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[Various] Ashes of the Singularity DX12 Benchmarks - Page 212  

post #2111 of 2682
Quote:
Originally Posted by HeavyUser View Post

LOL, your a funny thing

Many people are.. a lot of people. In one Reddit thread, three people in a row discussed how they returned or sold their cards. Many others were on the edge. Discussing how they're going to wait for the next game or a statement from nVIDIA before making a decision. That was in a small thread. On Youtube, many people again in the comment sections. When people are recommending Graphic cards for DX12, this argument is brought up as a reason to choose AMD.

I'm not making this up. Now I'm not saying that everyone is selling their cards but a heck of a lot of people are panicking. Is there reason to panic? No. But it's not helping that nVIDIA haven't released a statement on this matter. And that was the point of my post.
Edited by Mahigan - 9/4/15 at 12:07pm
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post #2112 of 2682
Quote:
Originally Posted by HeavyUser View Post

LOL, your a funny thing

This thread alone has nearly 200k views. Of course this situation is going to make people who still have a chance to return their cards think about it.

I myself was about to pull the trigger on a 980 Ti, now there's no way i'm going to until Nvidia clarify what's going on.
post #2113 of 2682
Quote:
Originally Posted by Mahigan View Post

We're talking Multi-Adapter. It is a far more efficient way to do SLI/Crossfire. It uses SFR (Split Frame Rendering) rather than AFR (Alternate Frame Rendering). The bonus, of using SFR, is that you don't create redundant textures in your Graphic Cards memory buffer. You effectively Split every frame into two segments and all of the textures for split frame a is in GPU1 Memory Buffer, textures for split frame b is in GPU2 Memory buffer. This means that if GPU1 has 4GB RAM and GPU2 has 4GB RAM then you now have 8GB of memory buffer. With AFR you would have still had only 4GB.

What? SFR is very old (the first method used) and does not help with memory like that. What happens if you turn or strafe such that the texture moves to the other half of the screen.

DX12 has new ways of using multiple GPUs where maybe trees are rendered on one and animals on another. This would be entirely on the developer to implement so I am not expecting anything to use it anytime soon.
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post #2114 of 2682
Quote:
Originally Posted by GorillaSceptre View Post

This thread alone has nearly 200k views. Of course this situation is going to make people who still have a chance to return their cards think about it.

I myself was about to pull the trigger on a 980 Ti, now there's no way i'm going to until Nvidia clarify what's going on.

I wouldn't buy a 900 series right now, just because Pascal is not that far away. At least not at current pricing, drop about $200 off the 980 Ti and I would consider it for a go-between until Pascal. Actually, I probably wouldn't even do that, I would just get another 290X for my own rig - if I needed a GPU right now.

Then again, I have a 780 Ti, so a move to a 980 Ti wouldn't be THAT huge of a difference - probably a little noticeable, but in the long term not enough to justify it.
    
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post #2115 of 2682
Quote:
Originally Posted by PostalTwinkie View Post

It really does highlight the idiots that circle around these scenarios, blindly lusting for one side or the other. Which really gets in the way of legitimate discussion.

Once upon a time, the Internet and Web was idiot free. Then I logged on!!!

biggrin.gif

Ok, since this was a perfect layup, I couldn't resist...

Would you consider your wish for "AMD to just die" one of those idiotic moments? .... Lol

Because, according to a post here a saw last night, it looks like Santa may grant you that wish, but only by year 2020.

Anyway, since we are having a lighthearted chat, consider this post just as such... smile.gif
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post #2116 of 2682
Nobody knows what the Batches are in the Benchmark????
post #2117 of 2682
Quote:
Originally Posted by provost View Post

Ok, since this was a perfect layup, I couldn't resist...

Would you consider your wish for "AMD to just die" one of those idiotic moments? .... Lol

Because, according to a post here a saw last night, it looks like Santa may grant you that wish, but only by year 2020.

Anyway, since we are having a lighthearted chat, consider this post just as such... smile.gif

I do want AMD to just die, because I don't believe their current management and structure will see them through. Going into Administration would help them a lot I think, maybe even new owners. Which could lead to AMD being AMD again. So the "just die" part isn't to say I want them gone, I don't, nor do I think they could go away. I want them to die so that they can be resurrected properly, and do what we know they can do. AMD did it in the past, they can do it again.

EDIT:

AMD holds enough in IP that even if they ran to 0 in the banks, someone would buy them and keep them around. Samsung still seems the most likely buyer.
    
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post #2118 of 2682
Quote:
Originally Posted by Asmodian View Post

What? SFR is very old (the first method used) and does not help with memory like that. What happens if you turn or strafe such that the texture moves to the other half of the screen.

DX12 has new ways of using multiple GPUs where maybe trees are rendered on one and animals on another. This would be entirely on the developer to implement so I am not expecting anything to use it anytime soon.

SFR was used in DX11. True. But since the driver didn't know or couldn't tell how to balance the texture load... textures were still replicated into the memory buffer.

Under DX12, that's not a problem, as the developer knows exactly what his code is doing and doesn't need to worry about the driver so much. the developer decides when to submit batches to the GPU, not the driver.




http://wccftech.com/amd-sheds-more-light-on-explicit-multiadapter-in-directx-12-in-new-slides/
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post #2119 of 2682
Quote:
Originally Posted by Mahigan View Post

SFR was used in DX11. True. But since the driver didn't know or couldn't tell how to balance the texture load... textures were still replicated into the memory buffer.

Under DX12, that's not a problem, as the developer knows exactly what his code is doing and doesn't need to worry about the driver so much. the developer decides when to submit batches to the GPU, not the driver.



http://wccftech.com/amd-sheds-more-light-on-explicit-multiadapter-in-directx-12-in-new-slides/

Are Devs actually going to use SFR? Or is it one of those hard coded things that DX12 just does with multiple GPUs?
    
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post #2120 of 2682
nm OT
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