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A closer look at async compute in 3DMark Time Spy

Here is a technical article related to the new DX12 benchmark from Futuremark called Time Spy.  I have used this benchmark in the latest GTX 1060 review and really like the visuals.  There isn't much in terms of particle effects but each of the display cases features a scene from a past 3DMark benchmark including a few some I didn't recognize.

Every Futuremark benchmark is accompanied by a detailed technical guide that explains how the test works, what it measures, and how the scores are calculated. We create these guides to provide transparency to hardware press who use our benchmarks for reviews, to our industry customers, and for technically-minded gamers and overclockers.

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.
 
Be sure to check out the full article for more detailed information.

Related Web URL: http://www.futuremark.com/pressreleases/a-closer-l...