id Software: Async Compute will be a major factor in all engines across all platforms


A lot has already been said about Async Compute. And after everything we’ve seen so far from NVIDIA’s side (including its latest GPUs), it appears that AMD will triumph in all games supporting it. Not only that, but it appears that more and more engines will support this specific feature of DX12 and Vulkan.

In a lengthy interview with Eurogamer, id Software’s Billy Khan claimed that it is almost certain that more developers will take advantage of Async Compute in the future.

“Doom is already a clear example where async compute, when used properly, can make drastic enhancements to the performance and look of a game. Going forward, compute and async compute will be even more extensively used for idTech6. It is almost certain that more developers will take advantage of compute and async compute as they discover how to effectively use it in their games.”

This obviously does not surprise us. After all, we’ve seen most games supporting DX12 taking advantage of Async Compute. However, this will undoubtedly give a big boost to AMD’s GPUs as they benefit greatly from Async Compute.

id Software also claimed that developers should adopt Vulkan as soon as possible.

There is definitely a learning curve, but the benefits are obvious.” said Axel Gnetting and continued.

“Vulkan actually has pretty decent tools support with RenderDoc already and the debugging layers are really useful by now. The big benefit of Vulkan is that shader compiler, debug layers and RenderDoc are all open source. Additionally, it has full support for Windows 7, so there is no downside in OS support either compared to DX12.”

Tiago Sousa added:

“From a different perspective, I think it will be interesting to see the result of a game entirely taking advantage by design of any of the new APIs – since no game has yet. I’m expecting to see a relatively big jump in the amount of geometry detail on-screen with things like dynamic shadows. One other aspect that is overlooked is that the lower CPU overhead will allow art teams to work more efficiently – I’m predicting a welcome productivity boost on that side.”