Silverforce11
Lifer
- Feb 19, 2009
- 10,457
- 10
- 76
Thanks for sharing, this was an informative read.
Well, he's got real programming background so it's more credible than us forum warriors.
But I've been saying the same thing for a long time. Well before we all found out NV uarch cannot handle graphics + compute concurrently in recent times.
It's quite obvious since late 2014 when NV talks about VR and async timewarp in their programming guide.
There's no driver update to add DX12 async compute, the uarch just cannot handle it.
For those who wants to know more about "Async Compute" (it really is more than that) and why Pascal is going to be great for modern games and VR:
http://forums.anandtech.com/showpost.php?p=38164220&postcount=349
http://forums.anandtech.com/showpost.php?p=38203007&postcount=374
http://forums.anandtech.com/showpost.php?p=38203009&postcount=375
We should really call the feature DX12 MULTI-ENGINE rather than DX12 Async Compute, because people jump to the conclusion that it's only related to shaders (queues for ALUs/Cuda Cores). Because in truth, it allows the Rasterizer & DMA engines to perform queues in parallel with the ALU/CC within the CU/SM cluster.
These steps would have been forced to run in serial mode in DX11, but they are allowed to run in parallel with DX12, if the uarch is compliant.