I don't recall the issue being answered satisfactorily by Futuremark let alone been invalidated. In fact, 3dmark tarnished itself by using the lowest common denominator in order not to show up Pascal's shortcoming in async compute after their tessellation nonsense..
As I said before, futuremark can't even publish a benchmark without it being ok'd by AMD and Nvidia, etc. Well, they could I guess, but don't think everyone would continue to endorse it.
The point is exactly to estimate the middle of the road dx12 game.
So let's say that your the vendor whose hardware doesn't fully support asynchronous hardware (and equally as importantly not in the same was as the ACEs in GCN work in the consoles). But instead you are able to do some fancy scheduling work which you off-load to the CPU.
So what happens to CPU utilization between Async-On and Async-Off with both vendors?
According to the benchmark in OP, turning on asnchronous compute improves CPU render performance by 16% for his system
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