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AMD RADEON™ GFX & DIRECTX® 12
ROBERT HALLOCKAMD TECHNICAL MARKETING
GRAPHICS CORE NEXTBETTER PREPARED FOR DIRECTX® 12APPROVED FOR ALL AUDIENCES
2 | DIRECTX® 12 & AMD RADEON™ GRAPHICS | AUGUST, 2015 | APPROVED FOR ALL AUDIENCES
GAME DEVS & ASYNC SHADERSDAN BAKER, PARTNER, OXIDE GAMES
I’ve heard of developers getting +30% GPUperformance by using Async [Shading]. […] itcould end up being pretty disruptive in a yearor so as these GCN built and optimized enginesstart coming to the PC.
3 | DIRECTX® 12 & AMD RADEON™ GRAPHICS | AUGUST, 2015 | APPROVED FOR ALL AUDIENCES
IMAGE QUALITY
Opens up GPU resources for “free” graphical effects that don’tcompromise performance
GREAT FOR VR
More parallelism = lower latency = more responsive VR
HIGHER FPS
Breaks complex graphics workloads into many parallel tasks
Idle GPU resources do work instead of waiting their turn
Parallel workloads = jobs finish faster = more performance
Increasing granularity of the multi‐threading improves performance
GPU PERFORMANCE
ASYNC SHADERSWHAT ARE THEY?
4 | DIRECTX® 12 & AMD RADEON™ GRAPHICS | AUGUST, 2015 | APPROVED FOR ALL AUDIENCES
THE DIRECTX® 11 GRAPHICS BOTTLENECK
COMPUTE, & MEMORY
TIME
CREATE SHADOWSUPLOAD DATA
FROM PROCESSOR
COMPRESS TEXTURES
GENERATE REFLECTIONS(“ENVIRONMENT MAPPING”)
BUFFER LIGHT/MATERIAL INTERACTIONS
UPLOAD 2nd LIGHTING PASS PHYSICS SIM
SO WHY MUST THESE JOBS WAIT TO RUN IN ORDER?USE DIFFERENT GPU RESOURCES
* Chart for illustrative purposes only.
POSTPROCESS
5 | DIRECTX® 12 & AMD RADEON™ GRAPHICS | AUGUST, 2015 | APPROVED FOR ALL AUDIENCES
ASYNCHRONOUS SHADING IN DIRECTX® 12
TIME
CREATE SHADOWSBUFFER
LIGHT/MATERIAL INTERACTIONS
SECOND LIGHTING PASS
PHYSICS SIMULATION
UPLOAD DATA FROM PROCESSOR
COMPRESS TEXTURES
GENERATE REFLECTIONS(“ENVIRONMENT MAPPING”)
UPLOAD DATA FROM PROCESSOR
COMPRESS TEXTURES
THEY’RE PARALLEL IN DIRECTX® 12
RENDER TIME SAVEDLATENCY FPS
HIGHER FPS – RESPONSIVE VR – LOW INPUT LAG
* Chart for illustrative purposes only.
POSTPROCESS
6 | DIRECTX® 12 & AMD RADEON™ GRAPHICS | AUGUST, 2015 | APPROVED FOR ALL AUDIENCES
GAME DEVS ON ASYNC SHADERS
DAN BAKER, PARTNER, OXIDE GAMES
“With async shaders, we can fill parts of the GPU that [would] otherwise be forced to sit idle. It's one of those features we wish we had on every GPU.”
“[Async shading] can be used to add more game features without affecting performance or to increase efficiency by performing existing work in parallel with rendering.”JOHN KLOETZLI, PRINCIPAL GFX DEV, FIRAXIS GAMES
“On The Tomorrow Children, the flexibilityoffered by moving the bulk of our renderingwork to compute was just too great not totake advantage of. […] [Async shading] reallymade a lot of things possible that would havebeen incredibly difficult otherwise.”JAYMIN KESSLER, SENIOR PROGRAMMER, Q‐GAMES
7 | DIRECTX® 12 & AMD RADEON™ GRAPHICS | AUGUST, 2015 | APPROVED FOR ALL AUDIENCES
PRESS ON ASYNC SHADING
TechPowerUP
“It turns out that NVIDIA's Maxwell architecture has an Achilles' heel after all, which tilts the scales in favor of competing AMD Graphics CoreNext architecture better prepared for DirectX 12.”
“Oxide’s developer also revealed that NVIDIA’s Maxwell does not support natively Async Compute, and that NVIDIA asked Oxide to disable it for its graphics cards.”DSOGaming
“[…] AMD cards have been built to takeadvantage of DirectX 12’s features, mainlythanks to Async Compute which shouldbecome more prevalent in the next coupleof years.”WCCFtech
8 | DIRECTX® 12 & AMD RADEON™ GRAPHICS | AUGUST, 2015 | APPROVED FOR ALL AUDIENCES
WHAT ABOUT NVIDIA MAXWELL?
“Curiously, [NVIDIA’s] driver reported [asyncshading] was functional but attempting to use it was an unmitigated disaster.”
“AFAIK, Maxwell doesn’t support Async Compute, at least not natively. We disabled it at the request of Nvidia, as it was much slower to try to use it then to not.”
http://wccftech.com/oxide‐games‐dev‐replies‐ashes‐singularity‐controversy/
Ashes of the Singularity Development Team
9 | DIRECTX® 12 & AMD RADEON™ GRAPHICS | AUGUST, 2015 | APPROVED FOR ALL AUDIENCES
ASYNCHRONOUS COMPUTE ENGINESGRAPHICS CORE NEXT: HARDWARE FOR ASYNC SHADING
AMD Radeon™ R9 390X Graphics Card
These are Asynchronous Compute Engines
Every GCN‐based graphics chip has several
ACEs are hardware accelerators for asynchronous shading in DX12 PC games
Only GCN has support for asynchronous shading
10 | DIRECTX® 12 & AMD RADEON™ GRAPHICS | AUGUST, 2015 | APPROVED FOR ALL AUDIENCES
GAMES AND HARDWARE
DIRECTX® 12 GAMES & HARDWARE
11 | DIRECTX® 12 & AMD RADEON™ GRAPHICS | AUGUST, 2015 | APPROVED FOR ALL AUDIENCES11
OPTIMIZED FOR GRAPHICS CORE NEXT
Built with the Dawn Engine™ Supports DirectX® 12 Features TressFX Hair 3.0 More features TBA
Watch the trailer Visit the website
| DIRECTX® 12 & AMD RADEON™ GRAPHICS | AUGUST, 2015 | APPROVED FOR ALL AUDIENCES
12 | DIRECTX® 12 & AMD RADEON™ GRAPHICS | AUGUST, 2015 | APPROVED FOR ALL AUDIENCES
OPTIMIZED FOR GRAPHICS CORE NEXT
Built with the Nitrous® Engine
DirectX® 12 Capabilities
Multi‐threaded Command Buffers
Increases multi‐core CPU utilization
Async Shaders
Increases GPU utilization
Explicit Frame Management
Reduces frame latency
Custom Memory Manager
Eliminates microstutter
See the gameplay
Visit the website
Read the blog
12 | DIRECTX® 12 & AMD RADEON™ GRAPHICS | AUGUST, 2015 | APPROVED FOR ALL AUDIENCES
13 | DIRECTX® 12 & AMD RADEON™ GRAPHICS | AUGUST, 2015 | APPROVED FOR ALL AUDIENCES
ASHES OF THE SINGULARITYULTRAHD 4K, MEDIUM PRESET, DIRECTX® 12
15 20 25 30 35 40 45
AMD Radeon™R9 Fury X
GTX 980 Ti
AMD Radeon™R9 390X
GTX 980
AMD Radeon™R9 390
GTX 970
Average FPSSYSTEM CONFIG:
Intel Core i7‐5960XGigabyte X99‐UD416GBG DDR4‐2666Windows 10 x64
AMD Catalyst™ 15.20.1061 Beta 3NVIDIA 355.60 WHQL
14 | DIRECTX® 12 & AMD RADEON™ GRAPHICS | AUGUST, 2015 | APPROVED FOR ALL AUDIENCES
ASHES OF THE SINGULARITY1440p, MEDIUM & HIGH PRESETS, DIRECTX® 12
0 10 20 30 40 50 60
AMD Radeon™R9 Fury X
GTX 980 Ti
AMD Radeon™R9 390X
GTX 980
AMD Radeon™R9 390
GTX 970
Average FPS HIGH MEDIUMSYSTEM CONFIG:
Intel Core i7‐5960XGigabyte X99‐UD416GBG DDR4‐2666Windows 10 x64
AMD Catalyst™ 15.20.1061 Beta 3NVIDIA 355.60 WHQL
15 | DIRECTX® 12 & AMD RADEON™ GRAPHICS | AUGUST, 2015 | APPROVED FOR ALL AUDIENCES15
API Overhead Feature Test Supports DirectX® 12, Mantle
& DirectX® 11 Evaluates a GPU’s geometric
throughput (“scene detail”) at >30 FPS
Multi‐threaded command buffers See the trailer Visit the website Read the technical guide
| DIRECTX® 12 & AMD RADEON™ GRAPHICS | AUGUST, 2015 | APPROVED FOR ALL AUDIENCES
16 | DIRECTX® 12 & AMD RADEON™ GRAPHICS | AUGUST, 2015 | APPROVED FOR ALL AUDIENCES
3DMARK® API OVERHEAD FEATURE TESTFULL DGPU STACK PERFORMANCE
1.0 Mil. 4.0 Mil. 7.0 Mil. 10.0 Mil. 13.0 Mil. 16.0 Mil. 19.0 Mil.
GTX 750AMD Radeon™ R7 360
GTX 750 TiAMD Radeon™ R7 370 4GB
GTX 960AMD Radeon™ R9 380
GTX 970AMD Radeon™ R9 390
GTX 980AMD Radeon™ R9 390X
AMD Radeon™ R9 Fury (Asus)
GTX 980 TiAMD Radeon™ R9 Fury X
GEOMETRIC SCENE DETAIL AT 1080P
Polygons/sec @ >30 FPS
Core i7‐5960X, Gigabyte X99‐UD4, 16GB DDR4‐2666, Windows 10® x64 (Build 10240), AMD Catalyst™ driver 15.20 Beta 19, ForceWare 353.62. DirectX® 12 multi‐threaded. 1080p resolution.
17 | DIRECTX® 12 & AMD RADEON™ GRAPHICS | AUGUST, 2015 | APPROVED FOR ALL AUDIENCES
ADDITIONAL CONTENTMaterial Headline SourceVideo AMD Simplified: Async Shading YouTube
Article AMD’s DirectX 12 Advantage Explained – GCN Architecture More Friendly to Parallelism Than Maxwell DSOGaming
Article Lack of Async Compute on Maxwell Makes AMD GCN Better Prepared for DX12 TechPowerUP
Community NV GPUs do not support DX12 Asynchronous Compute/Shaders Reddit
Community Maxwell Can’t do VR well? An issue of latency. Reddit
Article Oxide Games Claims NVIDIA GPUs Do Not Support DirectX 12 Asynchronous Compute Game Debate
Community GTX 980, GTX 970, GTX 980 Ti may not be fully DX 12 supported… Steam Community
Article AMD Dives Deep on Asynchronous Shading AnandTech
Article DirectX12, LiquidVR may breathe fresh life into AMD GPUs thanks to asynchronous shading ExtremeTech
Article Oxide Games Dev Replies on Ashes of the Singularity Controversy WCCFTech
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