TPC
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https://www.youtube.com/watch?v=uwhblh6qLBg
what I can see in that video is only that the TX side is far smoother :lol:
what I can see in that video is only that the TX side is far smoother :lol:
https://www.youtube.com/watch?v=uwhblh6qLBg
what I can see in that video is only that the TX side is far smoother :lol:
I'm not surprised. When something doesn't go Nvidia's way they blame others and then try to keep it quite. The fact they lied about their DX12 tier support doesn't shock me, they lied with the 970. I don't see how they can support Asynchronous Compute either, they don't have it on the hardware level like AMD does with their ACE's. The best part is claiming it's not representative of real DX12 performance. Makes me laugh. It's a soon to be shipping game using an engine built for DX12. It's just Nvidia trying to cover their butts with false past statements. Now you guys wonder why I don't like Nvidia.. Well here it is.
Despite Nvidia's constant bad news headlines, I don't think it's going to change the market share. It'll blow over and no one will care because it benefits AMD. Even though they are getting even better with Price/Performance with DX12.
Well, to be fair, Maxwell 2 does support Asynchronous compute. The Asynchronous Warp Schedulers do support this feature. The problem is in terms of context switching. When you enable Async Shading, on Maxwell 2, you have to limit the compute workloads. If you don't, you get a noticeable drop in performance. In essence, Maxwell 2 relies on slow context switching.
I don't know what's causing this issue. So I emailed Oxide, who came to our forums at Overclock.net, and explained the situation. This is where all of this info comes from.
I think it has to do with the L2 Cache shared by all of the CUDA SMMs. I think it might not have the available size and bandwidth to handle the load.
AMDs GCN, on the other hand, has a row of ACEs which reside outside of the Shader Engines. They can communicate trough the R/W L2 Cache, Global Data Share Cache and the GDDR5/HBM memory in order to synchronize, fetch and execute commands.
Another cause might be the DMA engines on Maxwell 2. They might not be as powerful or flexible as the ones found in GCN.
Just a theory.
In the end Maxwell 2 can support the feature, but loses performance when you work it too hard.
It reminds me of the GeForceFX. Which supported Pixel Shader model 2.0, but did so at a terrible performance premium.
My 2 cents.
I don't know what's causing this issue. So I emailed Oxide, who came to our forums at Overclock.net, and explained the situation. This is where all of this info comes from.
I think that amd would do the same were the situation reversed, it's just business as usual - despite how it may look to the consumer.