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Msi Kombustor Plasma OpenGL 4.3 Benchmark Async Buffer

 
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post #1 of 6 (permalink) Old 03-10-2016, 08:37 PM - Thread Starter
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After reading this article https://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-AsynchronousBufferTransfers.pdf , it seem like asynchronous shader in directx12 and asynchronous buffer in open gl 4.3 are extremely similar. I would like to compare nvidia performance vs amd performance in the following benchmark

Msi Kombustor 3.5.0 (https://gaming.msi.com/features/afterburner)

Test: Computer Shader- Plasma (1M-particle)
Custom
1280x720
Fullscreen OFF
AA OFF
Benchmark

Please post your results

GTX 970
Score 25076 (417fps)

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post #2 of 6 (permalink) Old 03-10-2016, 09:09 PM
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Alright downloaded, used your specified settings, results:

R9 290X (no oc, ancient drivers)
Score 22931 (382 fps)

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post #3 of 6 (permalink) Old 03-10-2016, 09:33 PM
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post #4 of 6 (permalink) Old 03-11-2016, 06:55 AM - Thread Starter
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Could someone confirm this. I've search numerous article and technical paper but I'm not sure to completely understand. Can someone confirm that OpenGL 4.3 seems to be using Asynchronous compute?

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post #5 of 6 (permalink) Old 03-12-2016, 02:18 PM
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HD7870 80fps because having only 2 async engines.
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post #6 of 6 (permalink) Old 03-18-2016, 12:57 AM
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I've read the article. This article isn't about Asynchronous Compute but rather Asynchronous Copy commands from System Memory to Framebuffer and vice versa.

OpenGL:

2 queues: (Graphics/Compute) and Copy.



DX12/Vulkan:

3 queues: Graphics, Compute and Copy.

Asynchronous Compute + Graphics is when both the Graphics and Compute queues are executing jobs concurrently and in parallel. OpenGL can't achieve this.


Further down, in the document, they discuss multi-threaded rendering.

That's pretty much it.

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