I don't usually use WCCFtech as a source, but this article of theirs is actually quite good, and helps to put things back into perspective regarding DX12.
The more I learn about this, the more I think that AMD has been quite clever in how they've managed to hype their asynchronous shader technology. For instance, a lot of people now erroneously think that hardware based asynchronous compute engines are part of the DX12 spec (a small percentage are even thinking about selling their NVidia GPUs and going AMD because of this), yet if you look at the DX12 feature levels in the article, nowhere is a hardware implementation for asynchronous compute mentioned.
Intel GPUs don't support it in hardware, and apparently neither does NVidia. This doesn't mean that Intel and NVidia cannot do asynchronous compute however, just that they lack the specialized hardware that AMD has in that regard.
Regardless, it's unlikely that current NVidia GPUs will ever do asynchronous compute as effectively as AMD's GCN models, or achieve a similar performance gain. But is this a bad thing? This is where it gets murky.
Whilst asynchronous compute obviously has significant performance improvements for AMD's GCN cards, there is no evidence that it would for Maxwell 2, or even Intel's latest Skylake GPUs. Asynchronous compute relies on idle resources to perform compute shaders in parallel with rendering. So GPUs with a lot of idle resources at any particular time would presumably see large performance increases relative to GPUs with less idle resources, assuming they have the means to exploit it....and modern GCN GPUs with their eight dedicated ACEs definitely do.
So AMD have OBVIOUSLY and purposely designed their GPUs to be capable of asynchronous compute operations for a long time, knowing that one day it would become useful for achieving maximum throughput in their GPUs, which have an issue with under utilization.
And they OBVIOUSLY want developers to use asynchronous compute as much as possible, knowing it would give them an advantage. This is where their domination of the console market could finally give AMD the leverage they've always wanted. Developers that target the current gen consoles are guaranteed to utilize asynchronous compute because of the performance gains, and also because the CPUs in the consoles are so weak. Some of the first party developers may even develop their engines around it.
With DX11, AMD could never really leverage their domination of the console market to gain an edge over NVidia, because DX11's abstractive layers prevented that. But with DX12, this changes. Console optimizations can now be implemented in PC games, and so provide AMD with a unique advantage. Asynchronous compute shaders may just be the tip of the iceberg!
So what can, or should NVidia do? Maxwell 2 is perhaps the most efficient GPU architecture ever designed up to this point, and DX12 should increase that efficiency even more. Thing is, DX12 massively improves Radeon efficiency as well, perhaps even more so relatively speaking. Still, NVidia seem very confident of the DX12 performance for Maxwell, and Maxwell hasn't really displayed any salient weaknesses so far..
The jury is still out on AotS, as it's still in alpha, and as NVidia continues to refine and optimize their DX12 driver, things could change much like what occurred with the Star Swarm benchmark.
The more I learn about this, the more I think that AMD has been quite clever in how they've managed to hype their asynchronous shader technology. For instance, a lot of people now erroneously think that hardware based asynchronous compute engines are part of the DX12 spec (a small percentage are even thinking about selling their NVidia GPUs and going AMD because of this), yet if you look at the DX12 feature levels in the article, nowhere is a hardware implementation for asynchronous compute mentioned.
Intel GPUs don't support it in hardware, and apparently neither does NVidia. This doesn't mean that Intel and NVidia cannot do asynchronous compute however, just that they lack the specialized hardware that AMD has in that regard.
Regardless, it's unlikely that current NVidia GPUs will ever do asynchronous compute as effectively as AMD's GCN models, or achieve a similar performance gain. But is this a bad thing? This is where it gets murky.
Whilst asynchronous compute obviously has significant performance improvements for AMD's GCN cards, there is no evidence that it would for Maxwell 2, or even Intel's latest Skylake GPUs. Asynchronous compute relies on idle resources to perform compute shaders in parallel with rendering. So GPUs with a lot of idle resources at any particular time would presumably see large performance increases relative to GPUs with less idle resources, assuming they have the means to exploit it....and modern GCN GPUs with their eight dedicated ACEs definitely do.
So AMD have OBVIOUSLY and purposely designed their GPUs to be capable of asynchronous compute operations for a long time, knowing that one day it would become useful for achieving maximum throughput in their GPUs, which have an issue with under utilization.
And they OBVIOUSLY want developers to use asynchronous compute as much as possible, knowing it would give them an advantage. This is where their domination of the console market could finally give AMD the leverage they've always wanted. Developers that target the current gen consoles are guaranteed to utilize asynchronous compute because of the performance gains, and also because the CPUs in the consoles are so weak. Some of the first party developers may even develop their engines around it.
With DX11, AMD could never really leverage their domination of the console market to gain an edge over NVidia, because DX11's abstractive layers prevented that. But with DX12, this changes. Console optimizations can now be implemented in PC games, and so provide AMD with a unique advantage. Asynchronous compute shaders may just be the tip of the iceberg!
So what can, or should NVidia do? Maxwell 2 is perhaps the most efficient GPU architecture ever designed up to this point, and DX12 should increase that efficiency even more. Thing is, DX12 massively improves Radeon efficiency as well, perhaps even more so relatively speaking. Still, NVidia seem very confident of the DX12 performance for Maxwell, and Maxwell hasn't really displayed any salient weaknesses so far..
The jury is still out on AotS, as it's still in alpha, and as NVidia continues to refine and optimize their DX12 driver, things could change much like what occurred with the Star Swarm benchmark.