computerbaseAshes of the Singularity Beta1 DirectX 12 Benchmarks

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Mahigan

Senior member
Aug 22, 2015
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In other words: AMD GCN can adapt itself to application without the interference of driver.

Nvidia hardware MUST use driver to have proper scheduling, because without it - MegaThread Engine has no clue what to do with the application.

Exactly, Maxwell is entirely dependant on the driver. This also gives it a bit of flexibility in terms of driver optimizations.

Which is why NVIDIA will likely fine tune their DX12 driver for Ashes soon enough.
 
Feb 19, 2009
10,457
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In other words: AMD GCN can adapt itself to application without the interference of driver.

Nvidia hardware MUST use driver to have proper scheduling, because without it - MegaThread Engine has no clue what to do with the application.

Indeed.

This is why Kepler without driver optimization runs poorly in games.

Hardware design is always trade-offs. Removing the hardware scheduler saves on die space, power usage (something Anandtech's architecture analysis even mentions!), and DX11 era has always been driver focused anyway, NV will just optimize their drivers/scheduler to be game-specific.
 

sontin

Diamond Member
Sep 12, 2011
3,273
149
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The Gigathread engine is not a processor. If it were, it would be called the "Gigathread Processor". It does not execute tasks, it waits for an available SMM to signal it for work.

It is a term created by nVidia. You are still make things up with your fanfiction.
BTW: It is called "GigaThread Engine". :\
http://www.anandtech.com/show/5699/nvidia-geforce-gtx-680-review/3
Like I said, NVIDIAs driver re-orders grids (order of instructions in a warp). That's static scheduling. AMD, on the other hand, does this process in hardware.

This is not was nVidia is doing in the end. The compiler is just marking certain instructions which should not be issued before other. Scheduling of instructions as warps happens on the GPU. Otherwise something like Dynamic Paralellism wouldnt work...
https://www.nvidia.com/content/PDF/kepler/NVIDIA-Kepler-GK110-Architecture-Whitepaper.pdf
 

Mahigan

Senior member
Aug 22, 2015
573
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It is a term created by nVidia. You are still make things up with your fanfiction.
BTW: It is called "GigaThread Engine". :\
http://www.anandtech.com/show/5699/nvidia-geforce-gtx-680-review/3


This is not was nVidia is doing in the end. The compiler is just marking certain instructions which should not be issued before other. Scheduling of instructions as warps happens on the GPU. Otherwise something like Dynamic Paralellism wouldnt work...
https://www.nvidia.com/content/PDF/kepler/NVIDIA-Kepler-GK110-Architecture-Whitepaper.pdf

No, the Gigathread engine receives pre-processed warps. It does not change the order of execution of any commands within a Warp. Commands, in warps, are pre-ordered by the NVIDIA driver. The Gigathread sends the next job in queue to the available unit in the GPU. It can do basic scheduling tasks, like sending a compute command filled warp before a graphic command filled warp if a compute unit is available before a graphic unit.

That's it.
 
Feb 19, 2009
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@sontin
You used to argue vehemently that Maxwell could do Async Compute in DX12. You were wrong.

Perhaps you are also wrong on the software scheduler aspect of Maxwell too, of which the evidence is overwhelming. Has that thought crossed your mind?

Really, just read this, this is info that NV briefed to tech sites like AnandTech:

The end result is an interesting one, if only because by conventional standards it’s going in reverse. With GK104 NVIDIA is going*back*to static scheduling. Traditionally, processors have started with static scheduling and then moved to hardware scheduling as both software and hardware complexity has increased. Hardware instruction scheduling allows the processor to schedule instructions in the most efficient manner in real time as conditions permit, as opposed to strictly following the order of the code itself regardless of the code’s efficiency. This in turn improves the performance of the processor.

However based on their own internal research and simulations, in their search for efficiency NVIDIA found that hardware scheduling was consuming a fair bit of power and area for few benefits. In particular, since Kepler’s math pipeline has a fixed latency, hardware scheduling of the instruction inside of a warp was redundant since the compiler already knew the latency of each math instruction it issued. So NVIDIA has replaced Fermi’s complex scheduler with a far simpler scheduler that still uses scoreboarding and other methods for inter-warp scheduling, but moves the scheduling of instructions in a warp into NVIDIA’s compiler. In essence it’s a return to static scheduling.

Ultimately it remains to be seen just what the impact of this move will be. Hardware scheduling makes all the sense in the world for complex compute applications, which is a big reason why Fermi had hardware scheduling in the first place, and for that matter why AMD moved to hardware scheduling with GCN. At the same time however when it comes to graphics workloads even complex shader programs are simple relative to complex compute applications, so it’s not at all clear that this will have a significant impact on graphics performance, and indeed if it did have a significant impact on graphics performance we can’t imagine NVIDIA would go this way.

Someone with a good grasp on English would say there was a major change from Fermi's hardware scheduler, to a software scheduler in Kepler and later Maxwell. Unless NV lied to tech journalists, which then you could be correct.
 

Mahigan

Senior member
Aug 22, 2015
573
0
0
Dynamic Parallelism is for CUDA only. It makes use of a Grid Management Unit to launch threads dynamically. See HyperQ.

Here's an example of how Dynamic parallelism works (HyperQ).

Both the Grid Management Unit and Work Distributor are not compatible with Direct Compute (DX11/DX12). They have no support for barriers. (See number 4 below)

They're speculated as being hardwired and part of an on-die ARM processor. I had initially speculated them as being software based. They're on the Maxwell die, sitting there, doing nothing. They are only accessible through CUDA 5.0.
 
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Mahigan

Senior member
Aug 22, 2015
573
0
0
@sontin
You used to argue vehemently that Maxwell could do Async Compute in DX12. You were wrong.

Perhaps you are also wrong on the software scheduler aspect of Maxwell too, of which the evidence is overwhelming. Has that thought crossed your mind?

Really, just read this, this is info that NV briefed to tech sites like AnandTech:



Someone with a good grasp on English would say there was a major change from Fermi's hardware scheduler, to a software scheduler in Kepler and later Maxwell. Unless NV lied to tech journalists, which then you could be correct.
And if they had lied, we'd be seeing Fermi-like power usage
 

guskline

Diamond Member
Apr 17, 2006
5,338
476
126
Early on it this thread I posted my Benchmarks for both of my rigs below. I have now updated to Beta 2 and updated my Radeon drivers with the latest hotfix.

Ashes now supports multiple gpus so now both R9 290s are running in CF (previously a single R9 290 produced 36.4 in DX11 and 39.3 in DX12).

Now the scores for the 4790K @4.7Ghz and 2 R9 290s in CF is:

DX12 only as DX11 does not support CF 58.6fps overall while the single GTX980TI produces 45.4fps in DX12 and 46.4 fps in DX11.
 
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Mahigan

Senior member
Aug 22, 2015
573
0
0
Early on it this thread I posted my Benchmarks for my rigs below for both of my rigs below. I have now updated to Beta2 and updated my Radeon drivers with the latest hotpatch.

Ashes now supports multiple gpus so now both R9 290s are running in CF (previously a single R9 290 produced 36.4 in DX11 and 39.3 in DX12).

Now the scores for the 4790K @4.7Ghz and 2 R9 290s in CF is:
DX12 only as DX11 does not support CF 58.6fps overall while the single GTX980TI produces 45.4fps in DX12 and 46.4 fps in DX11.

Nice boost
 

IllogicalGlory

Senior member
Mar 8, 2013
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tential

Diamond Member
May 13, 2008
7,355
642
121
Early on it this thread I posted my Benchmarks for my rigs below for both of my rigs below. I have now updated to Beta2 and updated my Radeon drivers with the latest hotpatch.

Ashes now supports multiple gpus so now both R9 290s are running in CF (previously a single R9 290 produced 36.4 in DX11 and 39.3 in DX12).

Now the scores for the 4790K @4.7Ghz and 2 R9 290s in CF is:
DX12 only as DX11 does not support CF 58.6fps overall while the single GTX980TI produces 45.4fps in DX12 and 46.4 fps in DX11.

Now you should do all 3 GPUs!
 

Bacon1

Diamond Member
Feb 14, 2016
3,430
1,018
91
Someone did a test with 3 970s and it didn't scale above 2 970s.

I think one of the Oxide devs said that its limited to 2 right now and was too much work to get 3 working correctly due to how they split up the work and render the same frame (SFR), not alternating (AFR). Can't find the quote now but maybe someone else remembers or can correct me if I'm mistaken.
 

kagui

Member
Jun 1, 2013
78
0
0
Saw it coming way back. And NV got away with lying about hardware specs, again, dominating marketshare.

By the time Pascal launches, they can simply say "With Pascal, we've improved on DX12 Async Compute support, on the hardware level over Maxwell", and folks will upgrade in droves.

well about that i have doubts, to me that seems like one of the reasons gameworks exist´s, according to their PR they only have NVLINK and mixed precision, mixed precision is something AMD already have pushed, and whit NVLINK you have to buy a new mobo, so to me pascal seems more like Maxwell the other half.

So Gameworks will keep games on dx11, but the consoles are pushing this, is a cuestion of money will NVIDIA have enough money to push industry back, while MICROSOSFT is trying to put the carrot on win10-dx12 and keeping the stock high.
my opinion is no, so they best bet is to spend money on sites and forums
 
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boozzer

Golden Member
Jan 12, 2012
1,549
18
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well about that i have doubts, to me that seems like one of the reasons gameworks exist´s, according to their PR they only have NVLINK and mixed precision, mixed precision is something AMD already have pushed, and whit NVLINK you have to buy a new mobo, so to me pascal seems more like Maxwell the other half.

So Gameworks will keep games on dx11, but the consoles are pushing this, is a cuestion of money will NVIDIA have enough money to push industry back, while MICROSOSFT is trying to put the carrot on win10-dx12 and keeping the stock high.
my opinion is no, so they best bet is to spend money on sites and forums
IF ms is pushing DX12 hardcore, NV cannot win. way bigger wallet.
 

Bacon1

Diamond Member
Feb 14, 2016
3,430
1,018
91

Most issues with the Windows Store are overblown / incorrect. Only actual issues is borderless windowed and not exclusive full screen (so vsync is always on). These will get fixed or worked around. However, it runs it very well in DX12 mode.

Also DX12 isn't limited to UAP, it works fine in regular desktop applications.
 

ShintaiDK

Lifer
Apr 22, 2012
20,378
145
106
Saw it coming way back. And NV got away with lying about hardware specs, again, dominating marketshare.

By the time Pascal launches, they can simply say "With Pascal, we've improved on DX12 Async Compute support, on the hardware level over Maxwell", and folks will upgrade in droves.

Do your really believe this is how it will turn out?

Again, as asked several times. What happens when the DX12 reality isn't like the AMD sponsored AOTS that sold 20K copies?

I thought people knew better by now than trusting anything from the SA site.
 
Feb 19, 2009
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Do your really believe this is how it will turn out?

Again, as asked several times. What happens when the DX12 reality isn't like the AMD sponsored AOTS that sold 20K copies?

Dude, you of all people should have learnt from the Mantle saga. There were epic threads in which your predictions are all dud.

Mantle lives on, it's Vulkan, it's in Metal, it's in DX12. Soon all gamers will be running AMD code like I said in 2013.

You vehemently believed Maxwell as perfectly capable of DX12 async compute too, epic threads man! Why don't you spend some effort and ask NV where's their DX12 Async Compute they promised in their drivers?

So rather than saying "what if DX12 isn't good for AMD??"... you should say "what if it's true, DX12 will be great for AMD." Your odds of being correct will be higher.
 

desprado

Golden Member
Jul 16, 2013
1,645
0
0
Do your really believe this is how it will turn out?

Again, as asked several times. What happens when the DX12 reality isn't like the AMD sponsored AOTS that sold 20K copies?

I thought people knew better by now than trusting anything from the SA site.

Exactly that is the reason why this game on fund stage. I mean no developer will ever risk 80% of gamers for AMD users. If they do then they will ended up like Hitman 2016, Dirt Rally and Star Wars which are non selling on PC.
 
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