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[Anand] Ashes of the Singularity Revisited: A Beta Look at DirectX 12 & Asynchronous Shading

post #1 of 1175
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..... On an absolute basis it’s now a lot harder to max out a multi-GPU configuration; with reasonable quality settings we’re CPU limited even up to 4K, requiring we further increase the rendering quality. This more than anything else handily illustrates just how much performance has improved since the last beta. On the other hand it’s still the most unusual pairing – a Radeon R9 Fury X with a GeForce GTX 980 Ti – that delivers the best multi-GPU performance, which just goes to show what RTG and NVIDIA can accomplish working together.

As for the single GPU configurations, I’m not sure things as they currently stand could be any more different. NVIDIA cards have very good baseline DX11 performance in Ashes of the Singularity, but they mostly gain nothing from Ashes’ DX12 rendering path. RTG cards on the other hand have poorer DX11 performance, but they gain a significant amount of performance from the DX12 rendering path. In fact they gain so much performance that against traditional competitive lineups (e.g. Fury X vs. 980 Ti), the RTG cards are well in the lead, which isn’t usually the case elsewhere.

Going hand-in-hand with DX12, RTG’s cards are the only products to consistently benefit from Ashes’ improved asynchronous shading implementation. Whereas our NVIDIA cards see a very slight regression, the Radeons improve in performance, especially the top-tier Fury X. This by itself isn’t wholly surprising given some of our theories about Fury X’s strengths and weaknesses, but for Ashes of the Singularity performance it further compounds on the other DX12 performance gains for RTG.

Ultimately Ashes gives us a very interesting look at the state of DirectX 12 performance for both RTG and NVIDIA cards, though no more and no less. As we stated at the start of this article this is beta software and performance is subject to change – not to mention the overall sample size of one game – but it is a start. For RTG this certainly lends support to their promotion of and expectations for DirectX 12, and it should be interesting to see how things shape up in March and beyond once the gold version of Ashes is released, and past that even more DirectX 12 games.

Source: Anandtech

PLEASE THINK BEFORE YOU WRITE. CONTRIBUTE TO THIS THREAD IN A CONSTRUCTIVE MANNER.
I am tired of pointless comments and criticisms which leads absolutely no where.
For example, have you tried the game? how is it?
What implication will DX12 have on hardware / software? Advantages / Disadvantages of this tech.

Again, PLEASE contribute in a respectful and constructive manner.
Thank you.
Edited by hrockh - 2/24/16 at 11:29am
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post #2 of 1175
Interesting. On the Fury X they've gotten 1440P to within a few frames of 1080P while boosting both.
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post #3 of 1175
How does the Fury have negative improvement with async at 1080p?
post #4 of 1175
I knew I should've bought a 290 instead of 280x :/ Completely ignored GCN version and the infamous ACEs frown.gif
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post #5 of 1175
He said it was cpu limited, so is he going to test with a 5960X at 4.7ghz / 3200CL12 or a 6700K at 4.7ghz / 3200CL12 ?
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post #6 of 1175
It looks like doing Async compute on the driver isn't working out very well. Nvidia has been very good with their drivers, but it seems even they can't overcome the hardware advantage AMD has right now.
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post #7 of 1175
Quote:
Originally Posted by czin125 View Post

He said it was cpu limited, so is he going to test with a 5960X at 4.7ghz / 3200CL12 or a 6700K at 4.7ghz / 3200CL12 ?

the test was done with a
Intel Core i7-4960X @ 4.2GHz

but some benchmark shows that the game couldnt scale better with more than 4 cores
post #8 of 1175
I must say that so far I haven't really bought into the claims that Maxwell V2 can't do async at all. I really thought Nvidia had some sort of a plan to get it to produce at least a little bit of a gain. But seriously I'm not buying into that "it's just disabled in the driver" thing anymore. This async disadvantage talk has been going on for so long now and the first actual async titles are so close to publishing that I'm sure they would have enabled it with this Ashes beta if it was to be. So yea, I'm beginning to lean towards Maxwell not liking the DX12 era so much. Maybe there's even some truth in the talk about Nvidia trying to delay certain DX12 implementations, but I still think they do have async figured out with Pascal, more or less.
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post #9 of 1175
Quote:
Originally Posted by specopsFI View Post

I must say that so far I haven't really bought into the claims that Maxwell V2 can't do async at all. I really thought Nvidia had some sort of a plan to get it to produce at least a little bit of a gain. But seriously I'm not buying into that "it's just disabled in the driver" thing anymore. This async disadvantage talk has been going on for so long now and the first actual async titles are so close to publishing that I'm sure they would have enabled it with this Ashes beta if it was to be. So yea, I'm beginning to lean towards Maxwell not liking the DX12 era so much. Maybe there's even some truth in the talk about Nvidia trying to delay certain DX12 implementations, but I still think they do have async figured out with Pascal, more or less.

But then you get a comment like this from a guy who would presumably know. Of course it could all hinge on your definition of support.
Quote:
Originally Posted by Kollock View Post

I can confirm that the latest shipping DX12 drivers from NV do support async compute. You'd have to ask NV how specifically it is implemented.
post #10 of 1175
interesting. I wonder why AMD has such a big lead on the async bench
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