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OpenGL & Vulkan

Adept I
Adept I

DirectX 12 pixel shaders always use wave64 mode


I'm creating DirectX 12 application and using Radeon GPU Profiler for profiling on 5700 XT card. I have noticed that all pixel shaders are using wave64 mode (this is stated on Events->Pipeline State->PS->Information tab in RGP). My current Radeon Software version is 20.11.1.

Is that intended behaviour, and if so - why? Wave32 mode is supposed to be faster and used in all vertex and compute shaders in my app (I don't know about geometry/tesselation though).