Mahigan
Senior member
- Aug 22, 2015
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Pascal has the same performance in lower resolutions as higher resolutions under AotS.
Each AotS run is different. See Pascal has the same performance at 1080p, slightly higher at 1440p, and a loss at 4K. This is just due to the slight differences in every run of the benchmark.
Pascal neither gains or loses performance with Async compute + graphics turned on.
Fences synchronize work from various queues. They're needed for hardware which executes work from various contexts in a serial fashion. They're not required for GCN due to the ACEs being capable of handling synchronization on their own. Meaning that the ACEs can wait for work from a graphics task without needing a fence in place. GCNs hardware scheduler has this added flexibility. Case in point, GCN doesn't make use of fences under Vulkan.
I made a mistake in that first paragraph you quoted. Replace preemption with context switch. If you execute two different contexts one after the other in serial, a context switch is involved. Switching between contexts too often is one of NVIDIA's don't in their DX12 do's and don'ts.
Each AotS run is different. See Pascal has the same performance at 1080p, slightly higher at 1440p, and a loss at 4K. This is just due to the slight differences in every run of the benchmark.
Pascal neither gains or loses performance with Async compute + graphics turned on.
Fences synchronize work from various queues. They're needed for hardware which executes work from various contexts in a serial fashion. They're not required for GCN due to the ACEs being capable of handling synchronization on their own. Meaning that the ACEs can wait for work from a graphics task without needing a fence in place. GCNs hardware scheduler has this added flexibility. Case in point, GCN doesn't make use of fences under Vulkan.
I made a mistake in that first paragraph you quoted. Replace preemption with context switch. If you execute two different contexts one after the other in serial, a context switch is involved. Switching between contexts too often is one of NVIDIA's don't in their DX12 do's and don'ts.