AMD Adds Quick Response Queue with Crimson 16.3.2 Drivers
With the VR Ready Crimson 16.3.2 Drivers, AMD has introduced some more improvements to their GCN architecture with the addition of Quick Response Queue to the Async Compute.
The drivers in question have added the Queues to GCN 1.1 onwards.
With Async Compute, a GPU is able to take on compute tasks as well as graphics at the same time, simultaneously in a way that uses the available resources in the best possible way.
There have been some examples of how the technology can benefit the games and massive real-time strategy game by Stardock, Ashes of Singularity, is one of the games that have reported not small but massive gains.
There also are some DX11 based games that have seen betterments.
Now with the addition of Quick Response Queue to Async Compute, we are looking at even better performances with their GCN architecture.
Previously because of the simplistic structure of GCN and the fact that graphics tasks get prioritized over computing tasks, there was some problem with how computing tasks were being finished and when.
Now with Quick Response Queue, priority can be given to the task you want finished first. The graphics tasks will not be stopped in any case, but might be allotted lesser resources so that the other task can be sped up.
This ups the game even more for Async Compute and will help in improving performance on issues that are prone to latency and frame issues.