[juicy]Nvidia Wanted Oxide dev DX12 benchmark to disable certain DX12 Features ?

http://www.guru3d.com/news-story ... rtain-settings.html

我唔抄過黎,呢盤花生好似有排食。

一隻game既跑分令到NVidia咁大反應...
有趣有趣

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之前D N粉先笑AMD with No Full Dx12 Support,原來N記自己仲衰。系Driver話support,但 hardware level不 support.

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CEO呢?

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我覺得呢d野要等埋其他dx12 game出埋先可以作定論...

不過nv對住一隻dx12 game跑分都咁大反應
可能都唔少野

980ti行dx11->dx12結果跌左FPS 反而290X就大升

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歐美加會唔會出現大批集體訴訟. 我地又可唔可以去海關引用"商品說明條列"要NV回水??

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一隻game既跑分令到NVidia咁大反應...
有趣有趣
danny9428 發表於 2015-9-1 13:41

主要問題依家淨係得呢一隻game有DX12 Benchmark,個個都睇佢,無得唔重視。

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大迷信幾時出 DX12 版本 ?

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先Intel用FreeSync,而家又話Maxwell根本無本錢上DX12同Fuji比

N記玩出火

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Re-post from http://www.hkepc.com/forum/viewt ... ;page=6#pid33881084

Oxide Games explains more on the situation.

In regards to the purpose of Async compute, there are really 2 main reasons for it:

1) It allows jobs to be cycled into the GPU during dormant phases. In can vaguely be thought of as the GPU equivalent of hyper threading. Like hyper threading, it really depends on the workload and GPU architecture for as to how important this is. In this case, it is used for performance. I can’t divulge too many details, but GCN can cycle in work from an ACE incredibly efficiently. Maxwell’s schedular has no analog just as a non hyper-threaded CPU has no analog feature to a hyper threaded one.

2) It allows jobs to be cycled in completely out of band with the rendering loop. This is potentially the more interesting case since it can allow gameplay to offload work onto the GPU as the latency of work is greatly reduced. I’m not sure of the background of Async Compute, but it’s quite possible that it is intended for use on a console as sort of a replacement for the Cell Processors on a ps3. On a console environment, you really can use them in a very similar way. This could mean that jobs could even span frames, which is useful for longer, optional computational tasks.

It didn’t look like there was a hardware defect to me on Maxwell just some unfortunate complex interaction between software scheduling trying to emmulate it which appeared to incure some heavy CPU costs. Since we were tying to use it for #1, not #2, it made little sense to bother. I don’t believe there is any specific requirement that Async Compute be required for D3D12, but perhaps I misread the spec.

http://wccftech.com/async-shader ... rmance-oxide-games/

But mind you, Oxide Games are on AMD's pay roll for this game. So take your pick.

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