ThatBuzzkiller
Golden Member
- Nov 14, 2014
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I meant GPUs don't need to support Async Compute to be labeled DX12 compatible. Example, Fermi, Kepler, Maxwell etc.
It's an optional feature.
I get that but my point was that async compute IS tied to a feature level and the same goes for resource binding along with ExecuteIndirect funtionality ...
My understanding is that the lower level nature of Direct3D 12/Vulkan exposes a GPU's asynchronous compute capabilities for programmers to use, thus making D3D12/Vulkan support a prerequisite for asynchronous compute, but technically asynchronous compute is still not an official feature of those APIs.
On the subject of asynchronous compute and Time Spy, for kicks I switched my brother's Radeon 260X into my PC so I could test it (Time Spy refuses to run on his PC for whatever reason). I had seen results from that Overclock3D thread with a 7870 showing no gain from asynchronous compute, and Mahigan explained that's probably because at that level and below all of the GPU's compute power is probably being used already. When a GPU can't provide the resources for async compute, it can even cause internal lag and slow down rendering, as seen with Maxwell chips trying to use a-compute at crazy detail levels in AOTS vs running with a-compute turned off. My tests showed that to pretty much be the case with a 260X -- there was no benefit from turning a-compute on, and in fact the scores with a-compute on were slightly lower than the scores with it off.
Point is, asynchronous compute, at least its implementation in Time Spy, does not help low-end AMD GPUs like the 260X.
The misunderstanding stops at the above reply as for that anecdote as long as the app can push the rasterizer hard enough and the shading work can be done independently you will pretty much see a gain with async compute ...