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[Various] Ashes of the Singularity DX12 Benchmarks - Page 215  

post #2141 of 2682
Thread closure requested. Discussion over.
post #2142 of 2682
Quote:
Originally Posted by Kand View Post

Thread closure requested. Discussion over.

Are you nuts? It is just getting started now.

Nvidia said there was an issue, developer said there wasn't, and now we are back at there being an issue and work being done on it.

EDIT:

In addition to that, the developer is also now saying that AoTS shouldn't be held as the primer example. Even though that is exactly what people have been doing for two weeks, some report that people have returned hardware over this.
Edited by PostalTwinkie - 9/4/15 at 2:13pm
    
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post #2143 of 2682
Quote:
Originally Posted by Kollock View Post

We actually just chatted with Nvidia about Async Compute, indeed the driver hasn't fully implemented it yet, but it appeared like it was. We are working closely with them as they fully implement Async Compute. We'll keep everyone posted as we learn more.

Also, we are pleased that D3D12 support on Ashes should be functional on Intel hardware relatively soon, (actually, it's functional now it's just a matter of getting the right driver out to the public).

Thanks!

Do we have a ballpark time frame of when we might see something? Not looking for a specific date rather is this weeks vs months away in your estimation? Thanks.
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post #2144 of 2682
Quote:
Originally Posted by Kand View Post

Thread closure requested. Discussion over.

What?
post #2145 of 2682
Quote:
Originally Posted by PostalTwinkie View Post

Are you nuts? It is just getting started now.

Nvidia said there was an issue, developer said there wasn't, and now we are back at there being an issue and work being done on it.

EDIT:

In addition to that, the developer is also now saying that AoTS shouldn't be held as the primer example. Even though that is exactly what people have been doing for two weeks, some report that people have returned hardware over this.

Exactly. It was misinterpreted. Oxide gave a mixed signal in their first post here. AMD pr capitalized and famned the flame.
post #2146 of 2682

hmm , one question : To access AC in CGN , You need Driver? I thought in DX12 you have more control over GPU.on other hand you talk direct to GPU.So I think driver problem doesn't mean that Maxwell has Ac?

post #2147 of 2682
Quote:
Originally Posted by PostalTwinkie View Post

This should get interesting.

Let's see if NVidia does anything.
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post #2148 of 2682
Quote:
Originally Posted by Kollock View Post

Warning: Spoiler! (Click to show)
Wow, lots more posts here, there is just too many things to respond to so I'll try to answer what I can.

/inconvenient things I'm required to ask or they won't let me post anymore
Regarding screenshots and other info from our game, we appreciate your support but please refrain from disclosing these until after we hit early access. It won't be long now.
/end

Regarding batches, we use the term batches just because we are counting both draw calls and dispatch calls. Dispatch calls are compute shaders, draw calls are normal graphics shaders. Though sometimes everyone calls dispatchs draw calls, they are different so we thought we'd avoid the confusion by calling everything a draw call.

Regarding CPU load balancing on D3D12, that's entirely the applications responsibility. So if you see a case where it’s not load balancing, it’s probably the application not the driver/API. We’ve done some additional tunes to the engine even in the last month and can clearly see usage cases where we can load 8 cores at maybe 90-95% load. Getting to 90% on an 8 core machine makes us really happy. Keeping our application tuned to scale like this definitely on ongoing effort.

Additionally, hitches and stalls are largely the applications responsibility under D3D12. In D3D12, essentially everything that could cause a stall has been removed from the API. For example, the pipeline objects are designed such that the dreaded shader recompiles won’t ever have to happen. We also have precise control over how long a graphics command is queued up. This is pretty important for VR applications.

Also keep in mind that the memory model for D3d12 is completely different the D3D11, at an OS level. I’m not sure if you can honestly compare things like memory load against each other. In D3D12 we have more control over residency and we may, for example, intentionally keep something unused resident so that there is no chance of a micro-stutter if that resource is needed. There is no reliable way to do this in D3D11. Thus, comparing memory residency between the two APIS may not be meaningful, at least not until everyone's had a chance to really tune things for the new paradigm.

Regarding SLI and cross fire situations, yes support is coming. However, those options in the ini file probablly do not do what you think they do, just FYI. Some posters here have been remarkably perceptive on different multi-GPU modes that are coming, and let me just say that we are looking beyond just the standard Crossfire and SLI configurations of today. We think that Multi-GPU situations are an area where D3D12 will really shine. (once we get all the kinks ironed out, of course). I can't promise when this support will be unvieled, but we are commited to doing it right.

Regarding Async compute, a couple of points on this. FIrst, though we are the first D3D12 title, I wouldn't hold us up as the prime example of this feature. There are probably better demonstrations of it. This is a pretty complex topic and to fully understand it will require significant understanding of the particular GPU in question that only an IHV can provide. I certainly wouldn't hold Ashes up as the premier example of this feature.

We actually just chatted with Nvidia about Async Compute, indeed the driver hasn't fully implemented it yet, but it appeared like it was. We are working closely with them as they fully implement Async Compute. We'll keep everyone posted as we learn more.

Also, we are pleased that D3D12 support on Ashes should be functional on Intel hardware relatively soon, (actually, it's functional now it's just a matter of getting the right driver out to the public).

Thanks!

Will Ashes take advantage of additional shaders and computational power on APUs with dGPUs?
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post #2149 of 2682
Quote:
Originally Posted by SpeedyVT View Post

Let's see if NVidia does anything.

Kollock just said Nvidia is actively working on it with them, so there is that. I am interested to see what happens when Nvidia does respond.

Get the popcorn ready!

biggrin.gif

Quote:
Originally Posted by SpeedyVT View Post

Will Ashes take advantage of additional shaders and computational power on APUs with dGPUs?

That is a good question. AMD's APUs have been pretty impressive, at least the ones I have used. It would be cool to see some nifty DX 12 magic utilizing an APU.
    
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post #2150 of 2682
Quote:
Originally Posted by PostalTwinkie View Post

Are you nuts? It is just getting started now.

Nvidia said there was an issue, developer said there wasn't, and now we are back at there being an issue and work being done on it.

EDIT:

In addition to that, the developer is also now saying that AoTS shouldn't be held as the primer example. Even though that is exactly what people have been doing for two weeks, some report that people have returned hardware over this.
Quote:
Originally Posted by Kollock View Post

Our use of Async Compute, however, pales with comparisons to some of the things which the console guys are starting to do. Most of those haven't made their way to the PC yet, but I've heard of developers getting 30% GPU performance by using Async Compute. Too early to tell, of course, but it could end being pretty disruptive in a year or so as these GCN built and optimized engines start coming to the PC. I don't think Unreal titles will show this very much though, so likely we'll have to wait to see. Has anyone profiled Ark yet?

The developer said this in his very first post here.
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