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Async Compute - Pascal launch demo (videos)

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One killer app of async compute is that you can overlap fixed function heavy work like rasterizing a G-buffer, rendering shadow maps or doing a depth pre-pass for deferred lighting with compute heavy work like post-processing, physics simulation, cluster culling, or ambient occlusion ...

AMD has a big advantage when it comes to being rasterizer or sampler bound in the case of overlapping with shader work but it seems the same cannot be said for Nvidia ...
 
It's quite entertaining to see a bunch of fanboys that until yesterday didn't even know what preemption is *completely* misunderstanding (or pretending to?) NVIDIA presentation just to advance their agenda, after cherry picking some numbers here and there, just for confirmation bias.

There is no point having technical discussions on this forum. Beyond3D here I come.

Moderators: please close this thread. It's just a steaming pile of FUD and rubbish.


Locked to avoid further arguing. Not sure on your intentions of this thread since a question or theory was never made. Why don't you post things like this in the Nvidia forum next time if you don't want people to make arguments with what you posted.


-Rvenger
 
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