DV Hardware - bringing you the hottest news about processors, graphics cards, Intel, AMD, NVIDIA, hardware and technology!
   Home | News submit | News Archives | Reviews | Articles | Howto's | Advertise
DarkVision Hardware - Daily tech news
July 22, 2019 
Main Menu
News archives

Who's Online
There are currently 181 people online.


Latest Reviews
Ewin Racing Flash gaming chair
Arctic BioniX F120 and F140 fans
Jaybird Freedom 2 wireless sport headphones
Ewin Racing Champion gaming chair
Zowie P-TF Rough mousepad
Zowie FK mouse
BitFenix Ronin case
Ozone Rage ST headset

Follow us

Futuremark reveals how Async Compute works in 3DMark Time Spy

Posted on Wednesday, July 20 2016 @ 10:07:39 CEST by

Futuremark has written a detailed article about how they implemented asynchronous compute in the new 3DMark Time Spy DirectX 12 benchmark, you can read it over here.
The aim of the technical guide is to bridge the gap between code-level implementation that requires expert knowledge and a typical enthusiast's understanding of modern APIs and real-time graphics. But, occasionally, there is enough interest and excitement around a new feature or technique that a more detailed look is called for. One such technique in DirectX 12 is asynchronous compute.

In this post, we'll explain how command lists, command queues, and specifically, asynchronous compute are used in 3DMark Time Spy. Before we dive into the technical details, it is worth explaining how we make benchmarks at Futuremark and the steps we take to ensure that our tests are accurate, relevant, and impartial.



DV Hardware - Privacy statement
All logos and trademarks are property of their respective owner.
The comments are property of their posters, all the rest © 2002-2019 DM Media Group bvba