Silverforce11
Lifer
- Feb 19, 2009
- 10,457
- 10
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How can the "graphics rendering" stalling the pipeline when a GTX980TI is >50% faster with graphics workload? Do you even thing about this?!
And how will "more compute workload" reduce the performance advantages of the GTX980TI over the GTX970 when the execution happens after the graphics rendering? For example 0,62ms + 0,62ms is still 38% less than 1ms + 1ms...
It was just presented to you above by Mahigan. The chart specifically measures latency time for shaders to do a compute task.
There is an inherent cost associated with the context switch. Regardless of the actual workload, even a small one, flipping the context of the shaders hurts performance.
So the more compute you shove into the same serial pipeline, the more the shaders stall due to having to context switch.
As for your believe that X% more paper specs should = X% more performance, this has rarely ever been true. Very few games scale perfectly. There's always a bottleneck somewhere, particularly in DX11. DX12 aims to make it better by using the multi-engine approach, but when your hardware only has one engine, it can't take advantage of this.
Just have a look:
Why is the 980Ti/Titan X not 50% above the 980??