As a software dev who has used and benefited from AVX2, I think the last data point in the chart is quite a bit off. Perhaps their benchmarking software didn't support AVX2 yet (Haswell/Broadwell) yet? > Blue depicts parallel performance, while purely sequential performance is shown in orange. Sequential trend seems to totally disregard up to doubled integer vector performance in AVX2, first introduced in Haswell. Or…
The chart seems to indicate about 25 GFLOPS for sequential performance, while real value is up to 100 GFLOPS theoretical at 3.1 GHz on Haswell/Broadwell on a single core. While realistic single core performance won't of course be approaching 100 GFLOPS, 25 is a pretty lowball value.
What DirectX 12 means for gamers and developers
11–19 of 19 posts
Re: What DirectX 12 means for gamers and developers
#12Earlier quoted context omitted.
The hardware inside the Xbox One most certainly does support DX 12.
Citation?
I'm going to cite me. I work on graphics engines for all the major consoles and PC. Have been looking at DX12 on xbone for over a month already.
Re: What DirectX 12 means for gamers and developers
#13Not much. Almost all high-budget games are still developed for consoles first. The hardware inside Xbox One doesn't support DX 12.
Xbox One literally runs Windows
If it literally ran Windows, it would mean that GPU work is actually scheduled between applications and we'd have TDRs and all sorts of things.
Re: What DirectX 12 means for gamers and developers
#14Earlier quoted context omitted.
The chart seems to indicate about 25 GFLOPS for sequential performance, while real value is up to 100 GFLOPS theoretical at 3.1 GHz on Haswell/Broadwell on a single core. While realistic single core performance won't of course be approaching 100 GFLOPS, 25 is a pretty lowball value.
Is it possible that they're using "sequential" strictly, to mean that the arithmetic isn't vectorized? What's the scalar throughput like?
You get about 25 GFLOPS if you use SSE only.
Re: What DirectX 12 means for gamers and developers
#15The complete lack of mention of Vulkan in this article is suspect.
Re: What DirectX 12 means for gamers and developers
#16Earlier quoted context omitted.
The hardware inside the Xbox One most certainly does support DX 12.
Citation?
The lack of a low-level API on PC is why bad console ports have happened in the past - so there's your citation: every bad console port ever.
Re: What DirectX 12 means for gamers and developers
#17Re: What DirectX 12 means for gamers and developers
#18*What DirectX 12 means to Windows gamers and Windows developers. The complete lack of mention of Vulkan in this article is suspect.
Re: What DirectX 12 means for gamers and developers
#19As a software dev who has used and benefited from AVX2, I think the last data point in the chart is quite a bit off. Perhaps their benchmarking software didn't support AVX2 yet (Haswell/Broadwell) yet? > Blue depicts parallel performance, while purely sequential performance is shown in orange. Sequential trend seems to totally disregard up to doubled integer vector performance in AVX2, first introduced in Haswell. Or…
The reason the CPU bottlenecked pre-DX12/pre-Vulkan games is because a hefty amount of it was used for the abstraction: likely little of which was FLOPs. Basically: you forgot to profile first ;). For a purely graphics workload the CPU will be doing relatively small amounts of work.
In addition I can say with fair certainty that a smaller portion of the gamer market upgrades their CPU on a regular basis (so-called enthusiasts). Taking myself as an example: I haven't upgraded my CPU since 2010 and I've only started feeling that pinch this year. That's a lot of CPUs without AVX2 support.
TLDR; AVX2 is currently in the "solutions looking for a problem" bucket.