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[GameGPU]The Division - Performance test - Page 25

post #241 of 304
Quote:
Originally Posted by BeerPowered View Post

I gave you examples, try to keep up with the thread. Watch Dogs, Unity, Far Cry 4, and Syndicate. All had glaring issues unless you're were blind. Google them. Postal already posted a photo earlier.

"Many people may have enjoyed the Division beta."
People also enjoy Justin Beiber. Just because you enjoy something doesn't mean its good. People enjoy bad games, look at Destiny or Call of Duty.

The devs hands are constrained. Why?

Time is money. They're stuck having to recode every game from consoles to the PC platform. The PC platform does not yield the same profit returns as the console platforms do.

You see, the same people who complain about this are the same folks who have trouble admitting NVIDIA's role in all of this.

Consoles use Asynchronous Compute in the majority of new titles and those titles are coded with multi-engine in mind as well as closer to metal APIs.

When ported over to the PC, developers hire contractor studios in order to convert the game from DX12 or a closer to metal API into DX11. Titles coded for multi CPUs are dropped down to one or two predominant threads under DX11. A lot of work done by the compute queue, on consoles, is converted over to the graphics queue on the PC.

So instead of having a PC platform which can push very nice framerates with added FX and boosted graphics we get a slow, buggy game.

People blame the devs but it isn't them who are at fault. We live under a market based economic system where time is money. Taking the time to properly port a game over increases production time exponentially. The PC Gaming market is relatively small so having to code for a multitude of different hardware configurations on a different API is time consuming.

If only NVIDIA had properly implemented their DX12 support. We wouldn't have this problem.

Here's to Pascal hopefully fixing this. If Pascal incorporates proper multi-engine support...this problem will be a thing of the past.

Oh and AMDs OpenGPU initiative will also fix this by allowing devs to share best practices and incorporate open and properly optimized routines for both NVIDIA and AMD hardware. This will span across the console platforms and the PC platform as well as mobile.

AMD are actually in the right track. RTG is really the little company we should be vocally supporting.
Edited by Mahigan - 2/7/16 at 11:18am
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post #242 of 304
Quote:
Originally Posted by Mahigan View Post

The devs hands are constrained. Why?

Time is money. They're stuck having to recode every game from consoles to the PC platform. The PC platform does not yield the same profit returns as the console platforms do.

You see, the same people who complain about this are the same folks who have trouble admitting NVIDIA's role in all of this.

Consoles use Asynchronous Compute in the majority of new titles and those titles are coded with multi-engine in mind as well as closer to metal APIs.

When ported over to the PC, developers hire contractor studios in order to convert the game from DX12 or a closer to metal API into DX11. Titles coded for multi CPUs are dropped down to one or two predominant threads under DX11. A lot of work done by the compute queue, on consoles, is converted over to the graphics queue on the PC.

So instead of having a PC platform which can push very nice framerates with added FX and boosted graphics we get a slow, buggy game.

People blame the devs but it isn't them who are at fault. We live under a market based economic system where time is money. Taking the time to properly port a game over increases production time exponentially. The PC Gaming market is relatively small so having to code for a multitude of different hardware configurations on a different API is time consuming.

If only NVIDIA had properly implemented their DX12 support. We wouldn't have this problem.

Here's to Pascal hopefully fixing this. If Pascal incorporates proper multi-engine support...this problem will be a thing of the past.

Oh and AMDs OpenGPU initiative will also fix this by allowing devs to share best practices and incorporate open and properly optimized routines for both NVIDIA and AMD hardware. This will span across the console platforms and the PC platform as well as mobile.

AMD are actually in the right track. RTG is really the little company we should be vocally supporting.

i bet , in next 1-2 years fury will beat titanx. why ? because pascal will have better async performance so in order to compete nvidia will push devs to use it. result ? current gcn cards will perform better in those games because better async performance.
just like how 7970 is matching 780 nowadays.

but that doesn't matter market share will give you better fps for old hardware lachen.gif
post #243 of 304
Quote:
Originally Posted by BeerPowered View Post

Good catch, maybe they were drunk on Green Beer when making the chart.

It's not a good catch at all. It's an illogical conclusion based a one single piece of data.

If one stops screaming bias for a minute and does their homework, they'd find after taking multiple sources of data that this is simply how the site presents their numbers.

Plenty of instances where it swings the other way and AMD gets the higher slot because of a higher minimum.
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post #244 of 304
Quote:
Originally Posted by Mahigan View Post

The devs hands are constrained. Why?

Time is money. They're stuck having to recode every game from consoles to the PC platform. The PC platform does not yield the same profit returns as the console platforms do.

You see, the same people who complain about this are the same folks who have trouble admitting NVIDIA's role in all of this.

Consoles use Asynchronous Compute in the majority of new titles and those titles are coded with multi-engine in mind as well as closer to metal APIs.

When ported over to the PC, developers hire contractor studios in order to convert the game from DX12 or a closer to metal API into DX11. Titles coded for multi CPUs are dropped down to one or two predominant threads under DX11. A lot of work done by the compute queue, on consoles, is converted over to the graphics queue on the PC.

So instead of having a PC platform which can push very nice framerates with added FX and boosted graphics we get a slow, buggy game.

People blame the devs but it isn't them who are at fault. We live under a market based economic system where time is money. Taking the time to properly port a game over increases production time exponentially. The PC Gaming market is relatively small so having to code for a multitude of different hardware configurations on a different API is time consuming.
.

The PC Gaming market is hardly "relatively small". Especially for Ubisoft, in their most recent earnings report PC was the second most popular platform sales-wise, the PlayStation 4 taking first place, PC second, and the Xbox One third.

[IGN] PS4, PC dominant platforms for Ubisoft Games
Quote:
In the press release accompanying its earnings report, Ubisoft gave a breakdown of its games sold by platform, and Sony's PS4 took the top spot with 27% of the share.

The next most popular platform for sales of Ubisoft games was PC at 20%, followed by Xbox One with 12%. The two big last-gen consoles, Xbox 360 and PS3, made up 10%, each, of sales of Ubisoft games.

This was Ubisoft's most recent sales breakdown.



However it would be interesting to see a more recent one.
post #245 of 304
Well Hitman appears to be going the same route as Fallout 4. Meaning that the Minimum and Recommended specs for the game are DX11. People are freaking out. No DX12?

Well just like the weapons effects are NVIDIA exclusives under Fallout 4, DX12 is AMD exclusive under Hitman. Why? Asynchronous Compute. NVIDIA don't support it.

Have a read: http://www.gamersnexus.net/news-pc/2309-amd-hitman-dx12-ace-workload-management
Edited by Mahigan - 2/10/16 at 11:26pm
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post #246 of 304
Really not a fan of episodic release schedules, especially for a game like this (ie- not a Telltale series).

I will just wait until every single episode is out, which sucks because that will more than likely be a while. I don't want to pick up episode one and be absolutely loving it, engrossed in the story only to have it end abruptly and then have to wait 6-12mo's to play the next episode. Thanks, but no thanks.

*Edit - I just realized this isn't even the Hitman thread, lol thumb.gif
Edited by degenn - 2/11/16 at 4:01am
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post #247 of 304
Quote:
Originally Posted by degenn View Post

Really not a fan of episodic release schedules, especially for a game like this (ie- not a Telltale series).

I will just wait until every single episode is out, which sucks because that will more than likely be a while. I don't want to pick up episode one and be absolutely loving it, engrossed in the story only to have it end abruptly and then have to wait 6-12mo's to play the next episode. Thanks, but no thanks.

*Edit - I just realized this isn't even the Hitman thread, lol thumb.gif

lol. I read this from the preview and thought "Oh god no."
post #248 of 304
Quote:
Originally Posted by Silent Scone View Post

lol. I read this from the preview and thought "Oh god no."

Hahaha, sorry about that. biggrin.gif
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post #249 of 304
Quote:
Originally Posted by TopicClocker View Post

The PC Gaming market is hardly "relatively small". Especially for Ubisoft, in their most recent earnings report PC was the second most popular platform sales-wise, the PlayStation 4 taking first place, PC second, and the Xbox One third.

[IGN] PS4, PC dominant platforms for Ubisoft Games
This was Ubisoft's most recent sales breakdown.



However it would be interesting to see a more recent one.
20% is relatively small compared to the 80% made of other (consoles included 39% of which are xbone & ps4).I highly doubt that the 20% of sales makes it worth it to them (in time and money) to worry about SLI and the large amount of system configuration options. It would also be interesting to see what percent of Ubi's pc gamers actually have high end/multi gpu rigs.

My experience in the beta was great as far as performance. on a single 970 sc and 2500k at 4.6 I was in between 50 and 60fps on very high with some ultra. Obviously I turned off some settings as well to help but performance seems pretty good on my end and it really didnt affect it graphically. I look forward to the open beta and seeing what they have changed and whether any tweaks to performance were made.
post #250 of 304
Quote:
Originally Posted by criminal View Post

280x(7970) near the performance of 780/Titan and you are okay with that? That should never happen no matter what.

At the time nVidia and their driver division was posting great numbers. Going back to the release of the 7970, GTX 680, R9 280X, GTX 780, and GTX 780Ti.
Maybe the driver the development of the Kepler is over with them focusing on Maxwell and Pascal with no crap given to Kepler.
With AMD sticking to GCN, GCN and GCN this has allowed their driver department to improve and mature their software to the point where their older high end cards are now fully optimized? Which in turn has made it so that owners of older GCN cards like the 7970/7950 can finally enjoy their cards like they should have back when they purchased it rolleyes.gif Does Crossfire even work still?
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