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[Anand] Ashes of the Singularity Revisited: A Beta Look at DirectX 12 & Asynchronous Shading - Page 6

post #51 of 1175
Quote:
Originally Posted by PostalTwinkie View Post

Literally pure speculation. Why wouldn't they release it?

One reason, other than it just not being ready (have you written a driver for this before?), comes down to time and money, that simple.

AoS is one title, in early beta, featuring one aspect of DX 12. Nvidia isn't going to sink developer and engineer time into pushing out something ahead, just to quell a rabid fan-base around one small title. It, from a business perspective, is a Hell of a lot better utilization of resources to do it in a way that fits with the rest of the development schedule. A person would be insane to think Nvidia isn't, and hasn't, actively been working on DX 12 drivers for awhile now. There is no reason to break from that progress to address this one standing issue.

To say they can't do it at all, because it isn't out yet, that is just short sighted to the extreme.

EDIT:

The other consideration is how prevalent is ASC going to be in DX 12 titles across the board? I don't think anyone has the answer to that yet.

EDIT 2:

As stated by another; I am ready to see DX 12 in other titles and what they are doing. At this point Oxide is just getting massive free marketing for their game by outlets beating a dead horse. This issue has been hashed and re-hashed so many times now.

Besides all the very in-depth information supplied by very knowledgeable people, on multiple forums, including B3D where they actually tested it themselves. What about Nvidias own papers and their "do's and don'ts"? Or how about the fact that AMD flat out said they were the only ones who had the hardware capable of Async and Nvidia never corrected them?

Nvidia are always faster than AMD when it comes to software/drivers, for betas too. People like yourself remind us of that all the time, but on this occasion it's "why would they, beta, early." I'm not buying it, i think there's nothing for them to "fix". They simply can't do graphics + compute.

The writing is on the wall at this point. What other evidence would be needed to convince some of you? It seems like you won't be satisfied until Nvidia themselves turn it into a marketing campaign..

This game is also hardly using Async anyway, if this is making the news rounds, i can't imagine what it's going to be like when a game comes out that heavily uses it..

All DX12 is doing is nullifying Nvidias DX11 advantage, and putting them on a more even playing field.
Edited by GorillaSceptre - 2/24/16 at 6:29pm
post #52 of 1175
Quote:
Originally Posted by Forceman View Post

Yeah, makes you wonder why AMD's DX11 drivers are such a disaster, and what the competitive landscape would have looked like if they had bothered to try to optimize them better a year or so ago.
Drivers alone could never have fixed the issue under DX11.
post #53 of 1175
Quote:
Originally Posted by NightAntilli View Post

Drivers alone could never have fixed the issue under DX11.

It certainly could have helped. Look at the gains Nvidia got in DX11 when they put the effort in and released their 337.50 drivers.
post #54 of 1175
Oh I remember the days when this benchmark came and AMD was leading, and it was the death of Nvidia... then things changed and Nvidia was leading AMD... and now AMD is back leading Nvidia... I wonder if Nvidia will come back and lead again... rolleyes.gif

This game/benchmark has been all over the place and none of these results mean ****. Weren't we supposed to get multi GPU support by beta 1?

Nope, nothing for us. Yet twice now these tech sites have had access to builds that support multi-gpus. Where's our update enabling this so we can really test things? mad.gif
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post #55 of 1175
Quote:
Originally Posted by Forceman View Post

It certainly could have helped. Look at the gains Nvidia got in DX11 when they put the effort in and released their 337.50 drivers.

Its not just drivers, its hardware implementation as well. Drivers are not some form of silver bullet to the problem.

GCN is clearly designed with DX12 in mind they have to sacrifice DX11 in the process. You can't design an architecture that runs well in everything. You need to balance between power consumption, performance, cost, die size etc......

The same then goes for Nvidia. I am sure they would want to have hardware implementation for Async compute and beats AMD in all DX12 benchmarks. But perhaps, it may make the die too big and power consumption too high.
post #56 of 1175
Quote:
Originally Posted by NightAntilli View Post

Drivers alone could never have fixed the issue under DX11.

This. On hardware level AMD can't do much more for single-threaded performance. Polaris will change that.
post #57 of 1175
Btw, there is game itself as well. GPU is not like CPU.
Quote:
Originally Posted by Ha-Nocri View Post

This. On hardware level AMD can't do much for single-threaded performance. Polaris will change that.

IMHO, it also depends on the game itself. If the game is optimised for Nvidia and not AMD, it certainly won't run well on AMD hardware.
post #58 of 1175
Quote:
Originally Posted by mtcn77 View Post

For the reference, R9 390 via Directx 12 is faster than Fury X is via Directx 11 while Nano is next to GTX 980 in Directx 11 whereas it is ahead of GTX 980 Ti by 10% in Directx 12. Makes you wonder...
Am I reading this right? A 390x is matching a 980ti?
post #59 of 1175
Quote:
Originally Posted by escksu View Post

GCN is clearly designed with DX12 in mind they have to sacrifice DX11 in the process.

Well if that's the case, it was a decision that cost them dearly in the short term (or not so short, considering when GCN debuted).
post #60 of 1175
Quote:
Originally Posted by delboy67 View Post

Am I reading this right? A 390x is matching a 980ti?
I cannot say anything about that, but the results kind of validate my previous expectations that 290 would match or beat 'Fury'(and 290X would match or beat Fury X) in case the expectations for Asynchronous shaders as per developer mentions held true for the pc.thumb.gif
Quote:
Originally Posted by mtcn77 View Post

Also, asynchronous shaders! Suppose the same performance gain in consoles applies to discrete gpus - you now have a Fury X instead of R9 290X when ASC is utilized. I wouldn't kid about the repercussions of a 42% upgrade.

Edited by mtcn77 - 2/24/16 at 6:14pm
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