I thought the point was to take stuff traditionally done on the CPU and do it on the GPU shaders..
Compute shaders can be used for GPGPU, but most of the time they're used for speeding up rendering.
I thought the point was to take stuff traditionally done on the CPU and do it on the GPU shaders..
I'll stick with OGL. That does allow for SLI.
Doom Vulkan R9 Fury X 4K 60fps Gameplay! Plus Fury X vs GTX 1070 Frame-Rate Tests!
DigitalFoundry finds a 26% advantage for the Fury X.
They havent worked with nVidia. id just sold out. What a great gift to the nVidia customers who have bought the game in the last two months. :thumbsdown:
Doom is my last game from id. :thumbsup:
I promise you you wont see any improvements for nVidia from id. Not one. Mark my words.
Still does not explain why a game like Doom is so much compute hungry to have a lineal perf/TFlops.
How lovely, those polish sites coming to the rescue...
SMAA. TSSAA was specially developed for Doom, it's used on the consoles to provide the best AA technique.
On the current Vulkan patch, you may or may not be aware, but id Software has confirmed, Async Compute is only active with no AA or TSSAA. They will add support for other AA modes soon.
A year or two from now it could be the norm with dx12 and vulkan that the fury x is in this position. It could even be ahead of the 1080.
If FuryX had an 8GB frame buffer like the 1080 does, then sure, that might be possible. The 4GB frame buffer will almost certainly become a limiting factor in the next couple of years though.
It doesn't
NVidia has had an SLI profile for Doom for quite a while now in their drivers.
I ran the game with SLI on (red bar) and with SLI off (blue bar). This was from the very start of the game to the point where you go outside.
NVidia has had an SLI profile for Doom for quite a while now in their drivers.
I ran the game with SLI on (red bar) and with SLI off (blue bar). This was from the very start of the game to the point where you go outside.
.......
Async Compute is only going to be used more and more.
http://www.eurogamer.net/articles/digitalfoundry-2016-doom-tech-interview
"Digital Foundry: Will we see async compute in the PC version via Vulkan?
Billy Khan: Yes, async compute will be extensively used on the PC Vulkan version running on AMD hardware. Vulkan allows us to finally code much more to the ;metal'. The thick driver layer is eliminated with Vulkan, which will give significant performance improvements that were not achievable on OpenGL or DX.
Digital Foundryo you foresee a time where async compute will be a major factor in all engines across formats?
Billy Khan: The time is now, really. Doom is already a clear example where async compute, when used properly, can make drastic enhancements to the performance and look of a game. Going forward, compute and async compute will be even more extensively used for idTech6. It is almost certain that more developers will take advantage of compute and async compute as they discover how to effectively use it in their games."
The technical interviews (see above) with the developers explain it well.
1. Vulkan API = closer to the metal => removes abstraction layers that bottlenecked certain GPUs
2. Maximizing Compute and Async Compute => increased utilization of GPU resources and CPU multi-threading.
........
id Tech 6 is the best thing to happen to PC gaming in a very long time. Not tied to an OS/D3D is :thumbsup: :thumbsup: :thumbsup: :thumbsup:
There is a performance benefit. It's not great, but it does divide up usage across both GPUs. I'll take that over slightly less performance and one GPU at 90 to 100%. I mean, why wouldn't you?
Yes, I do.
I'm sure you get a small boost it's just that you likely don't need it in a game where you already get close to 200 FPS. You really don't get your moneys worth back.
Doom Vulkan R9 Fury X 4K 60fps Gameplay! Plus Fury X vs GTX 1070 Frame-Rate Tests!
DigitalFoundry finds a 26% advantage for the Fury X.
vulkan does a lot for multiplatform devs and expands the target users.
in a talk about vulkan, one dev was saying that it allowed them to discard all the work they did for backwards compatibility for dx12 dx11 dx9. since they could utilize the vukan code for all three, whereas before they had to do 3 different versions. this allows them to target older hardware and OS by just having one vulkan driver.
They havent worked with nVidia. id just sold out. What a great gift to the nVidia customers who have bought the game in the last two months. :thumbsdown:
Doom is my last game from id. :thumbsup:
You're incorrect. On May 7, 2016, nVidia held a conference to unveal the 1080. During that conference, 2 employees of iD were invited on-stage to discuss working with nVidia in connection with Doom and to showcase footage of a GTX1080 playing Doom. The video of the relevant segment can be viewed at https://www.youtube.com/watch?v=ueRjbYdcXbs. During the video, iD acknowledges that nVidia engineers worked closely with iD for months in connection with Doom, not only on OpenGL but also Vulkan. The extent of the cooperation included at least a two week period where nVidia engineers worked from iD offices.
The relevant quotes, along with the time that they appear in the video, are as follows:
At 0:09
id: "They've [nVidia] had engineers, actually, at our offices for the last week and all of next week too working with us on the OpenGL stuff for the launch and then Vulkan as well. . . . we've been optimizing OpenGL for the launch."
At 5:00
nVidia: "How's it been like working with nVidia, Pascal, Vulkan, how's it been."
id: "Really good. Again, we've had drivers on site off and on for the last couple months but pretty heavy for the last few weeks working through OpenGL issues . . . "
Talk about getting rekt with hard facts