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Basic Member
加入日期: Jul 2003
文章: 15
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大膽假設!
應該是Performance issue知道Root Cause, 但是Action還沒決定..... ![]() |
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Major Member
![]() 加入日期: Aug 2012 您的住址: 城管局
文章: 273
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__________________
「好!你們要王,我告訴你,如果你們要王,你們要知道,你要加稅、你要被欺負,因為王要用厚厚重稅來欺壓你們,你們不要我做王,我讓你們。你們選的王,不是合我心意的 ,你們受盡痛苦!」 |
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Basic Member
加入日期: Jul 2003
文章: 15
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引用:
Defer as not a issue, waive, monitor任君挑選 ![]() |
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*停權中*
加入日期: Mar 2015 您的住址: 熱火隊地盤
文章: 2,703
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引用:
可是連Game Ready驅動都出了... 理論上已經最佳化了... ![]() ![]() http://www.geforce.com/whats-new/ar...driver-released |
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Advance Member
![]() ![]() 加入日期: Jan 2002
文章: 449
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還沒喔。Open to fix
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Major Member
![]() 加入日期: Jan 2007
文章: 248
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引用:
https://community.amd.com/community...s-of-directx-12 這段話應該來自AMD推銷自己的GCN架構顯卡的文章,不像是在介紹DX12的標準功能 從DX12 的FL 11_0 到 FL 12_1的說明,我都沒看到ACE是被列為基本功能的說明 至於Maxwell 2.0 是否支援ACE Wccftech有一篇很長的評論,它有列舉 Nvidia Maxwell 1.0 – 1 Graphics Queue, Mixed Mode not Supported (32 Pure Compute) Nvidia Maxwell 2.0 – 1 Graphics Queue + 31 Compute Queues Now contrary to popular belief, Nvidia’s Maxwell 2.0 does support “Asynchronous Shaders”. Do bear in mind that documentation on these things is very limited – most of it comes from engineer comments and documentation on HyperQ (Nvidia’s multiple queue implementation). 他們認為Maxwell 2.0 確實支援ACE 但是他也很謹慎的說,目前現有的文件有限 很多都是來自於工程師的說法以及HyperQ裡的文件。 下面這段話說了,maxwell 2.0 支援 mixed mode (maxwell 1.0 不支援) As you can see, Maxwell 2.0 does support mixed mode and upto 31 compute queues in conjunction with its primary graphics Queue. No other Nvidia architecture has this capability without involving a complete mode switch. Now this where things get a bit muddy. Since there is no clear documentation, and since Nvidia has yet to release an official statement on the matter, it is alleged (read: not confirmed in any way), that Nvidia’s mixed mode requires the use of a software scheduler which is why it is actually expensive to deploy even on Maxwell 2.0. 但是事實真相如何,還是只能等NV自己出來講。 |
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Power Member
![]() ![]() 加入日期: Nov 2006
文章: 560
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N家自己出的圖,ACE是DX12的最基本機能 ![]() |
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Advance Member
![]() ![]() 加入日期: Jan 2002
文章: 449
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那是API,不是feature level。用ACE這個詞彙的都是AMD。
D3D12允許asynchronous compute shader,這是所有DX12 driver (UMD)都要支援的。Feature level指的是硬體支援,並沒有針對asynchronous compute shader進行規範,屬於各家GPU實作的一部份。 引用:
此文章於 2015-09-03 03:33 PM 被 freaky 編輯. |
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Advance Member
![]() ![]() 加入日期: Jan 2002
文章: 449
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正名一下,ACE (Asynchronous Compute Engine)是AMD稱呼他們的GPU設計,asynchronous compute shader屬於HLSL (High Level Shader Language, Microsoft定義的shader assembly language) Shader Model 5.1的一種操作模式,兩者屬於不同層級的東西,完全無法比較。
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Major Member
![]() 加入日期: Jan 2007
文章: 248
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引用:
http://wccftech.com/async-shaders-g...ce-oxide-games/ Asynchronous Shaders/Compute : What It Is And Why It Matters 它下了一個讓人誤解的標題 |
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