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[WCCF] HITMAN To Feature Best Implementation Of DX12 Async Compute Yet, Says AMD - Page 74

post #731 of 799
Quote:
Originally Posted by Themisseble View Post

Clear difference?!!
Yep. You just need to right click and open them in new tab thumb.gif
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post #732 of 799
Quote:
Originally Posted by ValSidalv21 View Post

Yep. You just need to right click and open them in new tab thumb.gif

Man, do you know that that thing has nothing to do with this vegetation settings...
And there are some object missing on NVIDIA, if you havent noticed.
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post #734 of 799
As expected for 1080p. Fury X DX11 vs DX12. DX12 twice as quick. Fury X also 10 FPS faster than the 980 Ti when compared in DX12 mode. Fury X is also running far more effects such as smoke and lighting that's ran on Async only. Better image quality + better performance = It does not get much better than that for AMD.

I'm not suprised. 980 Ti is not designed for a low level API. Instead it's designed for single threaded dependant applications. AMD's GCN is the complete opposite. DX11 only uses about 60% of a Fury X's shader cores and other various dedicated processors due to GCN's deep and vastly complex pipeline. I suspect most if not all Nvidia game titles will be DX11 in future, due to such reasons, whilst AMD and neutral titles will be DX12.
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post #735 of 799
Let's just hope nVidia doesn't use their dominance in the market to stunt the development of DX12 titles. Wait who am I kidding here...
post #736 of 799

The link is broken by the way.

My goodness that DX11 serial data bottleneck is serious on AMD cards.

@1080p -DX11 to DX12- Fury X gets a crazy 113.60% Frame Rate increase!
@4K -DX11 to DX12- Fury X gets a crazy 59.80% Frame Rate increase.
    
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post #737 of 799
Quote:
Originally Posted by BradleyW View Post

As expected. Fury X DX11 vs DX12. DX12 twice as quick. Fury X also 10 FPS faster than the 980 Ti when compared in DX12 mode. Fury X is also running far more effects such as smoke and lighting that's ran on Async only. Better image quality + better performance = It does not get much better than that for AMD.

I'm not suprised. 980 Ti is not designed for a low level API. Instead it's designed for single threaded dependant applications. AMD's GCN is the complete opposite. DX11 only uses about 60% of a Fury X's shader cores and other various dedicated processors due to GCN's deep and vastly complex pipeline. I suspect most if not all Nvidia game titles will be DX11 in future, due to such reasons, whilst AMD and neutral titles will be DX12.


This number that dx11 use only 60% of fury x's shaders . There is a fact for this? A research? Or a proof. Because i call it a BS

I am pretty sure that dx11 can use 100% of the fury's x shaders.

People that doesn't have a proper technical knowledge (ie being knowledge about tech news is not enough) SHOULDNT post things like that.

We know that amd use more cpu cycles for the shaders. We dont know why we can only speculate.
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post #738 of 799
Quote:
Originally Posted by sugarhell View Post

This number that dx11 use only 60% of fury x's shaders . There is a fact for this? A research? Or a proof. Because i call it a BS

I am pretty sure that dx11 can use 100% of the fury's x shaders.

People that doesn't have a proper technical knowledge (ie being knowledge about tech news is not enough) SHOULDNT post things like that.

We know that amd use more cpu cycles for the shaders. We dont know why we can only speculate.

No I don't have any technical data which proves my comment, so we may categorise it as an opinion. I have completed 2 years of Computer Science at University. My Computer Science BSc degree covers hardware architecture in depth, but not on GCN specifically. It is in my opinion that AMD's GCN is not being fully utilized by single threaded dependant applications as seen on various DX11 titles, resulting in reduced performance as all cylinders might not be firing, or at least "not as many at the same time".
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post #739 of 799
Quote:
Originally Posted by sugarhell View Post

This number that dx11 use only 60% of fury x's shaders . There is a fact for this? A research? Or a proof. Because i call it a BS

I am pretty sure that dx11 can use 100% of the fury's x shaders.

People that doesn't have a proper technical knowledge (ie being knowledge about tech news is not enough) SHOULDNT post things like that.

We know that amd use more cpu cycles for the shaders. We dont know why we can only speculate.

7ba3fd6d8a24b1947d16f5af1a52ec28.jpg
Multi threaded command listing & deferred rendering (DirectX runtime MT):
DirectX works by creating bundles (batches) of commands (command lists). These bundles or batches of commands are sent from the API to the Graphics driver. The driver can perform some changes to these commands (shader replacements, reordering of commands etc) and then translates them into ISA (Instruction Set Architecture, the GPUs language) command lists (Grids/threads) before sending them to the GPU for processing.

Multi-threaded command listing allows the DirectX driver to pre-record lists of commands on idling CPU cores. These lists of commands are then played back to the Graphics driver using the CPUs primary Core (thread 0). Why? The DirectX driver can only run on the primary CPU thread.

3993748dd5b336cc60c620cc1c884bdb.jpg
Multi-threaded rendering (DirectX runtime MT + DirectX driver MT):
Is more or less same as above (DirectX runtime can also scale past 4 cores) except the last part, the DirectX driver doesn't need to play back the commands over the primary CPU thread, any CPU core/thread can talk directly to the GPU driver and thus send its command lists to the Graphics driver. How? The DirectX driver is split amongst every CPU thread.

NVIDIA:
NVIDIA's driver uses more than one thread (hidden driver threads) to perform the DirectX driver translations into ISA. These commands are kept in system memory and fetched in bulk by the Gigathread engine. This saves on CPU time. Commands can be sent in bulk and then the CPU can handle other complex tasks without creating a stall. Lower DX11 API over head. Result: Higher draw call rate.

AMD:
The AMD driver wouldn't benefit from being multi-threaded because there is only a 64 thread slot in the commmand processor. So even if multi-threaded command listing and deferred rendering were used, the Command Processor could only fetch 64 threads at a time. That means constant fetching or streaming of work. If the CPU is busy with some other work, a stall occurs, and the GPU waits for the CPU to feed it. Hence GCNs higher DX11 API over head. Result: Lower draw call rate.
Edited by Mahigan - 2/24/16 at 9:37am
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post #740 of 799
Quote:
Originally Posted by magnek View Post

Let's just hope nVidia doesn't use their dominance in the market to stunt the development of DX12 titles. Wait who am I kidding here...

tongue.gif
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