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[WinBuzzer] Microsoft Simplifies Multi-GPU Support for DirectX 12 Developers - Page 9

post #81 of 90
Quote:
Originally Posted by davidelite10 View Post

Warning: Spoiler! (Click to show)
Unigine is a dedicated bench along with Witcher 3 being some what of a crysis of this decade. Granted I don't think it deserves that title but still.

No I think you misunderstood what I meant by it's only relevant for Async.
It's only relevant in conversation or forums due to Async and causing flame wars between fanboys.
If there wasn't that disparity the game would have been forgotten.

It has some good technologies that won't be implemented properly for another 5-10 years through the majority of games. and personally I think the game is extremely generic and boring compared to the vast other RTS games.





Vulkan finally got through in Doom and it's amazing. Hopefully that follows through as well.

Overwatch shows how terrible a low tic rate is for a competitive shooter that's what it shows tongue.gif
.

That you're right smile.gif
post #82 of 90
Tick rate complains in OW are just excuses for low skill/bad aim or high ping tongue.gif
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post #83 of 90
Quote:
Originally Posted by ChevChelios View Post

Tick rate complains in OW are just excuses for low skill/bad aim or high ping tongue.gif
avg 42ms ping and was a competitive player for years in twitch shooters tongue.gif.

Still get killed from behind cover or after I turn the corner mad.gif

Battlefield had the same issues a while back once they adjusted the tic rate it made it a whole lot better.
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post #84 of 90
Quote:
Originally Posted by bigjdubb View Post

I'm sure AOTS will be dropped from reviews once we have more DX12 titles to choose from. It doesn't do much good for the community to test with games that not many people play, unless that game allows you to test features that aren't available in other titles. Maybe the 3DMark DX12 (with async) benchmark that's incoming will render AOTS pointless in a review suite.
I agree it's just to me I personally don't see the relevance when it's brought up every time.
Sure it has certain technologies in it's infantile state that are janky and show different performance compared to other DX12/DX11 games but what does it matter if there's less than 1000 active players(exaggeration or might even be the truth I really don't know)? It's akin to comparing some really generic Korean MMORPG with like 600 players that has this one neat mechanic where you can have an emote of Vogon Poetry and compare that to Aion or something of the like.

I don't know I guess I just see things like this from a top down view , not trying to be pessimistic or cynical, I really love the tech behind it.
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post #85 of 90
Quote:
Originally Posted by diggiddi View Post

I thought DX11 CFX/SLI saw 2 cards and wth DX12 would see 1 card with one big memory pool

DX11 CFX/SLI reveal one unit to games and rely on the drivers to split the loads. Since the only rendering method used in modern SLI/CFX is AFR, each GPU needs an identical copy of assets to be able to work on the same parts of the same scenes at the same time, which is why the memory must be mirrored. Even SFR (which is depreciated) needs mirrored assets, but isn't as affected by resolution changes as it only needs one frame buffer for all the GPUs.

DX12 has three mult-adapter modes that can be used for multiple GPUs. The Implicit mode works more or less like SLI/CFX currently do in DX11. The Explicit modes and rely on) more direct control of load balancing by the developers and can have different GPUs doing different things. However, it's still an over simplification to look at it as one adapter with a single memory pool, in any mode. Even in the best tuned of games there will always need to be some duplication of assets and not every game is going to be perfectly tuned.
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post #86 of 90
Quote:
Originally Posted by davidelite10 View Post

I agree it's just to me I personally don't see the relevance when it's brought up every time.
Sure it has certain technologies in it's infantile state that are janky and show different performance compared to other DX12/DX11 games but what does it matter if there's less than 1000 active players(exaggeration or might even be the truth I really don't know)? It's akin to comparing some really generic Korean MMORPG with like 600 players that has this one neat mechanic where you can have an emote of Vogon Poetry and compare that to Aion or something of the like.

I don't know I guess I just see things like this from a top down view , not trying to be pessimistic or cynical, I really love the tech behind it.


The possibilities that it brings to the table are significant and will eventually have a big impact on what our games look like and what they can do. It's nothing like a game mechanic either, that's like saying dynamic lighting is akin to being able to counter a knife attack in battlefield.
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post #87 of 90
Quote:
Originally Posted by pas008 View Post

simultaneous graphical and compute workloads which could be distributed to other cards

doesnt that not kinda go hand and hand with multigpu adapter?

just trying to get a better understanding thats all

Nope, not at all. Asynchronous compute has nothing that can be applied to multi-GPU rendering.
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post #88 of 90
Quote:
Originally Posted by Tsumi View Post

Nope, not at all. Asynchronous compute has nothing that can be applied to multi-GPU rendering.

yeah I got better understanding here
sry suppose I could have looked at this before

https://msdn.microsoft.com/en-us/library/windows/desktop/dn899217(v=vs.85).aspx

https://msdn.microsoft.com/en-us/library/windows/desktop/dn933253(v=vs.85).aspx
post #89 of 90
Quote:
Originally Posted by infranoia View Post

Why? Is it important you're convinced? Do you want to be convinced?

http://www.overclock.net/t/1605554/bethesda-net-doom-now-updated-with-vulkan/
http://www.overclock.net/t/1604750/dsog-report-total-war-warhammer-runs-27-slower-in-dx12-on-nvidia-s-hardware/0_100

AotS is not a fluke, that's why. It's the first of a generation of games based on one of two new APIs that focus on a different method of accessing GPU resources, and that alone makes it important and interesting.

This new generation of games should no longer be artificially limited by any software API limits. They are limited by the hardware architectures and features, which is how it should be. No consumer wins with a lopsided duopoly. Competitive performance between vendors is something we should all be encouraging.

Okay...so it's not a fluke. Still waiting on why I should care that it's not a fluke.

So far, the only actual point in this post is "No consumer wins with a lopsided duopoly." A true statement, to be sure, but is that really all AotS has going for it? Something that we can cling to to say that Team Red's still got something on Team Green?
post #90 of 90
Quote:
Something that we can cling to to say that Team Red's still got something on Team Green?
they have Doom Vulkan for that now

its more relevant then Hitman & AotS combined


although given that M$ will doubtlessly kill Vulkan (only Bethesda will continue using it) it wont be much more then that
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