This patch series uses async compute to do primitive culling before the vertex shader. It significantly improves performance for applications that use a lot of geometry that is invisible because primitives don't intersect sample points or there are a lot of back faces, etc.
>Eventually we might also enable this on consumer graphics cards for those games that benefit. It might decrease performance if there is not enough invisible geometry.
That benchmark is cherrypicked to make a point. In games it'll make little difference. And in decently optimized games, none. (Well coded games hide geometry that is out of view)
Oliver Wood
>Well coded games hide geometry that is out of view
I would like to let you know that lots of modern games are very poorly made, especially the FLAVOUR OF THE MONTH BATTLE ROYALES
Ian Jackson
Those will often use standard engines though (unreal)... And they're not benchmarked for reviews either
Ayden Clark
When you've got basic fortnite-level graphics, spending 10% of your budget culling unseen geometry is not financially viable.
Nathan Evans
>loonix is suddenly better at games performance than windows REEEEEEEE
Cooper Davis
>decently geometry culling optimized games There are none
Mason Hall
massive if verified keep me posted
Blake Reed
That'd be not enough to turn the tide, but a big win nevertheless.
Dylan Ortiz
anyone itt tried it yet?
Zachary Perez
Since years by now. Problem is, nobody develops games for Linux.
Robert Brown
>Jow Forums >actually using linux
Nicholas Wilson
huh? i'm cloning it right now, i just have slow internet
Luke Barnes
But the patch looks to be driver level, so if it actually works as theorized, it would work on even older games, automagically.
Various types of geometry culling are big standard features in a modern game engine. There may be some hand tuning required but usually theres some form of geometry culling going on already
Jordan Butler
>3x the speed of a 1080 ti wew lad also, fury above vega, what?
Cooper Taylor
above Vega56, yes. more shaders/CU's
Robert Carter
bumbing for any game benchmarks
Charles Ramirez
this
tried a couple games, and i couldn't measure a difference i'd love to see if it makes a difference in solidworks... but it doesn't have a linux version
Brody Turner
what games did you try
Brandon Powell
OpenGL games?
Connor Anderson
unigine-heaven (not a game, but eh) left4dead 2 7 days to die
yes i'd try things in wine, but i can't be bothered building the 32bit version
Thomas Stewart
Crysis 2 would be super interesting since Nvidia paid the developers to put huge swaths of tessellated water under each map.
Ryan Torres
yea, well i don't have many modern games, and my internet connection isn't fast enough to grab one while this thread is alive i'll upload a binary arch package of it in a moment if someone else wants to test it
Noah Clark
How does this amdtard myth persist in 2019? That water is how crytek's level creation tool works out of the box. The default terrain is a small island surrounded by water, and terrain is controlled by a height map that you simply raise above the water. And the only way to even see it in crysis 2 is to enable a debug render mode so its not even clear if any instructions are given to the gpu to process the vertices for it under normal circumstances.
More importantly nvidia didnt do jack shit for the base game. They sponsored the DX11 patch that came months later, the water was always there to begin with
Alexander Gonzalez
They advertised this a year ago when Vega came out. What took them so long?
Jonathan James
>How does this amdtard myth persist in 2019? Because turning down tessellation in AMD drivers will literally double your framerate in this game? >More importantly nvidia didnt do jack shit for the base game. They sponsored the DX11 patch that came months later, the water was always there to begin with Geez, I wonder why a Nvidia sponsored patch would completely overuse features for no visual benefit that cause performance penalties on competition.
The fact that nvidia fanboys defend this shit still makes me sick.
Tessellation is already driver optimized you retard, and AMD had the feature to manually set tessellation levels in their drivers by the time the patch came out. Maybe they should have done a better job optimizing tessellation like nvidia did, or get hardware that actually works
Jeremiah Perez
>muh immersion barriers fuck off nvidiot shill
Jayden Peterson
Imagine if AMD helped with a title that swapped textures around and required a minimum of 800 GB/s for no reason at all other than to say their hardware is better than Nvidia.
Dylan Johnson
>Geez, I wonder why a Nvidia sponsored patch would completely overuse features for no visual benefit that cause performance penalties on competition.
Nvidia sponsored and AMD approved lmao. For a company that was riding the coattails of nvidia's investments it sure it funny their fanboys throw a hissyfit when its revealed how shit GCN always was. AMD didnt lift a finger other than to say the dx11 patch was a good thing until they had an opportunity to jump on the outrage bandwagon, meanwhile without nvidia the patch wouldnt have existed at all. The biggest example of a freeloading rat
Nathaniel Jenkins
They would still lose you retard. Even Pascal had much higher effective bandwidth than Vega, despite HBM2, because AMD's memory controllers have historically been shit. VII would get its asshole caved in by the 2080ti
Colton Anderson
>And in decently optimized games, none. (Well coded games hide geometry that is out of view) >well optimized games carry out a function that AMD had to create custom hardware and custom drivers to actually do Son, are you fucking retarded?
its a fact that while nvidia and amd can both do tess at x64 in reality due to amd old ceo and his stupidity of not agreeing into culling amd simply had to bruteforce their way nvidia on the other hand with their cullings its almost as if the game runs at x32
Julian Ross
0% performance gain in games. AMDtards BTFO.
Thomas Bell
0% performance gains in windows games :^)
Robert Reed
>well optimized games carry out a function that AMD had to create custom hardware and custom drivers to actually do It's not fucking rocket science. It just takes some work. developer.valvesoftware.com/wiki/Visibility_optimization
Jeremiah Reyes
yeah but plenty of games don't do it, esp. lazy ones made in game editors
Alexander Martinez
>shit devs are holding back games from running as well as they could because they don't know how to code I miss Carmack