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[computerbase.de] DOOM + Vulkan Benchmarked. - Page 54

post #531 of 632
Quote:
Originally Posted by Exeed Orbit View Post

I don't remember seeing previous generation Nvidia cards benefit from Async. I could be wrong. But even then, no, Nvidia's GPUs will not see the exact same benefit. The reason being that on DX11, AMD GPUs had a pretty bad CPU overhead issue. This is no longer the case in DX12. So AMD GPUs are getting the boost from the overhead issue being somewhat resolved, and async compute being employed. All I'm saying is, AMD stands to gain more from DX12 than Nvidia does.

And my point wasn't to indicate that Nvidia GPUs DON'T benefit from Async at all. I simply stated that the architecture wasn't designed with it in mind.

Turn off Async on DOOM and watch the performance increase from AMD drop tremendously. Its not DX12. Both Nvidia and Amd will benefit equally on Dx12 unless Async compute is used. So again I'm asking anyone with more knowledge on the subject then I. Name 5 big AAA games hitting the market in the next year that utilize Async?
 
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post #532 of 632
Quote:
Originally Posted by jckaboom View Post

So they need to do a different path for amd in order to get full benefits from asynchronous compute?
But 1080 and 1070 are way ahead of fury X.
All 3 cards are getting some benefit from asynchronous on vs off, but 1070 with async off should be on par with 980ti since maxwell can't use async but is not the case.
Fury X should be on par with 1070?
If we can't compare amd vs nvidia here, why 1070 is so much faster that 980ti with async off?

The Fury X is even ahead the GTX 1080 when using Vulkan + Async shaders (TSSAA) n Doom so go figure.

You are dead wrong.

Also Async Shaders aren't used in Doom unless you select the TSSAA Anti Aliasing setting in Vulkan Doom, to see how big of an impact Async shaders have in Doom you can simply select SMAA or any other AA setting which disables Async Computing (The developers have used the Async Shaders as a way to offload TSSAA's performance impact on GNC cards)

The biggest gain we see on GCN cards is coming thanks to CPU overhead being completely eliminated, and not because of Async computing.

Please, do watch the entirety of this video as it goes into details beyond simply benchmarking the game with different cards, it explains why things happen and how so you can have a clearer view of what's going on, and the exact amount of performance percentage gain Async Shaders provide in Vulkan Doom with GCN cards.
Quote:
Originally Posted by jckaboom View Post

Can you post the link?
I remember see than 1080 in ogl was faster than fury X on Vulkan.

I just posted the video above, and of course a GTX 1080 is not only going to be faster than a Fury X in OpenGL, a GTX 1080 in OpenGL will trash the Fury X, fact.

Another fact is that the situation reverse when using Vulkan, not so much as the Fury X trashes the GTX 1080 but t does beats it when using TSSAA (Async Shaders) on Vulkan.
Edited by Dargonplay - 7/19/16 at 12:52pm
post #533 of 632
Can you post the link?
I remember see than 1080 in ogl was faster than fury X on Vulkan.
post #534 of 632
Quote:
Originally Posted by rcfc89 View Post

Turn off Async on DOOM and watch the performance increase from AMD drop tremendously. Its not DX12. Both Nvidia and Amd will benefit equally on Dx12 unless Async compute is used. So again I'm asking anyone with more knowledge on the subject then I. Name 5 big AAA games hitting the market in the next year that utilize Async?

My question to you is, WHY would you turn off one of those most useful features of a new low level API. Because it doesn't suit your brand? Async compute has been said by various developers to be of added value to game performance.

And my problem with the topic is as follows:

"Some people will simply say, don't worry, just wait for Volta, it should have hardware level support for Async Compute"

If so, great.

But what of the people that spent money on Pascal? Does their money not matter?
post #535 of 632
Quote:
Originally Posted by rcfc89 View Post

Turn off Async on DOOM and watch the performance increase from AMD drop tremendously. Its not DX12. Both Nvidia and Amd will benefit equally on Dx12 unless Async compute is used. So again I'm asking anyone with more knowledge on the subject then I. Name 5 big AAA games hitting the market in the next year that utilize Async?
This is a slippery slope. It depends on adoption by volume. Consoles are playing to AMD's hand, so it is a free incentive - on AMD's part - rather than a couple of millions to incentivize. And obviously, the company that accepts the incentive is actually rowing against the tide by giving up the consumers, so all the more likely to go out of business. They can't just publish games without public reception all the time.
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post #536 of 632
Quote:
Originally Posted by Exeed Orbit View Post

My question to you is, WHY would you turn off one of those most useful features of a new low level API. Because it doesn't suit your brand? Async compute has been said by various developers to be of added value to game performance.

And my problem with the topic is as follows:

"Some people will simply say, don't worry, just wait for Volta, it should have hardware level support for Async Compute"

If so, great.

But what of the people that spent money on Pascal? Does their money not matter?

I use TSAA 8X in Doom either way because it looks fantastic. I actually saw a 15% jump with Vulcan on a single 980Ti. I'm happy with its use. With game maxed out in 3440x1140 (Nightmare texture's/ Sharpness 4x) I was floating around between 80-85fps on OpenGL. With Vulcan I never drop below 100fps which fits my display perfectly. I'm just curious to see some benchmarks with TSAA turned off (Async disabled). I'm also curious how well the 4gb of the FuryX holds up in ultra settings in higher resolutions. I'm seeing 4.5-5gb memory usage at times.


Edited by rcfc89 - 7/19/16 at 1:01pm
 
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post #537 of 632
Quote:
Originally Posted by rcfc89 View Post

I use TSAA 8X in Doom either way because it looks fantastic. I actually saw a 15% jump with Vulcan on a single 980Ti. I'm happy with its use. With game maxed out in 3440x1140 (Nightmare texture's/ Sharpness 4x) I was floating around between 80-85fps on OpenGL. With Vulcan I never drop below 100fps which fits my display perfectly. I'm just curious to see some benchmarks with TSAA turned off (Async disabled). I'm also curious how well the 4gb of the FuryX holds up in ultra settings in higher resolutions. I'm seeing 4.5-5gb memory usage at times.
I'd imagine the Fury X getting the piss kicked out of it by the 980Ti. Luckily, people with a Fury have the option. But now that you mention it, I'm curious too.
post #538 of 632
"Another fact is that the situation reverse when using Vulkan, not so much as the Fury X trashes the GTX 1080 but t does beats it when using TSSAA (Async Shaders) on Vulkan."

Where I can see that?
post #539 of 632
Quote:
Originally Posted by jckaboom View Post

"Another fact is that the situation reverse when using Vulkan, not so much as the Fury X trashes the GTX 1080 but t does beats it when using TSSAA (Async Shaders) on Vulkan."

Where I can see that?
I haven't seen it compared to a 1080 on Vulkan, only compared to the 1070. Did someone mention that the Fury X beat the 1080 on Vulkan?
post #540 of 632
Dargonplay just did 30min ago.
"Another fact is that the situation reverse when using Vulkan, not so much as the Fury X trashes the GTX 1080 but t does beats it when using TSSAA (Async Shaders) on Vulkan."
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