AMD: Asynchronous shaders in GCN handy with DirectX 12
Click here to post a comment for AMD: Asynchronous shaders in GCN handy with DirectX 12 on our message forum
Turanis
"All graphics cards based on GCN architecture can now handle multiple command instructions and data flows simultaneously which is managed by compute-engines called ACEs. Each queue can pass instructions without the need to wait on other tasks. That will keep your GPU 100% active as the work-flow is prioritized and thus always available.
Per GPU eight ACE (Asynchronous Compute Engine) units are available which can manage eight waiting queues with direct access to the L2 cache and which is called 'global share data'. The really are multiple advantages to be found here, an overall more efficient rendering experience meaning a higher FPS, but due to the decreased latency this is way more optimal for Virtual Reality gaming."
Yeah GCN all the way, compute all the way, double precision all the way. 🙂
Will see in the future if the devs can handle ACE (Asynchronous Compute Engine).Can't wait.
OnnA
Yep ! thats GCN :banana:
And of course Devs can handle (must) because of PS4 and XboX 1
So the porting will be much easier + we PC gamers have better Gaming exp. overall
So DX12 (with GCN 12_3) will benefit all MS platforms.
Finger crossed 🤓
Noisiv
http://www.hardware.fr/news/14133/gdc-d3d12-amd-parle-gains-gpu.html
fantaskarsef
Denial
Enticles
this sounds like a GPU version of hyperthreading to me. Happy to see the efficiency improving - and not just for team red or green. so everyone who has a compatible card regardless of vendor will be able to enjoy these improvements.
can't wait to see the real life results 🙂
Hootmon
Spiffy!
sykozis
FerCamâ„¢
Lane
anxious_f0x
It's an interesting way of doing things, let's hope it's actually utilised by developers on both PC and console, certainly puts the PS4 in a good position with it's 8 ACE'S.
fantaskarsef
Dazz
Doesn't Maxwell do this anyway but in hardware? it tries to prioritise traffic this can clearly be seen in the Maxwell version of the 970 since it puts frequent information on the fast memory partition and stored less used cache data on the reserved part. In essence nVidia should get a nice increase if it's done in software first then hardware can either change it on it's requirements or ignore it as being already efficient enough. AMD's solution doesn't do this so may benefit immensely. Time will tell tho.
xg-ei8ht
PS4 has 8 ACES and 64 queues.
Lane
http://www.anandtech.com/show/9124/amd-dives-deep-on-asynchronous-shading
Ofc, its an architecture advantages from AMD, as basically GCN have been designed for and around it since the 1.0 iteration ( HD 7970).
When for Nvidia they have now Maxwell who support it, but will indeed not been as good as GCN for it..
But i think the time we see developpers who take advantage of it, certainly that 2016-2017 GPU's will be out ( so Pascal ).
I can bet that on many front, Pascal will look really similar of GCN.
Both are not related.. Here we are speaking about Asynchronous computing on the shader level.. ( not fix a bad design conception on memory access level how they can )
I enjoin you to read the article from Anandtech: (Just dont look at the table number of queue, it seems they are wrong ( 8xqueue / Aces will bring a total of 64queue not, 8 ) Spets
Lane