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Reference from Original Review article:
http://www.anandtech.com/show/10325/the-nvidia-geforce-gtx-1080-and-1070-founders-edition-review/9
Regarding Maxwell2 Gen cards(980/970)
Regarding Pascal's improvement in terms of Async Compute
So yes, Nvidia did try to improve the Async compute from Maxwell2's non-existent state to a better condition. However under careful anaylsis it is predicted such a small change won't provide much help during DX12/Vulkan age.
Regarding AMD:
In the end it boils down to how soon Nvidia have chosen to make the shift from old ways to unified ALUs.
Then what is pre-emption?
Nvidia tried to cater to current gen and older games by implementing more traditional(that is suitable for DX11) way of GPU design to ensure max performance gain with minimum cost of R&D as well as production. At the same time Nvidia introduces some new workaround for DX12/Vulkan titles that are compute heavy. In this way you get happy customers and great return on revenue for the company. People will buy new cards down the road for DX12/Vuklan titles any way, If I were to work for Nvidia this will be a safe and sound strategy for GPU development for sure.
The generation that comes after Pascal will probably see drastic design change comparing to Maswell-Maxwell2-Pascal. Nvidia will shift heavily towards hardware level async compute and comes out with a super robust design. And maybe by that time the entire Tessellation situation will repeat itself again.
AMD on the other hands have been shifting towards async compute for a long time. I strongly doubt this is related to console development. After all what SONY or MS want is a hardware they can milk on for a long time without worrying the graphic/Visual lacking behind PC too much. DX12/Vulkan helps unlock max potential of hardwares which will great for console development.
My verdict:
Nvidia focus more on PC Consumer experience, which always aims for best performance during the GPU's usefulness life span.
AMD focus more on Console. PC GPU design may just be tagging along. Sometime their assumed "futuristic design" may help in new games. However as soon as Nvidia as shifts towards the direction AMD's design becomes obsolete.
http://www.anandtech.com/show/10325/the-nvidia-geforce-gtx-1080-and-1070-founders-edition-review/9
Regarding Maxwell2 Gen cards(980/970)
Meanwhile not shown in these simple graphical examples is that for async’s concurrent execution abilities to be beneficial at all, there needs to be idle time bubbles to begin with. Throwing compute into the mix doesn’t accomplish anything if the graphics queue can sufficiently saturate the entire GPU. As a result, making async concurrency work on Maxwell 2 is a tall order at best, as you first needed execution bubbles to fill, and even then you’d need to almost perfectly determine your partitions ahead of time.
Regarding Pascal's improvement in terms of Async Compute
Right now I think it’s going to prove significant that while NVIDIA introduced dynamic scheduling in Pascal, they also didn’t make the architecture significantly wider than Maxwell 2. As we discussed earlier in how Pascal has been optimized, it’s a slightly wider but mostly higher clocked successor to Maxwell 2. As a result there’s not too much additional parallelism needed to fill out GP104; relative to GM204, you only need 25% more threads, a relatively small jump for a generation. This means that while NVIDIA has made Pascal far more accommodating to asynchronous concurrent executeion, there’s still no guarantee that any specific game will find bubbles to fill. Thus far there’s little evidence to indicate that NVIDIA’s been struggling to fill out their GPUs with Maxwell 2, and with Pascal only being a bit wider, it may not behave much differently in that regard.
So yes, Nvidia did try to improve the Async compute from Maxwell2's non-existent state to a better condition. However under careful anaylsis it is predicted such a small change won't provide much help during DX12/Vulkan age.
Regarding AMD:
Meanwhile, because this is a question that I’m frequently asked, I will make a very high level comparison to AMD. Ever since the transition to unified shader architectures, AMD has always favored higher ALU counts; Fiji had more ALUs than GM200, mainstream Polaris 10 has nearly as many ALUs as high-end GP104, etc. All other things held equal, this means there are more chances for execution bubbles in AMD’s architectures, and consequently more opportunities to exploit concurrency via async compute. We’re still very early into the Pascal era – the first game supporting async on Pascal, Rise of the Tomb Raider, was just patched in last week – but on the whole I don’t expect NVIDIA to benefit from async by as much as we’ve seen AMD benefit. At least not with well-written code.
In the end it boils down to how soon Nvidia have chosen to make the shift from old ways to unified ALUs.
GPUs continually sit on the fence between being an ultra-fast staticly scheduled array of ALUs and an ultra-flexible somewhat smaller array of ALUs, and GPU vendors get to sit in the middle trying to figure out which side to lean towards in order to deliver the best performance for workloads that are 2-5 years down the line. It is, if you’ll pardon the pun, a careful balancing act for everyone involved.
Then what is pre-emption?
In a nutshell, it’s the ability to interrupt an active task (context switch) on a processor and replace it with another task, with the further ability to later resume where you left off. Historically this is a concept that’s more important for CPUs than GPUs, especially back in the age of single core CPUs, as preemption was part of how single core CPUs managed to multitask in a responsive manner. GPUs, for their part, have supported context switching and basic preemption as well for quite some time, however until the last few years it has not been a priority, as GPUs are meant to maximize throughput in part by rarely switching tasks.
Nvidia tried to cater to current gen and older games by implementing more traditional(that is suitable for DX11) way of GPU design to ensure max performance gain with minimum cost of R&D as well as production. At the same time Nvidia introduces some new workaround for DX12/Vulkan titles that are compute heavy. In this way you get happy customers and great return on revenue for the company. People will buy new cards down the road for DX12/Vuklan titles any way, If I were to work for Nvidia this will be a safe and sound strategy for GPU development for sure.
The generation that comes after Pascal will probably see drastic design change comparing to Maswell-Maxwell2-Pascal. Nvidia will shift heavily towards hardware level async compute and comes out with a super robust design. And maybe by that time the entire Tessellation situation will repeat itself again.
AMD on the other hands have been shifting towards async compute for a long time. I strongly doubt this is related to console development. After all what SONY or MS want is a hardware they can milk on for a long time without worrying the graphic/Visual lacking behind PC too much. DX12/Vulkan helps unlock max potential of hardwares which will great for console development.
My verdict:
Nvidia focus more on PC Consumer experience, which always aims for best performance during the GPU's usefulness life span.
AMD focus more on Console. PC GPU design may just be tagging along. Sometime their assumed "futuristic design" may help in new games. However as soon as Nvidia as shifts towards the direction AMD's design becomes obsolete.