Page 64 - Computer Power User - February 2017
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buffers, which is another major drawback
           of CrossFire and SLI. As anyone who has
           used SLI or CrossFire knows all too well, it
           doesn’t always work, and sometimes it even
           hinders performance compared to running
           the game with a single graphics card.
             Explicit Multi-Adapter in DX12
           changes all that and brings along a
           handful of new techniques for dividing
           up the workload between all GPUs. Split-
           frame rendering essentially divides each
           frame into multiple tiles and distributes
           the tile-rendering tasks to the different
           adapters. Asymmetric multi-GPU is
           another technique that lets a game divide
           rendering tasks unequally, between a
           discrete graphics card and an on-CPU   Our SAPPHIRE RX 480 NITRO+ has four ACEs, with each one supporting up to eight queues.
           graphics adapter. For instance, the
           heavy lifting of the game rendering
           would likely fall to the discrete GPU,
           while something like lighting, physics,
           or post-processing would be handled
           by the integrated adapter. DX12 also
           lets the game workload see the two or
           more distinct pools of graphics memory
           as a single combined pool, so two cards
           with 4GB each let the DX12 API access
           all 8GB.

           Asynchronous Compute
             There’s a lot of information on the
           internet about Asynchronous Compute,
           but depending on your sources, you’re
           likely to come away with three different   The GIGABYTE GTX 1060 G1 Gaming 6GD features Pascal’s revamped scheduler, which is designed to
           impressions of how it works based on the   better adapt to DX12 workloads.
           terminology used by AMD, NVIDIA,
           and Microsoft. The important takeaway is
           that Asynchronous Compute is designed   of cache, and a handful of specialized   becomes necessary, developers also have
           to eliminate GPU workload inefficiencies   function units that handle post-  more control over when and how that
           that crop up primarily when gaming.   processing duties. Giving developers a   happens. These functions are good at
             When AMD and NVIDIA come         way to get more performance from a   filling in the gaps compared to the more
           up with new GPU architectures, most   given bit of hardware, either in a console   traditional render path of a modern GPU,
           of the changes that occur from one   or PC, is always a good thing.  but it’s not a complete overhaul of the
           generation to another are designed to   According to Microsoft, DX12’s take   process by any means. The performance
           ensure that when the GPU is working, it   on Asynchronous Compute is referred   bump DX12 delivers for a game that uses
           is working hard, with 100% utilization,   to most often as Synchronization and   this technique vs. the same game running
           to give you the fastest frame rates, at   Multi-Engine. In essence, this aspect of   under DX11 tops out at about 20%, but
           the highest resolution, with as much eye   the API lets game developers employ   we suspect this performance improvement
           candy as your visual cortex can handle.   queues and command lists to execute   is restricted to the times when the GPU is
           This is an incredibly tricky thing to do   dozens, hundreds, or even thousands of   at its most inefficient. In short, Microsoft’s
           using a GPU that is largely comprised   threads concurrently without having to   Synchronization and Multi-Engine
           of a hundreds or thousands of general-  have those items pause to wait their turn.   techniques are all about filling in the gaps
           purpose units, with limited amounts   When synchronizing the thread output   to keep GPU utilization maxed out.



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