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[Bethesda.net] DOOM now updated with Vulkan! - Page 7

post #61 of 681
Quote:
Originally Posted by sage101 View Post

Well the devs did say they were working with nvidia to implement Async Compute so I expect to see a new driver soon.
Oxide guys also said same thing and we know what happened. you can't utilize any hardware more than 100%. that's what happening here.
post #62 of 681
Thread Starter 
Quote:
Originally Posted by ChevChelios View Post

maybe nvidia driver isnt out for Doom-Vulkan ?
Didn't nvidia showcase Doom running on Vulkan at their 1080 unveil? Now we waiting for a driver, perhaps the same driver that AoS is waiting on redface.gif
post #63 of 681
Quote:
Originally Posted by Rabit View Post

We have heard the same story with Asynch Drivers for Maxwell, a year ago but they still not release it rolleyes.gif
you can have gains in performance even without async redface.gif

its shocking, I know



.. although if your OpenGL/DX11 performance was already perfect before, then maybe you cant rolleyes.gif
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post #64 of 681
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Originally Posted by Rabit View Post


We have heard the same story with Asynch Drivers for Maxwell, a year ago but they still not release it rolleyes.gif

 

That was straight from id Software though.

post #65 of 681
Quote:
Originally Posted by PlugSeven View Post

Didn't nvidia showcase Doom running on Vulkan at their 1080 unveil? Now we waiting for a driver, perhaps the same driver that AoS is waiting on redface.gif

I would say since it performs the same in Vulkan as OpenGL, the current nVidia driver is already quite optimized for Doom.

But since async compute isn't working on nVidia, there is no way the performance would further increase.
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post #66 of 681
question is how much of the increase was from the API and how much directly from Async ?


because in the latest RotR patch AMD gained some performance on DX12, but only few % of that was from async

Nvidia didnt gain anything, but its DX11 fps was already as good as AMDs newly improved DX12 fps
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post #67 of 681
Quote:
Originally Posted by the9quad View Post

Can you explain why DOOM is not a true Vulkan game? I don't believe it is in the same boat as The Talos Principle. Do you have insider info on how Vulkan is implemented in DOOM to where it is not a true Vulkan game? Be interested to hear this info.

Because none of them are built from the ground up as a DX12 or Vulkan game. DX11 and OpenGL are both holding back the development of the new api's because they have to keep parts from the old api's in tact.
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post #68 of 681
Quote:
Originally Posted by ChevChelios View Post

question is how much of the increase was from the API and how much directly from Async ?


because in the latest RotR patch AMD gained some performance on DX12, but only few % of that was from async

Nvidia didnt gain anything, but its DX11 fps was already as good as AMDs newly improved DX12 fps
Quote:
Originally Posted by ChevChelios View Post

you can have gains in performance even without async redface.gif

its shocking, I know



.. although if your OpenGL/DX11 performance was already perfect before, then maybe you cant rolleyes.gif

ChevChelios has a point, AMD's OpenGL and DX11 performance has been generally lower or at best equal to Nvidia's performance so far in most games, and the question now, does Vulkan and DX12 make it so that Nvidia and AMD will be equal on a performance basis, will AMD still lag behind, or is there potential for AMD to actually be ahead? Unfortunately, its too early to tell with so little games being released on the new APIs.
post #69 of 681
Quote:
Originally Posted by ChevChelios View Post

question is how much of the increase was from the API and how much directly from Async ?


because in the latest RotR patch AMD gained some performance on DX12, but only few % of that was from async

Nvidia didnt gain anything, but its DX11 fps was already as good as AMDs newly improved DX12 fps
Depends on what kind of graphic effects are using compute instead of graphics pipeline. so 5-10% mostly. other performance gains amd is getting from vlk/dx12 are low overhead and better utilization of hardware. so async isn't the only thing helping amd here.

Nvidia has simple and less hardware in their gpus which can be already fully utilized. that's why their gpus have better p/w and better dx11 performance. but once they add more hardware for future apis their lead will be less.


in doom, tssaa or no aa means async is active .

https://twitter.com/idSoftwareTiago/status/752590016988082180
Edited by EightDee8D - 7/11/16 at 3:03pm
post #70 of 681
Quote:
Originally Posted by Marios145 View Post

Is 4K cpu-limited??????

source
From 31->36fps, that's almost 20% for gpu-limited scenario, i'm now wondering how Fury scales.
I believe that Doom on Vulkan(OpenGL too), is a perfect example of an actual game that takes 100% advantage of gpu and cpus.

Yeah that 4K result is interesting and substantial.
Quote:
It's interesting though, that nvidia yet again has no gains with a low-level API, only this time it's opengl. I was expecting -some- gain, maybe frame times/dips improved?
Exactly, being allowed to have 100k draw calls on screen would allow for huge amounts of npcs/players and particle effects with minimal performance penalties

Your thinking DX11, 100K was a round number which was thrown about but 10-50k is more or less what is achieved.
DX12 is perceived to be 600k by Wardell (6x) from the XBO division which was based on consoles but 13x seems to be the uniform result amongst draw call benchmarks and analysis - it makes sense given the CPU power on PC's, though the test itself is very idealized and takes almost nothing but draw calls into account.




And of course this advantage is very similar to what Vulkan can achieve.
Edited by pengs - 7/11/16 at 3:11pm
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