This is in contrast to Kepler, where each SMX has 4 schedulers that schedule to a shared pool of execution units. Prior to Kepler, these units were connected to a crossbar that uses unnecessary power to allow them to be shared. On Maxwell, the crossbar was removed as it became redundant. This allowed for a finer-grained and more efficient allocation of resources than in Kepler, saving power when the workload isn't optimal for shared resources. Nvidia claims a 128 CUDA core SMM has 90% of the performance of a 192 CUDA core SMX while efficiency increases by a factor of 2. Also, each Graphics Processing Cluster, or GPC, contains up to 4 SMX units in Kepler, and up to 5 SMM units in first generation Maxwell. GM107 also supports CUDA Compute Capability 5.0 compared to 3.5 on GK110/GK208 GPUs and 3.0 on GK10x GPUs. Dynamic Parallelism and HyperQ, two features in GK110/GK208 GPUs, are also supported across the entire Maxwell product line. Maxwell also provides native shared memory atomic operations for 32-bit integers and native shared memory 32-bit and 64-bit compare-and-swap (CAS), which can be used to implement other atomic functions. Nvidia's video encoder, NVENC, was upgraded to be 1.5 to 2 times faster than on Kepler-based GPUs, meaning it can encode video at six to eight times playback speed. Nvidia also claims an eight to ten times performance increase in PureVideo Feature Set E video decoding due to the video decoder cache, paired with increases in memory efficiency. However, H.265 is not supported for full hardware decoding in first generation Maxwell GPUs, relying on a mix of hardware and software decoding. When decoding video, a new low power state "GC5" is used on Maxwell GPUs to conserve power. Maxwell GPUs were thought to used tile-based rendering tiled rendering.  but they actually use tiled caching. Second generation Maxwell GPUs introduced several new technologies: Dynamic Super Resolution, Third Generation Delta Color Compression, Multi-Pixel Programming Sampling, Nvidia VXGI (Real-Time-Voxel-Global Illumination), VR Direct, Multi-Projection Acceleration, Multi-Frame Sampled Anti-Aliasing(MFAA) (however, support for Coverage-Sampling Anti-Aliasing(CSAA) was removed), and Direct3D12 API at Feature Level 12_1.