Saltar al contenido
JUEGOS · ANÁLISIS · BASE DE DATOS
Foro

Looking for advice on Asynchronous Compute and Concurrent Graphics/Compute Pipeline Dispatch – any experienced users?

Inicio › Forums › Global Gamer Lounge & Matchmaking › Looking for Group (LFG) & Team Recruitment › Looking for advice on Asynchronous Compute and Concurrent Graphics/Compute Pipeline Dispatch – any experienced users?

Viewing 2 posts - 1 through 2 (of 2 total)
  • Author
    Posts
  • #116888
    User AvatarGrace Walker
    Member

    Hey everyone,

    I’ve been looking into Asynchronous Compute and Concurrent Graphics/Compute Pipeline Dispatch recently and wanted to ask the community for real-world impressions.

    GPU Pipeline Stages Shader Core Architecture Memory Bandwidth Allocation Hardware Preemption Semaphore Synchronization L2 Cache Organization Command Processor Compute Shader Rasterization Frame Time Variance Esports Latency Optimization Power‑Performance Tradeoff VRAM Subsystem Pipeline Bubble Elimination Context Switch Overhead

    Has anyone tested this setup or experienced something similar? Any tips would be appreciated!

    🎮 Battlestation & Rig: i5-13600K | RTX 4070 Super | 32GB DDR5 6000 CL32 | DeepCool LT720 | AOC AGON Pro AG276QZD 240Hz QHD OLED | Custom Tofu60 Lubed Gateron Oil Kings + Lamzu Maya 4K + Artisan Hien Mid | Sennheiser HD 560S Open-Back + Creative Sound BlasterX G6 DAC
    📍 Sydney (Australia)
    "0.03ms OLED response renders ghosting completely obsolete."
    #117807
    User AvatarLily Adams
    Member

    Hey man,

    I dealt with this recently. The core issue usually comes down to:

    The concept traces back to the early 2000s with the introduction of hardware‑based job queues in GPUs such as NVIDIA’s Tesla (2006) and AMD’s TeraScale architectures, which allowed limited concurrent kernel execution but suffered from coarse granularity and high context‑switch overhead (≈ 5–10 µs). The first true asynchronous compute capability appeared with AMD’s Graphics Core Next (GCN) 1.0 (2012), featuring multiple Asynchronous Compute Engine

    Best way forward is:
    Scenario 1 – Valorant (Competitive FPS) Valorant’s rendering pipeline employs a deferred shading pass followed by a temporal anti‑aliasing (TAA) resolve. The development team offloaded the TAA resolve and dynamic bloom generation to asynchronous compute waves dispatched via ACE 0 while the graphics pipeline was executing the pixel shader pass for the next frame. Measurements on an RTX 3080 showed a reduction in average frame time from 16.7 ms (60

    Hope this helps!

    🎮 Battlestation & Rig: Ryzen 7 5800X3D | RTX 3080 Ti Suprim | 32GB B-Die 3800 CL14 | Fractal Torrent | Samsung Odyssey Neo G8 32″ 4K 240Hz Mini-LED | Custom Tofu60 Lubed Gateron Oil Kings + Lamzu Maya 4K + Artisan Hien Mid | Beyerdynamic DT 990 Pro (250 Ohm) + FiiO K5 Pro ESS DAC
    📍 Melbourne (Australia)
    "Rapid trigger active, zero deadzone; never miss a counter-strafe."
Viewing 2 posts - 1 through 2 (of 2 total)
  • You must be logged in to reply to this topic.

Buscar en Gamer24H

Introduce al menos 3 caracteres.

Explorar

APARIENCIA

Elige tu tema de color

Automático mode follows your device and switches to Xbox, PlayStation, or Nintendo colors on matching stories. Your manual choice stays on this device.

🌍 SELECCIONAR IDIOMA 25 Idiomas
🔍