FordGT90Concept
"I go fast!1!11!1!"
- Joined
- Oct 13, 2008
- Messages
- 26,259 (4.65/day)
- Location
- IA, USA
System Name | BY-2021 |
---|---|
Processor | AMD Ryzen 7 5800X (65w eco profile) |
Motherboard | MSI B550 Gaming Plus |
Cooling | Scythe Mugen (rev 5) |
Memory | 2 x Kingston HyperX DDR4-3200 32 GiB |
Video Card(s) | AMD Radeon RX 7900 XT |
Storage | Samsung 980 Pro, Seagate Exos X20 TB 7200 RPM |
Display(s) | Nixeus NX-EDG274K (3840x2160@144 DP) + Samsung SyncMaster 906BW (1440x900@60 HDMI-DVI) |
Case | Coolermaster HAF 932 w/ USB 3.0 5.25" bay + USB 3.2 (A+C) 3.5" bay |
Audio Device(s) | Realtek ALC1150, Micca OriGen+ |
Power Supply | Enermax Platimax 850w |
Mouse | Nixeus REVEL-X |
Keyboard | Tesoro Excalibur |
Software | Windows 10 Home 64-bit |
Benchmark Scores | Faster than the tortoise; slower than the hare. |
I edited my post.
DX11 had compute engines which were supported in GCN via the ACEs but, because the CPU is overwhelmed by the graphics pipeline, the ACEs couldn't be called without shutting down the graphics pipeline. Mantle was created to address the problem of CPU bottlenecking/interrupting the graphics wavefront.
Here's an old article that long predates D3D12 and Mantle: http://www.anandtech.com/show/4455/amds-graphics-core-next-preview-amd-architects-for-compute/5
https://www.amd.com/Documents/GCN_Architecture_whitepaper.pdf (GCN thoroughly mapped out)
http://amd-dev.wpengine.netdna-cdn....10/Asynchronous-Shaders-White-Paper-FINAL.pdf (explanation of async compute)
GCN cards predating Mantle, Vulkan, and DirectX 12 benefit from using async compute in the latest software because the hardware always supported it even when the APIs were incapable of using it. None of the NVIDIA cards to date do (at least not without dropping FPS).
Fury/Fury X/Nano are crippled when their ACEs are silent. High resolution is the only way to utilize most of the chip. This problem is likely to recur with Vega which also has 4096 stream processors. AMD is banking on D3D12/Vulkan putting those 4096 stream processors to work but that can only happen as developers make the swtich. This is why Vega has been kicked down the road where NVIDIA is coming out swinging.
NVIDIA has said GTX 1070 is quite a bit faster than Titan X.
DX11 had compute engines which were supported in GCN via the ACEs but, because the CPU is overwhelmed by the graphics pipeline, the ACEs couldn't be called without shutting down the graphics pipeline. Mantle was created to address the problem of CPU bottlenecking/interrupting the graphics wavefront.
Here's an old article that long predates D3D12 and Mantle: http://www.anandtech.com/show/4455/amds-graphics-core-next-preview-amd-architects-for-compute/5
More reading:Meanwhile on the compute side, AMD’s new Asynchronous Compute Engines serve as the command processors for compute operations on GCN. The principal purpose of ACEs will be to accept work and to dispatch it off to the CUs for processing. As GCN is designed to concurrently work on several tasks, there can be multiple ACEs on a GPU, with the ACEs deciding on resource allocation, context switching, and task priority. AMD has not established an immediate relationship between ACEs and the number of tasks that can be worked on concurrently, so we’re not sure whether there’s a fixed 1:X relationship or whether it’s simply more efficient for the purposes of working on many tasks in parallel to have more ACEs.
One effect of having the ACEs is that GCN has a limited ability to execute tasks out of order. As we mentioned previously GCN is an in-order architecture, and the instruction stream on a wavefront cannot be reodered. However the ACEs can prioritize and reprioritize tasks, allowing tasks to be completed in a different order than they’re received. This allows GCN to free up the resources those tasks were using as early as possible rather than having the task consuming resources for an extended period of time in a nearly-finished state. This is not significantly different from how modern in-order CPUs (Atom, ARM A8, etc) handle multi-tasking.
https://www.amd.com/Documents/GCN_Architecture_whitepaper.pdf (GCN thoroughly mapped out)
http://amd-dev.wpengine.netdna-cdn....10/Asynchronous-Shaders-White-Paper-FINAL.pdf (explanation of async compute)
GCN cards predating Mantle, Vulkan, and DirectX 12 benefit from using async compute in the latest software because the hardware always supported it even when the APIs were incapable of using it. None of the NVIDIA cards to date do (at least not without dropping FPS).
Fury/Fury X/Nano are crippled when their ACEs are silent. High resolution is the only way to utilize most of the chip. This problem is likely to recur with Vega which also has 4096 stream processors. AMD is banking on D3D12/Vulkan putting those 4096 stream processors to work but that can only happen as developers make the swtich. This is why Vega has been kicked down the road where NVIDIA is coming out swinging.
NVIDIA has said GTX 1070 is quite a bit faster than Titan X.
Last edited: