AMD Details Asynchronous Shaders In DirectX 12, Promises Performance Gains - High-Def Digest Forums
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Old 04-01-2015, 01:45 AM
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Default AMD Details Asynchronous Shaders In DirectX 12, Promises Performance Gains

http://www.tomshardware.com/news/amd...gcn,28844.html


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Asynchronous Shaders are something that should have arrived a long time ago, because all we've been doing is throwing more power at the problem, rather than using that power more efficiently.


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To bring numbers to the table, AMD ran the LiquidVR SDK sample, which ran at 245 FPS with Asynchronous Shaders off and post-processing off. With post-processing enabled, it dipped to 158 FPS, but upon enabling both Asynchronous Shaders and post-processing, the framerate jumped to 230 FPS, nearly that of the original. Of course, this is probably a best-case scenario, but what it can mean is that you essentially get post-processing effects almost for free.
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Anyway, the big reason why Asynchronous Shaders are interesting is clearly a performance gain. They will not only be able to ensure that all the gaps in the queue are filled for improved performance, but due to the way ACEs can fill the queue and handle tasks, it will also help with timing and latency. Basically, the increased parallelism and newly available headroom will ensure that more frames make their way to the screen even faster, which can be especially interesting for purposes such as VR.
Which should be relevant to this thread:

http://forums.highdefdigest.com/game...re-review.html
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Old 04-01-2015, 07:04 PM
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