Gears of War 4 PC Performance Review

Async Compute

Gears of War 4 PC Performance Review

Async Compute

Async Compute is one of the most marketed features of DirectX 12, allowing GPUs to better utilise their resources in order to achieve a higher framerate. 

In Gears of War 4 Asynchronous Compute can be enabled and disabled at will on compatible hardware, allowing us to see exactly what effect this new technology has on the game. 

On AMD hardware we can see that on both the R9 Fury X and the RX 480 have some noteworthy performance gains when using Asynchronous Compute, though Nvidia's Pascal based GPUs do not seem to be significantly impacted by the feature. 

Nvidia's older Maxwell series GPUs do not support Asynchronous Compute in Gears of War 4, with AMD's older GCN hardware supporting it with ease for additional performance. Simply put PC gamers do not need to adjust this setting, as the game will use it if you hardware is compatible and won't include the option if your hardware cannot.  

 

Gears of War 4 PC Performance Review  

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Most Recent Comments

13-10-2016, 16:23:05

AngryGoldfish
For every turd there is a chocolate bar.Quote

13-10-2016, 18:14:42

gijoe50000
Would be nice of they optimized the textures/game for certain amounts of vram. Having 4210MB makes no sense since the level down for 1080p is 2770MB. Everyone with a 4GB gpu will be missing out here.

There seems to be a huge gap between ultra and high..

It would make more sense to have the vram optimized as, say: 6GB for Ultra, 4GB for very high 3GB for high 2GB medium.
Does that make sense?Quote

13-10-2016, 18:47:06

NeverBackDown
Strange the only card using Async from Nvidia to lose performance was actually the 1080Quote

14-10-2016, 04:26:27

AlienALX
Might actually pull the trigger on this once I'm done with Mafia III (not even started yet lol).Quote

14-10-2016, 09:11:55

SPS
Quote:
Originally Posted by gijoe50000 View Post
Would be nice of they optimized the textures/game for certain amounts of vram. Having 4210MB makes no sense since the level down for 1080p is 2770MB. Everyone with a 4GB gpu will be missing out here.

There seems to be a huge gap between ultra and high..

It would make more sense to have the vram optimized as, say: 6GB for Ultra, 4GB for very high 3GB for high 2GB medium.
Does that make sense?
In UE4 you set a pre-defined texture streaming pool, this can either be set exactly or it can be set to be a percentage of VRAM. The streaming system well then only stream in the correct mips per texture where it is able to do so. If the texture pool is set to 20% of VRAM at low settings using 1080 (which has a fair bit of VRAM), it's possible that the VRAM report actually shows more VRAM being used than necessary. Once the pool is full it will only stream out textures when the memory being used is required for use by a texture coming into view. This helps prevent wasted time streaming out textures for the sake of it.

https://docs.unrealengine.com/latest...res/Streaming/Quote
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