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 Gameguru Mania News - Sep,05 2015 -  
NVIDIA Will Implement Async Compute Via Driver - tech
(hx) 09:54 PM CEST - Sep,05 2015 - Post a comment / read (3)
Well, here is some good news for NVIDIA users. It appears that NVIDIA will fully implement Async Compute via an upcoming driver:
Regarding batches, we use the term batches just because we are counting both draw calls and dispatch calls. Dispatch calls are compute shaders, draw calls are normal graphics shaders. Though sometimes everyone calls dispatchs draw calls, they are different so we thought we'd avoid the confusion by calling everything a draw call.

Regarding CPU load balancing on D3D12, that's entirely the applications responsibility. So if you see a case where it’s not load balancing, it’s probably the application not the driver/API. We’ve done some additional tunes to the engine even in the last month and can clearly see usage cases where we can load 8 cores at maybe 90-95% load. Getting to 90% on an 8 core machine makes us really happy. Keeping our application tuned to scale like this definitely on ongoing effort.

Additionally, hitches and stalls are largely the applications responsibility under D3D12. In D3D12, essentially everything that could cause a stall has been removed from the API. For example, the pipeline objects are designed such that the dreaded shader recompiles won’t ever have to happen. We also have precise control over how long a graphics command is queued up. This is pretty important for VR applications.

Also keep in mind that the memory model for D3d12 is completely different the D3D11, at an OS level. I’m not sure if you can honestly compare things like memory load against each other. In D3D12 we have more control over residency and we may, for example, intentionally keep something unused resident so that there is no chance of a micro-stutter if that resource is needed. There is no reliable way to do this in D3D11. Thus, comparing memory residency between the two APIS may not be meaningful, at least not until everyone's had a chance to really tune things for the new paradigm.

Regarding SLI and cross fire situations, yes support is coming. However, those options in the ini file probablly do not do what you think they do, just FYI. Some posters here have been remarkably perceptive on different multi-GPU modes that are coming, and let me just say that we are looking beyond just the standard Crossfire and SLI configurations of today. We think that Multi-GPU situations are an area where D3D12 will really shine. (once we get all the kinks ironed out, of course). I can't promise when this support will be unvieled, but we are commited to doing it right.

Regarding Async compute, a couple of points on this. FIrst, though we are the first D3D12 title, I wouldn't hold us up as the prime example of this feature. There are probably better demonstrations of it. This is a pretty complex topic and to fully understand it will require significant understanding of the particular GPU in question that only an IHV can provide. I certainly wouldn't hold Ashes up as the premier example of this feature.

We actually just chatted with Nvidia about Async Compute, indeed the driver hasn't fully implemented it yet, but it appeared like it was. We are working closely with them as they fully implement Async Compute. We'll keep everyone posted as we learn more.


Also, we are pleased that D3D12 support on Ashes should be functional on Intel hardware relatively soon, (actually, it's functional now it's just a matter of getting the right driver out to the public).

Thanks!
last 10 comments:
Csimbi(08:41 PM CEST - Sep,06 2015 )
Should give Intel some incentive to put more power into the mainstream CPUs.

gx-x(12:01 AM CEST - Sep,07 2015 )
well they consider everything not market "extreme edition" mainstream. Besides, broadwell and skylake have new iGPUs, Iris Pro and intel 530. Iris Pro is quite a bit faster than old HD series. But, those things are not meant for gaming really. You could, but it's still very limited, tho, you can compare them to 5 year or 6 year old mainstream discrete GPUs.

you can compare some "numbers" here: http://wccftech.com/intel-skylake-core-i7-6700k-review-gaming-performance-5820k/
images have "< >" so in the 3Dmark section you can scroll images to view results from games.

gx-x(12:20 AM CEST - Sep,07 2015 )
well they consider everything not market "extreme edition" mainstream. Besides, broadwell and skylake have new iGPUs, Iris Pro and intel 530. Iris Pro is quite a bit faster than old HD series. But, those things are not meant for gaming really. You could, but it's still very limited, tho, you can compare them to 5 year or 6 year old mainstream discrete GPUs.

you can compare some "numbers" here: http://wccftech.com/intel-skylake-core-i7-6700k-review-gaming-performance-5820k/
images have " < > " so in the 3Dmark section you can scroll images to view results from games.

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