![]() ![]() Walks you through how to make a common configuration change to attribute flows.īest practices for changing the default configuration How to make a change to the default configuration Also describes how the rules work together for the out-of-box scenarios to work.Ĭontinues on the previous topic and describes how the configuration for users and contacts works together, in particular in a multi-forest environment. Understanding Declarative Provisioning Expressionsĭescribes the syntax for the expression language used in declarative provisioning.ĭescribes the out-of-box rules and the default configuration. Azure AD Connect sync topics Topicįor those of you who are new to the sync engine and want to learn about the architecture and the terms used.Ī short version of the architecture topic and briefly explains the terms used.ĭescribes the different topologies and scenarios the sync engine supports.Įxplains what options you have available when you run the Azure AD Connect installation wizard again.ĭescribes the configuration model called declarative provisioning. To learn more about Cloud Sync please read this article, or watch this short video. To find out if you are already eligible for Cloud Sync, please verify your requirements in this wizard. The remainder of this article is about AADConnect sync, but we encourage customers to review the features and advantages of Cloud Sync before deploying AADConnect sync. Azure AD Cloud Sync is replacing Azure AD Connect sync, which will be retired after Cloud Sync has full functional parity with Connect sync. It accomplishes this by using the Azure AD Cloud provisioning agent instead of the Azure AD Connect application. ![]() This decreases GPU utilization and increases CPU overhead at the cost of performance.Azure AD Connect Cloud Sync is a new offering from Microsoft designed to meet and accomplish your hybrid identity goals for synchronization of users, groups, and contacts to Azure AD. As a result, one state cannot be completed until the previous state is defined. In DirectX 11, there are dependencies between these different states. This pipeline contains a collection of different states, including rasterize state, blend state, and depth stencil state, among other components. However, DirectX 11's graphics pipeline isn't perfect. This is referred to as the graphics pipeline and is the flow of data inputs and outputs that occur as your GPU renders frames. With DirectX 11, when a game's geometry is submitted to the GPU to be rendered, a variety of hardware settings are responsible for interpreting and rendering this data. This maximizes GPU usage and improves your gaming performance.ĭirectX 12 also introduced PSOs. With DirectX 12's asynchronous computing, the waiter would be able to take your order all at once like in a fast food chain. Until you receive your drink, the GPU resources needed to take your main course order would be idle. In computing, each of the waiter's tasks would be handled by a different GPU resource. While this is effective, it isn't as efficient as it could be. The waiter isn't going to ask you what you would like for dessert before you have had your main course. Once you receive your drinks, they ask you what you would like for the main course. When a waiter first takes your order, they ask you what you would like to drink first. Think of it like a waiter at a restaurant. When this occurs, performance takes a hit because all of your GPU resources aren't being used. With DirectX 11, the GPU can only perform one of these tasks at a time and in a certain order. This essentially unlocks your GPU's full potential.Īside from graphics rendering, your GPU is responsible for handling a wide range of other tasks, such as running machine learning algorithms. ![]() Asynchronous computing increases GPU utilization by allowing multiple workloads to work in parallel. This includes asynchronous computing and pipeline state objects (PSOs). DirectX 12 also comes with some fancy bells and whistles. ![]()
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