Not sure about that.
What MS' blog post seems to say is that in order to achieve better efficiency, games were coded in a way that increased latency. Switching the GPU scheduling to use more hardware assist doesn't change that, but it could reduce the efficiency benefit of batching, which would enable games to submit work more frequently, thereby reducing latency. In other words, it
opens the door to latency-reductions in games, though the game is what ultimately determines whether any benefit is realized.
Here's the relevant bit:
If my interpretation is correct, then any potential improvement would be specific to the work-submission behavior of the game. Games written to work efficiently with CPU-based scheduling are unlikely to show much benefit from HW-assisted scheduling. So, to see benefits, you'd need either:
- A badly-written game.
- A game written to favor low-latency more than high-FPS.
- A game which has specifically been tuned to take advantage of HW-assisted GPU scheduling.
Again, this is just my interpretation of the MS blog post. I clicked on it in hopes of learning more details, but the main nugget is just this: