texhnolyze
Banned
AMDs Robert Hallock wrote on a Reddit thread:
You will find that the vast majority of DX12 titles in 2015/2016 are partnering with AMD. Mantle taught the development world how to work with a low-level API, the consoles use AMD and low-level APIs, and now those seeds are bearing fruit.
NVIDIA claims "full support" for DX12, but conveniently ignores that Maxwell is utterly incapable of performing asynchronous compute without heavy reliance on slow context switching.
GCN has supported async shading since its inception, and it did so because we hoped and expected that gaming would lean into these workloads heavily. Mantle, Vulkan and DX12 all do. The consoles do (with gusto). PC games are chock full of compute-driven effects.
If memory serves, GCN has higher FLOPS/mm2 than any other architecture, and GCN is once again showing its prowess when utilized with common-sense workloads that are appropriate for the design of the architecture.
NVIDIA's upcoming pascal is so tempting, but I guess I'll be keeping my AMD card for now.Q: So why are you (AMD) guys being quiet? Do you realize the potential for gamers to see AMD's GCN in a better light if suddenly they find out that GCN IS SUPERIOR in DX12 than Kepler/Maxwell?
A: With respect, we haven't been quiet. If you Google async shading, you'll see publicity efforts stretching back 4-6 months. It takes time for these things to pay off in real application, but we're already seeing the results.