• blaktronium@alien.topB
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    1 year ago

    No it’s because the 5700xt has to run mesh shaders on their vertex shaders and pixel shaders and probably needs to go back and forth a bunch. Mesh shaders take over vertex shaders and do some pixel shading stuff. My guess as to why RDNA1 gets hit less hard than Pascal is because of the async compute performance advantage which lets them do the inefficient way a lot more parallel.

    This is all supposition based on what a mesh shader is. Im actually surprised they will run on a vertex shader at all.

    • Defeqel@alien.topB
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      1 year ago

      run mesh shaders on their vertex shaders and pixel shaders

      likely just using a compute shader, all shaders run on unified shader cores anyway (there is no separate hardware vertex / fragment shaders anymore)

    • dampflokfreund@alien.topB
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      1 year ago

      That is a very good guess. I think that’s exactly what is happening here. Definately interesting.

      RDNA1 is definately better at async compute.

    • AccroG33K@alien.topB
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      1 year ago

      I want to see how the Radeon VII, rx5700xt and rx6700xt compares in this title. It will tell us if it is the asynchronous compute that helps in this game or is it simply the fact that RDNA1 do have all the hardware to run mesh shaders, but lacks per primitive output, so it has to do essentially the same work as any GCN GPU. That’s really interesting how the 5700xt outperforms a 1080ti here!!!

    • libo720@alien.topB
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      1 year ago

      async compute

      what does this do? i see it in the settings section in halo infinite but dont know whether to turn it on or not