Multi-Adapter with Integrated and Discrete GPUs

Allen Hux

Allen Hux

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Gaming PCs often pair a high-performance CPU with a discrete GPU. Those CPUs often include integrated graphics, usually left idle. This sample provides a recipe to add the power of the integrated GPU to offload work from the discrete GPU. ...learn more

Project status: Under Development

Game Development

Groups
GDC 2020

Intel Technologies
Intel Integrated Graphics

Docs/PDFs [1]Code Samples [1]

Overview / Usage

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Gaming PCs typically pair a high-performance CPU, great for complicated logic and decision making, with a discrete GPU, great for visuals. Those CPUs often include integrated graphics, usually left idle. We explore cases (async compute & post-processing) where the latest Intel integrated GPUs add significant performance when paired with a discrete GPU.

Methodology / Approach

The sample's foundation is the Microsoft® D3D12 n-body particles sample, which demonstrates using async compute to execute simulation and rendering in parallel on a single GPU.

This sample runs the simulation (compute shader) on the integrated GPU, so the discrete GPU has more room to work on graphics. It adds a copy queue on the discrete GPU to move data from system to discrete-local memory. All 3 stages run in parallel: simulation, copy, and rendering.

With this technique, the potential speedup is a function of how much work can be offloaded from the discrete GPU.

Technologies Used

D3D12, Direct3D12, Multi-Adapter, Cross-Adapter, Async Compute, Copy Queue, Simulation, Particles

Documents and Presentations

Repository

https://github.com/GameTechDev/Multi-Adapter-Particles

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