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[Bethesda.net] DOOM now updated with Vulkan! - Page 25

post #241 of 681
Quote:
Originally Posted by MikeDuffy View Post

This Vulkan patch and the new Tomb Raider DX12 are a nightmare for Nvidia's PR. I mean, the 1060's launch will be have trouble convincing people of their superiority in the new APIs - seems as though the impression of poor next-gen performance is creeping into people's minds.

For now.
It will even out once ID reactivates async compute for the 10 series, which is the reason why AMD gets a boost and nvidia doesn't. Currently they completely shut down the async compute for nvidia.
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post #242 of 681
Quote:
Originally Posted by Defoler View Post

For now.
It will even out once ID reactivates async compute for the 10 series, which is the reason why AMD gets a boost and nvidia doesn't. Currently they completely shut down the async compute for nvidia.
Keep dreaming lol
post #243 of 681
Quote:
Originally Posted by Kpjoslee View Post

Pics? Kinda hard to believe you are getting those numbers.

I was hoping another 290x'er could validate. I'm working on it, trying to find the right utility:
Quote:
While running the Vulkan API, DOOM crashes when taking a screenshot using the Steam overlay on AMD GPUs.
This is a known issue with Vulkan API and AMD GPUs.
Quote:
Originally Posted by GorillaSceptre View Post

Async isn't enabled there..

GamersNexus did the same thing, i wonder why id didn't make Async activation more clear cut..

Yep, look at that. SMAA is enabled. No async shader render path is active in that video. It has to be TSSAA or nothing.
Edited by infranoia - 7/12/16 at 12:43am
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post #244 of 681
Quote:
Originally Posted by Defoler View Post

For now.
It will even out once ID reactivates async compute for the 10 series, which is the reason why AMD gets a boost and nvidia doesn't. Currently they completely shut down the async compute for nvidia.

Pascal/Maxwell cannot do compute+graphics in parallel..

There's a reason every game with Async support disable it on Nvidia hardware..
post #245 of 681
Quote:
Originally Posted by GorillaSceptre View Post

I thought i was being far to optimistic about Vulkan/DX12.. Even with those expectations i didn't think gains like these would ever happen.. Well done to id Software i guess, they knocked it out the park. I wonder if DICE will deliver the same with BF1.

Still quite unbelievable if I'm honest, lol..
I can't believe I'm averaging 100fps with Vulkan on Ultra preset with a 380X when I used to only able to get about 60fps on OpenGL
post #246 of 681
I can't find a tool that works to take screenshots of Doom Vulkan in exclusive fullscreen. If anyone has a lead let me know.

MSI Afterburner fails, Steam Overlay crashes, and when I go borderless window I lose ~60 FPS.

Gah, I'll have to install Raptr to test that. Please help me avoid that fate... thumbsdownsmileyanim.gif
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post #247 of 681
You can only take screenshot with VSYNC ON, and you lose a couple of FPS because of that ( 7 for me ).
post #248 of 681
Quote:
Originally Posted by Defoler View Post

Nvidia are also on the same group as AMD in there, and they also contributed to vulkan the same as they contributed to OpenGL. AMD didn't developed the API on their own.

Also since you already forgot since it must have been 10 decades ago, AMD put all of their eggs into mantle, not vulkan. They claimed mantle will be superior in any way. Except that it took them so long, and its contribution was so low, that it got scraped.

So basically, the ones who made the good parts of mantle idea successful, were actually mirosoft (DX12) and Khronos (vulkan/opengl).
AMD took a good idea, made it crap, worthless, and "open" but only belongs to them (an open source which was never released, is not an open source, same with tressfx for 3 full years), and then someone else took it and actually made it successful and working.
You can pretty much say that if AMD hadn't been so head strong with mantle and kept it for themselves, we could have gotten vulkan and DX12 earlier.
Also you can say that because AMD kept it so secretly for so long and so proprietary (until it died), nvidia didn't get a sniff of it, until lately with vulkan and DX12, so basically, AMD hindered nvidia in the first place, making it "gameworks 2.0" act, while whining about gameworks constantly.

How much more wrong could you be? dx12 and vulkan are mantle.

https://mobile.twitter.com/renderpipeline/status/581086347450007553

https://www.gamedev.net/topic/666419-what-are-your-opinions-on-dx12vulkanmantle/#entry5215019
Edited by Tgrove - 7/12/16 at 1:16am
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post #249 of 681
So Vulkan and Dx12 are AMD's Gameworks now, HAHAHAHAHAHA.
post #250 of 681
Quote:
Originally Posted by Defoler View Post

For now.
It will even out once ID reactivates async compute for the 10 series, which is the reason why AMD gets a boost and nvidia doesn't. Currently they completely shut down the async compute for nvidia.

Async compute is only enabled if you use no AA or TSSAA, so it'd be easy enough to test how much async compute (doesn't) play a role.
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