How hard would it be for developers to take advantage of asynchronous compute? I ask because the argument is often made that market share would affect the adoption of features that only benefit AMD. With a game that already uses compute in its design, would it be a relatively simple task?
Also what is up with Fable legends? what level of Asynchronous compute is used? More or less than Ashes of the singularity? How much of a performance boost could we expect with greater usage?
What do you think about Hybrid/Multi GPU (not in the same family or even manufacturer, RGB) rumors with DX12?
If it is possible, will AMD keep their usual open standards and provide game developers support for Multi GPU setups?
Has AMD tested this at all?
Oops i am late ! My question was I want to know How DX 12 and UE 4 can collaborate towards new game, why everyone is saying DX 12 will use less overhead despite it beings higher than DX 11 ?
AMD's Arctic Islands GPU's will be based on a new, post-GCN architecture. It's not a tweaked Fury, there are lots of major changes, so I expect way better DX12 support.
Just a reminder that the Q&A is closed.
With so much interest surrounding DirectX 12, would you be interested in having a second Q&A about the API? I can't promise that we will be able to have one, but I can look into it!