Returns true when the platform supports asynchronous compute queues and false if otherwise.
Async compute queues let Unity submit compute shader work separately from graphics work, so the GPU can run both at the same time. This property is true only where the graphics API exposes async compute queues and Unity implements support for them.
Unity implements async compute for DirectX 12. Platforms that use DirectX 11, Vulkan, Metal, OpenGL ES, or WebGPU return false. For information about support on console platforms, refer to the platform-specific documentation.
Support depends on both the graphics API and the platform, and it changes between Unity versions. Query this property at runtime rather than assuming a fixed set of platforms.
When this property is true, use Graphics.ExecuteCommandBufferAsync to submit a CommandBuffer that dispatches a ComputeShader on an async queue. In a custom render pipeline, use ScriptableRenderContext.ExecuteCommandBufferAsync instead. Pass data to that work with a ComputeBuffer.