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Kann mir bitte jmnd. erklären warum die neuen API-Architekturen/Varianten schneller sind? Was ist überhaupt mit "Overhead" gemeint bzw. was bedeutet das eig.?
Wieso funktioniert multithread rendering überhaupt? Man hat soch trotzdem nur ein GPU Kern, der alles berechnet. Wieso ist das dann schneller?
Alter Hase
Alter Hase
Beruf: Softwareentwickler (aktuell Web/Node); Freiberuflicher Google Proxy
Mehrere Commandbuffer werden auf verschiedenen GPUs aufgebaut und dann seriell in eine Queue (an die GPU) dispatched.
Wusste gar nicht, dass wir hier einen GDev an Bord haben
Sollte GPUs hier nicht CPUs heißen?
Alter Hase
Alter Hase
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Community-Fossil
Beruf: Teamleiter Mobile Applikationen & Senior Software Engineer
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »BlueCobold« (11.08.2015, 06:53)
Alter Hase
Beruf: Softwareentwickler (aktuell Web/Node); Freiberuflicher Google Proxy
Zitat
Personally, I think one could just as easily make the claim that we were biased toward Nvidia as the only 'vendor' specific code is for Nvidia where we had to shutdown async compute. By vendor specific, I mean a case where we look at the Vendor ID and make changes to our rendering path. Curiously, their driver reported this feature was functional but attempting to use it was an unmitigated disaster in terms of performance and conformance so we shut it down on their hardware. As far as I know, Maxwell doesn't really have Async Compute so I don't know why their driver was trying to expose that. The only other thing that is different between them is that Nvidia does fall into Tier 2 class binding hardware instead of Tier 3 like AMD which requires a little bit more CPU overhead in D3D12, but I don't think it ended up being very significant. This isn't a vendor specific path, as it's responding to capabilities the driver reports.
Zitat
I suspect that one thing that is helping AMD on GPU performance is D3D12 exposes Async Compute, which D3D11 did not. Ashes uses a modest amount of it, which gave us a noticeable perf improvement. It was mostly opportunistic where we just took a few compute tasks we were already doing and made them asynchronous, Ashes really isn't a poster-child for advanced GCN features.
Our use of Async Compute, however, pales with comparisons to some of the things which the console guys are starting to do. Most of those haven't made their way to the PC yet, but I've heard of developers getting 30% GPU performance by using Async Compute. Too early to tell, of course, but it could end being pretty disruptive in a year or so as these GCN built and optimized engines start coming to the PC. I don't think Unreal titles will show this very much though, so likely we'll have to wait to see.
Zitat
Nvidia made some incorrect statements, and at this point they will not dispute our position if you ask their PR. That is, they are not disputing anything in our blog. I believe the initial confusion was because Nvidia PR was putting pressure on us to disable certain settings in the benchmark, when we refused, I think they took it a little too personally.
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