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> PC didn't have real async compute capabilities until DX12 Indeed it didn't, and DX12 is extremely old tech. Consoles don't have async compute right now. (Edi
by zamalek 6y ago
> PC didn't have real async compute capabilities until DX12
Indeed it didn't, and DX12 is extremely old tech. Consoles don't have async compute right now. (Edit: apart from the PS3).
- robmaister 6y agoAMD GCN absolutely supports async compute[1]. Radeon cards for years would only make use of the ACEs in pure compute contexts, as OpenGL and DX11 had no concept of a secondary command queue and could not make use of them. This is a big part of the reason why Vulkan/DX12 require so much boilerplate to get a triangle rendered. The PS3's SPU definitely counts as async compute especially with how it was used later in the console lifecycle[2] once people had time to familiarize themselves with it. However, in the current gen consoles, you don't have to deal with a different ISA, command queuing, and shared memory between the GPU and CELL processor. You are only writing HLSL/GLSL/PSSL and setting up an aggressive amount of fencing to transition resources between readable and writable states within the GPU. [1]: https://www.anandtech.com/show/9124/amd-dives-deep-on-asynchronous-shading https://www.anandtech.com/show/9124/amd-dives-deep-on-asynch... [2]: https://www.slideshare.net/DICEStudio/spubased-deferred-shading-in-battlefield-3-for-playstation-3 https://www.slideshare.net/DICEStudio/spubased-deferred-shad...