guskline
Diamond Member
- Apr 17, 2006
- 5,338
- 476
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Nice score! Especially on that cpu:thumbsup:
Nice score! Especially on that cpu:thumbsup:
That's a terrible technical guide, it does not even go into the technical aspects.
They don't specify further, just that they use Async Compute to increase GPU utilization.
id Software uses Async Compute to both increase shader utilization with post effects, and to actually run Rasterizers & DMAs in parallel with Shaders via Shadow Maps & Megatexture streaming.
"Before the main illumination passes, asynchronous compute shaders are used to cull lights, evaluate illumination from prebaked environment reflections,
compute screen-space ambient occlusion, and calculate unshadowed surface illumination. These tasks are started right after G-buffer rendering has finished and are executed alongside shadow rendering."
"Particles are simulated on the GPU using asynchronous compute queue. Simulation work is submitted to the asynchronous queue while G-buffer and shadow map rendering commands are submitted to the main command
queue."
"Before the main illumination passes, asynchronous compute shaders are used to cull lights, evaluate illumination from prebaked environment reflections,
compute screen-space ambient occlusion, and calculate unshadowed surface illumination. These tasks are started right after G-buffer rendering has finished and are executed alongside shadow rendering."
"Particles are simulated on the GPU using asynchronous compute queue. Simulation work is submitted to the asynchronous queue while G-buffer and shadow map rendering commands are submitted to the main command
queue."
Nice score! Especially on that cpu:thumbsup:
I've just put up Time Spy benchmarks for the 970, 980, 980 Ti, and 1070, all stock and overclocked. Scroll down this page to see them.
"Before the main illumination passes, asynchronous compute shaders are used to cull lights, evaluate illumination from prebaked environment reflections,
compute screen-space ambient occlusion, and calculate unshadowed surface illumination. These tasks are started right after G-buffer rendering has finished and are executed alongside shadow rendering."
"Particles are simulated on the GPU using asynchronous compute queue. Simulation work is submitted to the asynchronous queue while G-buffer and shadow map rendering commands are submitted to the main command
queue."
Termie, can you do me a favor and test the 1070 at 4k with async on and off?
Is this in the technical guide? I didn't see it under Time Spy section.
Sure, here you go:
With async:
Graphics score
2,725
Graphics test 1
17.59 FPS
Graphics test 2
15.76 FPS
Without async:
Graphics score
2,633
Graphics test 1
16.97 FPS
Graphics test 2
15.25 FPS
Just for grins, I ran it on an i7-3770 and Radeon R7 250X aka Radeon 7770 and I got a whopping 596.
Also, I wanted to try the explicit multi adapter functionality so I ran it with a 290 and a 280 with disappointing results, it was no faster than a single 280 even though the 290 was being loaded. The 280 was the primary card so I'll switch them to see if can get hopefully better results.
Also, I wanted to try the explicit multi adapter functionality so I ran it with a 290 and a 280 with disappointing results, it was no faster than a single 280 even though the 290 was being loaded. The 280 was the primary card so I'll switch them to see if can get hopefully better results.
Pretty sure I read it's only for matching GPUs.
MDA configurations of heterogeneous adapters are not supported
Edit: Just tried running the demo for the first time on my brother's PC along with the tests. The demo is an absolute slideshow, 1-2 FPS, whether or not async compute is on. Good lord.