Comments by "Luredreier" (@Luredreier) on "Sapphire R7 250 Ultimate - Completely Silent Gaming" video.
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*****
Also, the iGPU can be used to render individual objects on the screen du to DX12s support for asymmetric rendering.
And, no why the heck do you think it'll cause flickering?
Only a poor implementation would do that.
http://www.anandtech.com/show/9307/the-kaveri-refresh-godavari-review-testing-amds-a10-7870k
"The example we were given (which I have seen in the flesh) is with the Oxide Games/Stardock upcoming title Ashes of the Singularity. I spoke extensively to Dan Baker of Oxide Games and he states that the concept is relatively simple making it easier for programmers to dive in, and implementing it into their engine for the game took some time but they found a substantial benefit. Ashes of the Singularity is designed to be a more classical type of RTS based in the future, with plenty of units on hand as well as scenery and effects needing to be rendered. In the screenshot above, the red and blue colored items represent the different items that are rendered and the color shows which graphics in the system supplied the processing power. In this case the APU took care of the red units, while the discrete GPU did the scenery and a good portion of the effects. In the demo I was at, enabling the APU in this circumstance gave a 10% performance increase in a heavy 30 FPS scene to 33 FPS. It doesn’t sound like much, but any opportunity to use more of the system that the user has paid for is always a bonus. I asked regarding multiple discrete cards, such as dual R9 290Xs, and he said it wasn’t a problem by the way they had built their engine." -- quoted from Anantech
And the same applies to Vulkan titles by the way.
So, sure another dGPU might help performance, but that extra dGPU and the iGPU combined will give even more.
And yes, you're right you have to code for it, so we're not going to get the benefits in all games coming out in the next couple of years, but some will.
Ashes being one of them.
With time game engines will start to include added support for the feature and some games made with those engines will get this feature enabled.
The frequency of games where it's a useful feature will probably gradually increase over the next few years.
Now, another benefit of the AMD iGPU is that from carrizo and onwards it can actually be used to take over some CPU tasks if you've compiled the code in a HSA compatible compiler.
Anyway, I need to get some sleep.
So, we'll talk later. =)
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