Tuesday, March 19th 2024
AMD Posts "Super Early" Work Graphs Render Time Numbers, Posts 39% Render Time Improvements
AMD in a GPUOpen blog post showed off some "super early" performance numbers for a Radeon RX 7900 XTX GPU rendering a DirectX 12 workload using Work Graphs, instead of the traditional ExecuteIndirect method. Work Graphs is method by with GPUs enjoy greater autonomy in executing render and general purpose compute workloads, by vastly reducing the role of the CPU in the rendering pipeline. At the ongoing GDC 2024, AMD showed off a performance demo of a DirectX 12 rendering workload that implements Work Graphs, running in sync with Mesh Nodes, a feature that will process draw calls while the rest of the graph is executing. This is compared its render times to the traditional method. The differences are staggering.
It takes the traditional ExecuteIndirect method 64% longer to render a frame compared to Work Graphs, in other words, the new method is 39% faster. This has a direct impact on frame-rates for applications that implement Work Graphs. Although not part of the demo, AMD RDNA 3 also implement a silicon-level acceleration for Multi-draw indirect, another API-level feature that's underutilized. AMD's demo showcases a 3D scene without the HUD UI and skybox, being rendered on a single work graph dispatch. Work Graphs and Mesh Nodes are the next big feature addition to the DirectX 12 API feature-set, which will begin rolling out later this year. Both AMD and NVIDIA have ongoing implementation efforts to implement it.
Source:
Wccftech
It takes the traditional ExecuteIndirect method 64% longer to render a frame compared to Work Graphs, in other words, the new method is 39% faster. This has a direct impact on frame-rates for applications that implement Work Graphs. Although not part of the demo, AMD RDNA 3 also implement a silicon-level acceleration for Multi-draw indirect, another API-level feature that's underutilized. AMD's demo showcases a 3D scene without the HUD UI and skybox, being rendered on a single work graph dispatch. Work Graphs and Mesh Nodes are the next big feature addition to the DirectX 12 API feature-set, which will begin rolling out later this year. Both AMD and NVIDIA have ongoing implementation efforts to implement it.
5 Comments on AMD Posts "Super Early" Work Graphs Render Time Numbers, Posts 39% Render Time Improvements
This is more about changing the pipeline and exclude CPU taking part of it due to slowing things down. Not to mention, NV is going for the same approach, it would benefit NV even more than AMD considering the driver overhead that involves CPUs.
Look at mesh shaders, directstorage etc. All great things that very few games actually use.
Publishers rather pump out sequels with same assets year after year than invest in new tech.
And then there are upscalers that are not used as better AA but instead of crutches to hide poor optimization and get the game to barely hit 30/60 fps with upscaled fuzzy image.
No to mention the lack of new ideas. Physics are same or even worse than they were in the early 2010's despite the fast that most people have at least 4-6 core CPU's and GPU's capable of easily handling modern physics.
At least AI and lipsync/faces are improving...
Most games that are in the pipe for the next 3-4 years have already committed to an underlying tech and won't take advantage of this newfangled stuff.