize better the specific card. If the engine sends a compute work and a graphics work a serialized card would have to wait for the graphics pipeline to end and then it would send the compute work. With async the card can send both works to the its shaders at the same time. You ask for the data to arrive to the hardware sheduler and then travel back through the pcie to a different card . You can avoid this because you can split the works before you send the data.
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post #54 of 799
Quote:
Originally Posted by looniam View Post

as i said BIG difference between proprietary software and hardware so i call FUD.
STAHP!

in the meantime i give you all proof of AMD/NVIDIA working hand in hand in a DX12 game: Warning: Spoiler! (Click to show)
http://www.anandtech.com/show/9740/directx-12-geforce-plus-radeon-mgpu-preview/4

That's completely different to having a "dedicated Async card".. As i said, we'll see. I hope so. thumb.gif
post #55 of 799
Quote:
Originally Posted by GorillaSceptre View Post

Nvidia have some of the best engineers on the planet, how many people on this forum could list the things they could do? How about something as simple as scanning for AMD hardware in the driver? Like they already do with Physx.
Find me the posts of people in this thread going "oh wow Gaming Evolved!" I'll wait.. You're trying to make something out of nothing.. I won't derail this thread getting into the differences between GE and GW either.

All i see is people excited for Async, and Async is not in-house tech by AMD, it has nothing to do with GE..

doh.gif

That is the double standard I am talking about.

Had this been a GameWorks thread/feature discussion, it would have been flooded with "GameWorks! Get that crap out of here, ruining and tubing games!". Yet, here we are, discussing an ENTIRE article about AMD's Gaming Evolved, and people (you) are trying to say it is just about ASC.

No, this is an announcement by AMD and IO of their partnership via the Gaming Evolved program, literally. Let me show you....
Quote:
AMD is once again partnering with IO Interactive to bring an incredible Hitman gaming experience to the PC. As the newest member to the AMD Gaming Evolved program, Hitman will feature top-flight effects and performance optimizations for PC gamers.
Hitman will leverage unique DX12 hardware found in only AMD Radeon GPUs—called asynchronous compute engines—to handle heavier workloads and better image quality without compromising performance. PC gamers may have heard of asynchronous compute already, and Hitman demonstrates the best implementation of this exciting technology yet. By unlocking performance in GPUs and processors that couldn’t be touched in DirectX 11, gamers can get new performance out of the hardware they already own.
AMD is also looking to provide an exceptional experience to PC gamers with high-end PCs, collaborating with IO Interactive to implement AMD Eyefinity and ultrawide support, plus super-sample anti-aliasing for the best possible AA quality.
This partnership is a journey three years in the making, which started with Hitman: Absolution in 2012, a top seller in Europe and widely critically acclaimed. PC technical reviewers lauded all the knobs and dials that pushed GPUs of the time to their limit. That was no accident. With on-staff game developers, source code and effects, the AMD Gaming Evolved program helps developers to bring the best out of a GPU. And now in 2016, Hitman gets the same PC-focused treatment with AMD and IO Interactive to ensure that the series’ newest title represents another great showcase for PC gaming!

This is a Gaming Evolved announcement, and people are going spastic over it, yet with Nvidia they would be burning torches. Further, and I want people to actually think about this...

ASC v.s. Phsyx: Both are features that one can use, but not the other, so why is one OK?
Edited by PostalTwinkie - 2/11/16 at 8:42am
    
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post #56 of 799
The game will support async if the hardware supports async. Even nvidia supports async in some form if you look at vr sdks. If the card doesnt support async ofc the engine will use the proper pipeline each time. Physx is a feature that can run on AMD but nvidia choose not to allow it. Async cant run on nvidia properly because their architectures is different.
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post #57 of 799
People tend to forget, ASC is not something AMD came up with. It's an DX spec. rolleyes.gif

Comparing ASC to PhysX, really?
Edited by MadRabbit - 2/11/16 at 8:47am
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post #58 of 799
Quote:
Originally Posted by MadRabbit View Post

People tend to forget, ASC is not something AMD came up with. It's an DX spec. rolleyes.gif

I don't think anyone forgot this.

Although you would forgive someone who has, based off the language AMD has been using to push ASC. They have claimed, and I quote;

"Hitman will leverage unique DX12 hardware found in only AMD Radeon GPUs"

AMD is completely riding the idea that ASC is "unique" and "only" on AMD hardware. They are going to push it as their thing for as long as they can. If they want to wave the flag, then they too will carry the burden.

As of right now you have a situation of AMD having support for a "feature" that Nvidia doesn't, just like Nvidia currently has ones that AMD doesn't support. Yet here on OCN, one is OK, while the other isn't.
    
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post #59 of 799
Thread Starter 
Nvidia told everyone that the 980ti is the first FULL supported DX12 card. Well, one of the features of DX12, Async Compute, is not natively supported by the 980Ti or any of Nvidia's cards for that matter so Nvidia falsely advertised........once again.

post #60 of 799
Quote:
Originally Posted by sugarhell View Post

Quote:
Originally Posted by looniam View Post

many? like?
one of the "features" of DX12 is multi gpu systems right? that pretty much throws out a lot of multi gpu and memory pooling issues. since DX12 is the layer between the game and hardware why is that not able to schedule the graphics/compute scheduling?
i like round figures, how about a straight 46000000

No it wouldnt. Async helps for the total performance of EACH card. It helps the engine to utilize better the specific card. If the engine sends a compute work and a graphics work a serialized card would have to wait for the graphics pipeline to end and then it would send the compute work. With async the card can send both works to the its shaders at the same time. You ask for the data to arrive to the hardware sheduler and then travel back through the pcie to a different card . You can avoid this because you can split the works before you send the data.

you're killing me. arrowheadsmiley.png
Quote:
Originally Posted by GorillaSceptre View Post

That's completely different to having a "dedicated Async card".. As i said, we'll see. I hope so. thumb.gif

thanks.
i know it different but what draws my attention is the mixed cards have a better performance than a SLI/Xfire configuration of each vendor.

i am asking that you don't be a debbie downer - for now wink.gif
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