- Jun 10, 2004
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I'll try in necropolis as well.
Edit: getting regression there.
NoAA: 94fps
FXAA: 100fps
TSAA: 91fps
What's the rest of your system? You shouldn't be getting a FPS increase by enabling FXAA.
I'll try in necropolis as well.
Edit: getting regression there.
NoAA: 94fps
FXAA: 100fps
TSAA: 91fps
With low level api's it's up to the game developer to improve performance, not the driver.
Nvidia better start making games then.
With Nvidia it's getting pretty simple, upgrade every two years and you are golden. It's good that my GTX 670 died earlier this year, so I don't have to witness this humiliation first-hand anymore, lmao. 1080 is doing very well in the above test, however. Great card indeed, just a tad overpriced, imo.
Why is the 280X beating the 380X?Kepler is going dooooown boys. And that is tested with async compute disbled(SMAA) so further gains possible for AMD.
Why is the 280X beating the 380X?
I got so excited about us finally getting a full Tonga but jeez it's disappointing.
Senior engine programmer Jean Geoffrey goes into depth on the profound advantages that async compute brings to the table.
"When looking at GPU performance, something that becomes quite obvious right away is that some rendering passes barely use compute units. Shadow map rendering, as an example, is typically bottlenecked by fixed pipeline processing (eg rasterisation) and memory bandwidth rather than raw compute performance. This means that when rendering your shadow maps, if nothing is running in parallel, you're effectively wasting a lot of GPU processing power.
"Even geometry passes with more intensive shading computations will potentially not be able to consistently max out the compute units for numerous reasons related to the internal graphics pipeline. Whenever this occurs, async compute shaders can leverage those unused compute units for other tasks. This is the approach we took with Doom. Our post-processing and tone-mapping, for instance, run in parallel with a significant part of the graphics work. This is a good example of a situation where just scheduling your work differently across the graphics and compute queues can result in multi-ms gains.
"This is just one example, but generally speaking, async compute is a great tool to get the most out of the GPU. Whenever it is possible to overlap some memory-intensive work with some compute-intensive tasks, there's opportunity for performance gains. We use async compute just the same way on both consoles. There are some hardware differences when it comes to the number of available queues, but with the way we're scheduling our compute tasks, this actually wasn't all that important."
Now id Software has come out and said it. Multi-Engine aspect of Async Compute is the key here.
http://www.eurogamer.net/articles/d...n-patch-shows-game-changing-performance-gains
Combined with posts on twitter, looks like id Software access the DMAs for their megatexture streaming and rasterizer for shadow maps, all the while shaders are doing graphics work. Post processing is the filler for shader utilization.
Are there any other idTech games coming out soon? Or is this just limited to Doom?
Now id Software has come out and said it. Multi-Engine aspect of Async Compute is the key here.
http://www.eurogamer.net/articles/d...n-patch-shows-game-changing-performance-gains
Combined with posts on twitter, looks like id Software access the DMAs for their megatexture streaming and rasterizer for shadow maps, all the while shaders are doing graphics work. Post processing is the filler for shader utilization.
R7 370 competing with Titan.Kepler is going dooooown boys. And that is tested with async compute disbled(SMAA) so further gains possible for AMD.
Why is the 280X beating the 380X?
I got so excited about us finally getting a full Tonga but jeez it's disappointing.
Now id Software has come out and said it. Multi-Engine aspect of Async Compute is the key here.
http://www.eurogamer.net/articles/d...n-patch-shows-game-changing-performance-gains
Combined with posts on twitter, looks like id Software access the DMAs for their megatexture streaming and rasterizer for shadow maps, all the while shaders are doing graphics work. Post processing is the filler for shader utilization.
That's interesting.
Traditionally although very nice, each operation individually would bottleneck the GPU in a huge way, but by throwing all these individually GPU resource wasteful operations into the Async Scheduler, ID is able to saturate all parts of the GPU very, very effectively to make an awesome looking AND PERFORMING game.
Well done ID.
Are there any other idTech games coming out soon? Or is this just limited to Doom?
Are there any other idTech games coming out soon? Or is this just limited to Doom?
Teaser @ https://www.youtube.com/watch?v=sa-6fQyNkZoQuake. Is. Back.
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Now id Software has come out and said it. Multi-Engine aspect of Async Compute is the key here.
http://www.eurogamer.net/articles/d...n-patch-shows-game-changing-performance-gains
Combined with posts on twitter, looks like id Software access the DMAs for their megatexture streaming and rasterizer for shadow maps, all the while shaders are doing graphics work. Post processing is the filler for shader utilization.
Why is the 280X beating the 380X?
I got so excited about us finally getting a full Tonga but jeez it's disappointing.
Yeah that's a little puzzling. Even with regards to asynchronous compute, isn't Tonga supposed to have 8 compute engines as opposed to 2 on Tahiti? So you'd think that Tonga could leverage an advantage with compute.
Kepler is going dooooown boys. And that is tested with async compute disbled(SMAA) so further gains possible for AMD.
The next wave of consoles already have the answer you are looking for, and the answer is NO.I am somewhat concerned for the new APIs though, what if AMD decides to do a huge arch change and suddenly GCN is left in the dust like Kepler is today given the low level nature of Vulkan and DX12?
Silverforce11
A few weeks ago you responded to a post of mine about the benefits of Asynchronous Compute - anyways, you specifically mentioned the exact same situation as ID Software has brought up here:
"When looking at GPU performance, something that becomes quite obvious right away is that some rendering passes barely use compute units. Shadow map rendering, as an example, is typically bottlenecked by fixed pipeline processing (eg rasterisation) and memory bandwidth rather than raw compute performance. This means that when rendering your shadow maps, if nothing is running in parallel, you're effectively wasting a lot of GPU processing power.
Just wanted to say that you were correct and these asynchronous compute deniers should apologize for all their misinformation.