I've been researching ACEs a lot lately, as I believe they'll play a massive role in reshaping PC gaming for the better; nearly as much as DX12's higher draw call ceiling. Asynchronous compute could finally put the nail in the coffin for GPU PhysX for instance, at least when it comes to relying on CUDA. With DX12, asynchronous compute is done natively, just like DirectCompute with DX11. Whereas with CUDA, the GPU must engage in expensive context switching..
Anyway, the technology has loads of potential to be sure, especially with physics.. But as I was researching it, I found conflicting information as to how many ACEs Maxwell 2 has.
According to our very own Ryan Smith who wrote an excellent article about asynchronous compute shaders, Maxwell 2 has 31 dedicated compute engines with 1 queue dispatch each, or 32 in pure compute mode. The latest GCN core has 8 compute engines, with 8 queue dispatches for each one, totalling 64 queues.
Several AT members have asked him to correct the data, but he has not done so, claiming and I quote,"The queue counts are correct. Keep in mind we're counting engines, not queues within an engine."
Extremetech's Joel Hruska seems to back up Ryan's data when he wrote a similar article and in the comments section below, stated,"I've seen no evidence that Nvidia has dumbed down anything. Maxwell has 32 asynchronous engines to AMD's eight, and can operate in similar fashion.."
Several members on this very forum (as evidenced in this thread) have stated that Maxwell 2 has only ONE compute engine with 32 queues.. How do they respond to this conflicting information, where two major tech websites claiming one thing, while they claim another?
As a Maxwell 2 owner, the idea that NVidia would improve compute performance so substantially over Kepler but keep only a single compute engine, strikes me as silly and illogical.
So right now I'm inclined to believe Ryan and Joel. In any case, it will be very interesting to see how NVidia's approach compares with AMD's when we finally start seeing games use this feature. Hopefully Gears of War Ultimate edition will use asynchronous compute, as it will likely be the first game this year to have DX12.
Anyway, the technology has loads of potential to be sure, especially with physics.. But as I was researching it, I found conflicting information as to how many ACEs Maxwell 2 has.
According to our very own Ryan Smith who wrote an excellent article about asynchronous compute shaders, Maxwell 2 has 31 dedicated compute engines with 1 queue dispatch each, or 32 in pure compute mode. The latest GCN core has 8 compute engines, with 8 queue dispatches for each one, totalling 64 queues.
Several AT members have asked him to correct the data, but he has not done so, claiming and I quote,"The queue counts are correct. Keep in mind we're counting engines, not queues within an engine."
Extremetech's Joel Hruska seems to back up Ryan's data when he wrote a similar article and in the comments section below, stated,"I've seen no evidence that Nvidia has dumbed down anything. Maxwell has 32 asynchronous engines to AMD's eight, and can operate in similar fashion.."
Several members on this very forum (as evidenced in this thread) have stated that Maxwell 2 has only ONE compute engine with 32 queues.. How do they respond to this conflicting information, where two major tech websites claiming one thing, while they claim another?
As a Maxwell 2 owner, the idea that NVidia would improve compute performance so substantially over Kepler but keep only a single compute engine, strikes me as silly and illogical.
So right now I'm inclined to believe Ryan and Joel. In any case, it will be very interesting to see how NVidia's approach compares with AMD's when we finally start seeing games use this feature. Hopefully Gears of War Ultimate edition will use asynchronous compute, as it will likely be the first game this year to have DX12.
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