Oxide dev: Console devs are now getting 30% extra GPU performance via Async Compute

Speaking on the hardware enthusiast forums, Overclock.net, a developer from Oxide Games had some interesting information to share regarding the utilization of Async Compute in modern games. The studio happens to be the first to produce a game that supports DirectX 12 from the ground up.


According to the developer, Oxide Games’ use of Async Compute in the PC and DX12 exclusive Ashes of the Singularity pales in comparisons to some of the things that PS4 and Xbox One developers are doing with the technology. He went on to say that the console developers taking advantage of Async Compute are yielding as much as 30% additional GPU performance in their games.

Our use of Async Compute, however, pales with comparisons to some of the things which the console guys are starting to do. Most of those haven’t made their way to the PC yet, but I’ve heard of developers getting 30% GPU performance by using Async Compute.

He further added that Nvidia’s Maxwell GPUs don’t offer native support for Async Compute, and that things could get pretty disruptive in a year when graphics engines built around and optimized for AMD’s GCN architecture start making their way to the PC.

Too early to tell, of course, but it could end being pretty disruptive in a year or so as these GCN built and optimized engines start coming to the PC.

AFAIK, Maxwell doesn’t support Async Compute, at least not natively. We disabled it at the request of Nvidia, as it was much slower to try to use it then to not.

Weather or not Async Compute is better or not is subjective, but it definitely does buy some performance on AMD’s hardware. Whether it is the right architectural decision for Maxwell, or is even relevant to it’s scheduler is hard to say.

Nvidia’s PR has previously put the blame for Ashes of the Singularity’s less than stellar performance on Microsoft’s latest graphic API i.e. DX12, on Oxides Games. Though, the developer assures that there is no dispute between Oxide Games and Nvidia. He believes that the initial confusion between the two was due to Nvidia’s demand that the studio disable certain settings in its benchmark, which it declined.

Let us know what you think about this information in the comments below.

Muhammad Ali Bari

Editor and PR Manager at GearNuke

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  • aperture_tech

    Nvidia on suicide watch

  • xboxmaster

    consoles leading the game development as always, hmm and 64% of pc gamers play at sub 1080p, fucking peasant pirates

    • Jason Mounce

      lmao. That’s a first.

    • William Fenton

      Look at your name you pathetic fanboy.

    • Edonus

      PC, Peasant, Pirates……. I Like it.

    • e92m3

      And it looks like ~70% of discrete gpu market share lacks async.
      NVidia PC Peasant Pirates*, to be more precise.

      Current consoles and modern APIs are going to have a very harmonious relationship for competent devs/hardware.

    • Fleetwood

      Idiot, re-read the statement:
      “pales with comparisons to some of the things which the console guys are
      starting to do. Most of those haven’t made their way to the PC yet, but
      I’ve heard of developers getting 30% GPU performance by using Async

      -He is saying that on DX12 games are not yet released, developers have been able to gain around 30% of performance from not using Async Compute shaders on the PC.

      -AMD graphics hardware on consoles has always been available on PC way before, back when it was ATI.

      • Xiphan

        While I don’t agree with the way he said it, xboxmaster’s not entirely wrong. Consoles don’t have the luxury of sheer brute forcing the workload thrown at them like a PC can, as such developers have had to find creative ways to squeeze as much performance out of them as they can, and this means utilising all of the strengths present in the hardware. This is why console devs are starting to achieve 30% gains in performance, because they are now taking advantage of the power of GCN in the GPU hardware. Something that hasn’t happened in the PC space until now with the advent of DX12.

        As for your two bullets:

        – You are incorrect, the 30% gains seen from using Async compute was achieved on consoles. However we can expect to see similar gains on PC once more games start using DX12 and Async compute, at least on AMD hardware 😛
        – The graphics hardware in the latest consoles are based on GCN technology, the architecture AMD launched in 2011, 5 years after it acquired ATI. So while the GPU is a modified version of the 7870 nothing in the PC space is optimised to take advantage of it like they have on consoles.

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