qa_engineer
Member
From what I've read Asynchronous shaders will be one of DX12's more notable features, which is something we're already seeing in PS4 games. Now that future PC games should be making use of this tech, will we see more of an emphasis on async compute on multiplat games as well? Will the inclusion of 8 ACEs in Sony's Livepool SoC help keep the PS4 relevant as it begins to age?
Excerpts from Tom's Hardware: http://www.tomshardware.com/news/amd-dx12-asynchronous-shaders-gcn,28844.html
Excerpt from Anandtech:
http://www.anandtech.com/show/9124/amd-dives-deep-on-asynchronous-shading
Excerpts from Tom's Hardware: http://www.tomshardware.com/news/amd-dx12-asynchronous-shaders-gcn,28844.html
In DirectX 12, however, a new merging method called Asynchronous Shaders is available, which is basically asynchronous multi-threaded graphics with pre-emption and prioritization. What happens here is that the ACEs (Asynchronous Compute Engines) on AMD's GCN-based GPUs will interleave the tasks, filling the gaps in one queue with tasks from another, kind of like merging onto a highway where nobody moves to the side for you.
The most basic GPUs have just two ACEs, while more elaborate GPUs carry eight.
Excerpt from Anandtech:
http://www.anandtech.com/show/9124/amd-dives-deep-on-asynchronous-shading
Execution theory aside, what is the actual performance impact of asynchronous shaders? This is a bit harder of a question to answer at this time, though mostly because there’s virtually nothing on the PC capable of using async shaders due to the aforementioned API limitations. Thief, via its Mantle renderer, is the only PC game currently using async shaders, while on the PS4 and its homogenous platform there are a few more titles making using of the tech.