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Async Compute Halo Infinite

Async Compute Halo Infinite

Async Compute Halo Infinite This is a big one. Halo Infinite will be the first Halo game to support asynchronous compute, which is a technique that allows developers to make better use of the GPU.

Microsoft has been working hard on bringing async compute support to the Xbox One X, but it appears that Halo was always intended to be the poster child for this feature.

Halo Infinite will utilize Asynchronous Compute for its GPU workloads. This is great news for the PC version of Halo Infinite.

Async Compute is a feature available on AMD’s GCN architecture and NVIDIA’s Maxwell architecture, and is included in the Xbox One X. Async Compute allows shaders to run concurrently on the same processor, allowing for more efficient multi-threading and increased performance in games that support it.

A popular example of this is the Halo 5 demo shown at GDC 2015. In this demo, a number of simulation effects were running asynchronously with the main rendering thread, leading to increased performance even though the game was running at 1080p 60 FPS.

Halo Infinite will be released on both Xbox One and PC. Async Compute requires DirectX 12, which means that Halo Infinite will need to run under DX12 to take advantage of this feature on PC.

Halo Infinite is going to support true 4K resolution and 60 fps with the help of Asynchronous Compute.

According to Microsoft, the game will be able to provide the players with a much better image quality without compromising on video frame rates.

Asynchronous compute is a technology that allows the GPU to run multiple tasks at once with the help of an additional command queue. It also has the ability to prioritize tasks efficiently.

The game also has support for DirectX 12 which helps in improving performance and reducing CPU usage.

Halo Infinite is set to release next year for Xbox One, Project Scarlett and PC.

Halo Infinite is the next installment in the legendary saga of the Master Chief. Developed by 343 Industries and created with our new Slipspace Engine, Halo Infinite was revealed at the Xbox E3 2018 Briefing with a thrilling engine demo that provides a glimpse into the future of the Halo franchise, leading it into new and unexpected directions.

async compute halo infinite

Async Compute is a technology that allows the GPU to execute graphics and non-graphics (Compute) workloads concurrently, allowing for better utilization of the graphics hardware. For example, this could allow for more efficient use of the Render backbuffer during a frame as multiple Compute jobs could be implemented concurrently with traditional render passes.

In Halo Infinite, the first-ever game on the Slipspace Engine, we will be using Async Compute to improve performance dynamically for our GPU bound workloads.

Async compute is a term I hear frequently thrown around in the PC gaming world. I find that many people don’t know what it means or how it works, so I’d like to explain how it works and why we use it.

In the Xbox One and PCs of today, graphics cards have one command queue that can either submit a draw call or a compute shader dispatch call at a time. The graphics card then executes all of these commands sequentially in the order they are received from each application. Unfortunately this is not always ideal as there may be some draw calls that take longer to execute than others which can cause stalls in the command queue.

As an example let’s say we are rendering a crowd of NPCs with special effects such as screen space reflections, shadows, ambient occlusion and other image effects. Each NPC uses a compute shader to generate their shadows which takes much longer than any of the other draw calls being executed by the GPU. Because of this, when a game engine issues each draw call sequentially, if one of those compute shaders is

I was watching the halo infinite trailer and noticed that they used async compute graphics rendering. I was wondering if anyone knows how to enable this in unreal engine 4

Thank you

The Halo Infinite panel at X019 just wrapped up and as part of the festivities some intriguing info was revealed about Xbox Series X.

The talk covered a lot of ground, from what 343 Industries has learned since Halo 5 to how they’re approaching Halo Infinite on Xbox Series X. What’s more, they also touched on some specific details about what the Xbox Series X is capable of and how the game will use it.

For example, we already knew that Halo Infinite would be taking advantage of Game Pass and that it’d be a launch title for Xbox Series X. We also know that it will feature 120 frames-per-second gameplay and ray tracing, but now we also know that the game will use something called “asynchronous compute.”

In short, this means that Halo Infinite will have greater graphical fidelity with less impact on performance. The details are a little more complicated than that.

Basically, instead of having to focus its resources on either ray tracing or lighting effects (or whatever else), the CPU can multitask between these elements in the background without affecting your frame rate or input lag.

In the run up to E3, Microsoft has been talking about their new hardware a lot. They have also been talking about their new hardware at E3, and will continue to talk about it in the future. Today, I had a chance to sit down with Kevin Gammill, Group Program Manager for Xbox Platform Partner Group (PPG), to talk about what that new hardware means for game developers.

One of the big things that’s happening with Xbox One S and Scorpio is that they’re moving to UWP (Universal Windows Platform). It’s no longer just a PC platform; it’s a full console app platform as well.

One thing I wanted to talk about was how this will affect developers making games for these platforms. In particular, one of the big things that’s happening is Asynchronous Compute. Basically, what this means is that instead of just having your GPU render graphics, it can also offload other tasks as well.

This will allow games on Xbox One S and Scorpio to have a lot more going on in them without the performance penalty we saw with current-gen hardware.

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