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[WCCF] HITMAN To Feature Best Implementation Of DX12 Async Compute Yet, Says AMD - Page 7

post #61 of 799
Quote:
Originally Posted by PostalTwinkie View Post

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.

That's AMD marketing...you still read into that crap? rolleyes.gif
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post #62 of 799
Quote:
Originally Posted by MoorishBrutha View Post

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.


"Once again"

Go brush up on the requirements of the various DX 12 tiers and what are optional features and required.

Quote:
Originally Posted by MadRabbit View Post

That's AMD marketing...you still read into that crap? rolleyes.gif

Well, we have an entire thread going right now about AMD marketing crap, that is very active at the moment. When isn't it "marketing crap" from anyone?

That fact doesn't change the response to it, and what information is put out there. Hell, one of the first posts in this thread was an outright lie in regard to Nvidia and DX 12 support.

Consider this; we aren't the only ones that read this. OCN is a destination for a lot of people looking for information they don't know. If we can't be open, honest, and balanced in our approach to issues, what is the point?
Edited by PostalTwinkie - 2/11/16 at 8:56am
    
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post #63 of 799
Quote:
Originally Posted by PostalTwinkie View Post

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.
Quote:
Originally Posted by looniam View Post

you're killing me. arrowheadsmiley.png
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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post #64 of 799
Quote:
Originally Posted by PostalTwinkie View Post

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....
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?
It's clear that you don't understand what's going on. ASC is a feature that an architecture supports or doesn't. It's based on hardware, and there is no restriction to a single type of architecture that can do ASC. If the hardware manufacturer can design to support it, it's supported.

PhysX on the other hand is middleware. Meaning, it's proprietary software that has been locked out from working on all other architectures. ASC has not been locked out and cannot be locked out for anybody since it can be made to work in different ways.

GameWorks as a whole is like PhysX. A proprietary middleware that locks out anyone else from using its features. The Gaming Evolved program is NOT the same, because it encourages the use of new techniques, that are later made open source for EVERYONE to use, just like TressFX turned into PureHair in the new Tomb Raider, which works for both nVidia and AMD cards. GameWorks does NOT allow anything like this, since all the effects stay as proprietary ownership of nVidia. HairWorks is still only adaptable by nVidia, and AMD is never allowed to optimize for it.

That is why it's different. And that is why nVidia is bashed and AMD is praised.
post #65 of 799
Quote:
Originally Posted by sugarhell View Post

Warning: Spoiler! (Click to show)

you keep explaining A-sync but you're still ignoring the game/DX12 layer.
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post #66 of 799
Quote:
Originally Posted by looniam View Post

you keep explaining A-sync but you're still ignoring the game/DX12 layer.

And i keep explaining because you dont understand properly async.
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post #67 of 799
Quote:
Originally Posted by PostalTwinkie View Post

"Once again"

Go brush up on the requirements of the various DX 12 tiers and what are optional features and required.
Well, we have an entire thread going right now about AMD marketing crap, that is very active at the moment. When isn't it "marketing crap" from anyone?

That fact doesn't change the response to it, and what information is put out there. Hell, one of the first posts in this thread was an outright lie in regard to Nvidia and DX 12 support.

Consider this; we aren't the only ones that read this. OCN is a destination for a lot of people looking for information they don't know. If we can't be open, honest, and balanced in our approach to issues, what is the point?

In other words, take some popcorn and have a good time for the both of us. thumb.gif
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post #68 of 799
Quote:
Originally Posted by PostalTwinkie View Post

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....
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...

Have you considered that people's aversion to Gameworks has nothing to do with Nvidia? I'm guessing it has more to do with many Gamworks titles shipping with terrible performance regardless of GPU vendor. I'm not saying that any of that actually has anything to do with Gameworks but when Nvidia markets Gameworks games and then they turn out terrible, it makes them look bad.
Quote:
ASC v.s. Phsyx: Both are features that one can use, but not the other, so why is one OK?

One is a standard feature of a cross-vendor API (DX12) and the other is a proprietary SDK developed by a single GPU vendor. Everyone can use ASC (Even Nvidia uses a software implementation) but only one vendor can use Physx.
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post #69 of 799
Quote:
Originally Posted by sugarhell View Post

And i keep explaining because you dont understand properly async.
In regards to the purpose of Async compute, there are really 2 main reasons for it:
http://www.overclock.net/t/1569897/various-ashes-of-the-singularity-dx12-benchmarks/1400_50#post_24360916
Quote:
1) It allows jobs to be cycled into the GPU during dormant phases. In can vaguely be thought of as the GPU equivalent of hyper threading. Like hyper threading, it really depends on the workload and GPU architecture for as to how important this is. In this case, it is used for performance. I can't divulge too many details, but GCN can cycle in work from an ACE incredibly efficiently. Maxwell's schedular has no analog just as a non hyper-threaded CPU has no analog feature to a hyper threaded one.

2) It allows jobs to be cycled in completely out of band with the rendering loop. This is potentially the more interesting case since it can allow gameplay to offload work onto the GPU as the latency of work is greatly reduced. I'm not sure of the background of Async Compute, but it's quite possible that it is intended for use on a console as sort of a replacement for the Cell Processors on a ps3. On a console environment, you really can use them in a very similar way. This could mean that jobs could even span frames, which is useful for longer, optional computational tasks.

I UNDERSTAND!

again you are completely ignoring SOFTWARE! game/DX12 (and i forgot) DRIVERS!
Edited by looniam - 2/11/16 at 9:06am
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post #70 of 799
My 980ti doesn't know whether to be happy or cower in fear tongue.gif
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