- Učlanjen(a)
- 25.09.2009
- Poruke
- 4,015
- Poena
- 290
Dobro, kad se 980 Ti od 650€ klokuje, primeti se razlika u odnosu na 450€ vrednu 390X :d Ko bi rek'o da će doći dan za AMD karte kad možeš da "sipaš i ne misliš", a s druge strane nVidia karte moraju da se klokuje i čekaju novi drajveri/patch da bi radile kako treba :d Ali dobro, za par meseci stiže Pascal, pa će i oni imati konja za trku u budućim (DX12) nalsovima
Ne bih rekao da je bas to ali slicno: nVidia ima 2816 shader-a a AMD 4096 a rade priblizno, kako je to moguce? Tako sto kod AMD nisu dobro iskorisceni i onda AC omogucava da se bolje iskoriste a kod nVidia-e ne pomaze mnogo jer shader-i rade blizu maksimuma. Bilo je ovakvo objasnjenje na Guru3d ili Techreport-u ranije..
Mada, videcemo i druge igre.
Jako su mi zanimljivi ovi što dva beta demoa predstavljaju kao da sad igre generalno rade bolje na Radeonima, a zapravo je situacija potpuno drugačija...
Async shading itself is a bit of a catch-all term – not unlike calling a CPU/SoC a multi-core CPU – and can mean any number of things depending on the context. Hardware can have a different number of queues, different rules on how resources are shared, different rules on how queues are scheduled, etc. So not all async shading capable hardware is the same, and there will be varying levels of how much work can actually be done concurrently. At the same time from a throughput perspective async shading can only fill ALUs that aren’t already being fully utilized, so the upper limit to its benefits is whatever resources aren't already being used.
These findings do go hand-in-hand with some of the basic performance goals of async shading, primarily that async shading can improve GPU utilization. At 4096 stream processors the Fury X has the most ALUs out of any card on these charts, and given its performance in other games, the numbers we see here lend credit to the theory that RTG isn’t always able to reach full utilization of those ALUs, particularly on Ashes. In which case async shading could be a big benefit going forward.
Update 02/24: NVIDIA sent a note over this afternoon letting us know that asynchornous shading is not enabled in their current drivers, hence the performance we are seeing here. Unfortunately they are not providing an ETA for when this feature will be enabled.
http://www.anandtech.com/show/10067/ashes-of-the-singularity-revisited-beta/2
Ovde je sve receno. Dakle, zavisi kakva je arhitektura. Ne ulazeci detaljno u arhitekture Fury i Maxwell GPU-ova, ocigledno je da AMD-u znace dosta AS jer su njihovi shader-i zavisni, tj. vece grupe shader-a dele iste resurse pa je i uvek vise neiskoriscenih shader-a.
Kao sto rekoh.
Mada ima i ovo:
Da vidimo koliko ce nVidia-i doneti AS..ne ocekujem puno u ovoj igri.
Ovako ih bas briga jer nameravaju da namlate pare na Pascalu na osnovu toga krajem godine. nVidia je kao Samsung kada ti proda mobilni, dok je aktuelan nema boljeg. Kada dodje vreme za novi model, tvoj stari model postaje inferioran.
...the numbers we see here lend credit to the theory that
Follow along with the video below to see how to install our site as a web app on your home screen.
Napomena: this_feature_currently_requires_accessing_site_using_safari