Ashes of the Singularity benchmarks.

The queues won't be sending single instructions, they'll be doing blocks if not the entire program into a warp/wave. A SMM should just need 1 copy of the kernel/program to share among all similar warps/waves to track progress. It might page in/out portions of the program if it's big, but it's only instructions that should be relatively small. A queue is probably going to dispatch all of it's work before going on to the 2nd queue. It's possible they get multiplexed, but each queue would definitely be a different block and kernel. Yes they could technically be the same, but the scheduler won't know that. With Nvidia they will dispatch all(up to) 32 queues and let them run to completion before getting more work from the CPU.
 
No the queues are not, you have to look at this way, the warp or wavefront are set up as queues, and then fed into the pipelines, as this is happening more parts of the shader or shaders are pasrsed and put into the queue, if instructions can be done without any dependencies they will then be shuffled into other queues. This is happening as its getting more work from the CPU, the queues should never run out of work to do.
 
There are no queues in a SMM. Or any such thing as an instruction queue for that matter. Each SMM has an instruction cache containing the program/kernel for each unique one. Each warp scheduler then has a reference to that program and a counter for each thread within the warp to track it's progress. SIMT allows divergent threads to keep executing so long as they are using the same instruction.

Programming Guide :: CUDA Toolkit Documentation

Nvidia said:
The multiprocessor creates, manages, schedules, and executes threads in groups of 32 parallel threads called warps. Individual threads composing a warp start together at the same program address, but they have their own instruction address counter and register state and are therefore free to branch and execute independently.
Nvidia said:
When a multiprocessor is given warps to execute, it first distributes them among the four schedulers. Then, at every instruction issue time, each scheduler issues one instruction for one of its assigned warps that is ready to execute, if any.
 
And that is why we have to look at Queues, warps, threads, blocks as different. Queues are there, just that they aren't talking about it from that perspective.
 
geez.. the dx12 bonus on amd cards is insane. I do find it interesting how nvidia said async is disabled in their driver though. Seems rather odd no?
 
geez.. the dx12 bonus on amd cards is insane. I do find it interesting how nvidia said async is disabled in their driver though. Seems rather odd no?

I think it goes to show that Nvidia is afraid of Beta features at a driver level, I want to see AMD be competitive, and their GCN arc is REALLY loving DX12, but I would like to see Nvidia push the bounds as well.
 
I found this interesting:
[WCCF] HITMAN To Feature Best Implementation Of DX12 Async Compute Yet, Says AMD - Page 77
From Kollock @ Oxide
I don't know, when you have 2 GPUs and multiple queues, you end up with a pretty complex web of signals and fences.

We've been debating why mixing GPUs from different vendors gets the best results. We don't really know why. One theory is that each GPU has a different hashing function for memory access, so by mixing them you end up with less overall PCI-e collisions. But, alas, this is beyond our knowledge base.
 
New Maps, More Explosions, and Improved AI arrive with Beta 2 Today!
FEBRUARY 25 - ISLANDDOG
Beta 2 is Now Available
Exciting Explosions, New Maps, and Improved AI!

Ashes of the Singularity Beta 2 has arrived and it just keeps getting better! Like explosions? So do we, that's why we've made them bigger. Looking for a variety of maps? No problem, we've added some new ones! Wishing for an improved AI? We've got you covered! With a new Multiplayer season beginning and a host of other improvements and stability fixes, get yourselves revved up for Ashes of the Singularity's Beta 2!

We have a lot of exciting things available in Beta 2 that we'd like to share with you!
View the full changelog at the bottom of this post, but here are some highlights:

New Multiplayer Season!
One of the best ways to enjoy Ashes of the Singularity is through custom or ranked multiplayer matches! The Dev Team will be re-setting the global leaderboards on Beta release day and starting with a fresh slate. This will be known as "Season 0" and will last until shortly after the final version of Ashes is released. Do you think you have what it takes to beat the Stardockians? Join us on Fridays from 4pm ET - 6pm ET for ranked and custom matches!

New Maps!
We are happy to provide 3 new maps for you to wage war on! Eridon, Pyn, and Cygnus make their debut in Beta 2 - we're sure you'll enjoy exploring the new terrain!

New Visual Effects!
The team has been working on improving the game's visuals, which include (but are not limited to) explosions and other weapon effects. Now all of that exciting war playing out on your screen is even more attention-grabbing and flashier than before.

New Music!
Some new ambient musical tracks have been added, along with new tracks for your win/loss screens and new main menu and multiplayer menu music! The team has also added additional sound FX throughout the game.

See the full changelog here:Ashes of the Singularity Beta 2 Changelog :: Ashes of the Singularity (Beta) General Discussion

Play Ashes of the Singularity Beta 2 with our team of Stardockians from 4pm - 6pm ET this Friday, February 26th!
 
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I played through a single player versus 5 AI game on the 15.11 Crimson driver to test the old performance before I updated and checked the improvements. I didn't have any crashes but 15.11 exhibits noticeable anomalies (the edges of mountains will become transparent at certain angles) that weren't present in older versions of the game. Unfortunately I have my FX-9590 underclocked at the moment until I un-lazy myself and reinstall my H220X I got back from an RMA so the results aren't optimal.

FX-9590 underclocked to 4.4 GHz
Fury X 1200 MHz core 546 MHz HBM

1200P "High" profile
rxHoTfj.jpg




1200P "Extreme" profile
GCgh3dJ.jpg



1200P "Crazy" profile
ZrjrCBE.jpg



So how is the game? Is it fun? Like Supreme Commander FA?
The "Ascendancy Wars" are not in-game yet.
single player :: Ashes of the Singularity (Beta) General Discussion
(Obviously this feature is running late in implementation like every early access game goes...)

Currently there is the standard multiplayer battles and single-player custom battles with AI opponents.
 
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I tried to match you settings....so this is how mine does with vulcan 16.15 drivers

Capture_zpsfkkp4zvq.png


course im using an outdated version lol
 
Finally got a chance to play the game and run the benchmark. My cpu seems to be all over the place, I wonder if that is from having Intel's speedstep still running. CPU is clocked at 4.5GHz, GPU is at 1513MHz boost clock and 7.9GHz mem clock.

0Bb2hPU.jpg
 
AMD FX-9370 (stock)
Fury X (stock)
Dell U3415W @ 2560x1440 (60hz)

---Crazy
Version 0.90.17585
02/28/2016 23:48
==========================================================================

== Hardware Configuration ================================================
GPU 0: AMD Radeon (TM) R9 Fury Series
CPU: AuthenticAMD
AMD FX(tm)-9370 Eight-Core Processor
Physical Cores: 4
Logical Cores: 8
Physical Memory: 32439 MB
Allocatable Memory: 134217727 MB
==========================================================================


== Configuration =========================================================
API: DirectX 12
==========================================================================
Quality Preset: Extreme
==========================================================================

Resolution: 2560x1440
Fullscreen: True
Bloom Quality: High
PointLight Quality: High
Glare Quality: High
Shading Samples: 16 million
Terrain Shading Samples: 8 million
Shadow Quality: High
Temporal AA Duration: 0
Temporal AA Time Slice: 0
Multisample Anti-Aliasing: 4x
Texture Rank : 1


== Total Avg Results =================================================
Total Time: 60.002769 ms per frame
Avg Framerate: 42.001217 FPS (23.808834 ms)
Weighted Framerate: 41.739140 FPS (23.958328 ms)
CPU frame rate (estimated if not GPU bound): 42.362991 FPS (23.605509 ms)
Percent GPU Bound: 5.177730 %
Driver throughput (Batches per ms): 4112.513184 Batches
Average Batches per frame: 17605.460938 Batches
==========================================================================

--Extreme
Version 0.90.17585
02/29/2016 00:00
==========================================================================

== Hardware Configuration ================================================
GPU 0: AMD Radeon (TM) R9 Fury Series
CPU: AuthenticAMD
AMD FX(tm)-9370 Eight-Core Processor
Physical Cores: 4
Logical Cores: 8
Physical Memory: 32439 MB
Allocatable Memory: 134217727 MB
==========================================================================


== Configuration =========================================================
API: DirectX 12
==========================================================================
Quality Preset: Crazy
==========================================================================

Resolution: 2560x1440
Fullscreen: True
Bloom Quality: High
PointLight Quality: High
Glare Quality: High
Shading Samples: 16 million
Terrain Shading Samples: 16 million
Shadow Quality: High
Temporal AA Duration: 0
Temporal AA Time Slice: 0
Multisample Anti-Aliasing: 4x
Texture Rank : 1


== Total Avg Results =================================================
Total Time: 60.000061 ms per frame
Avg Framerate: 41.109119 FPS (24.325502 ms)
Weighted Framerate: 40.729733 FPS (24.552088 ms)
CPU frame rate (estimated if not GPU bound): 43.204372 FPS (23.145805 ms)
Percent GPU Bound: 17.884693 %
Driver throughput (Batches per ms): 4022.916260 Batches
Average Batches per frame: 17651.490234 Batches
==========================================================================

Fury X + 290
--Extreme
Version 0.90.17585
02/28/2016 23:54
==========================================================================

== Hardware Configuration ================================================
GPU 0: AMD Radeon (TM) R9 Fury Series
GPU 1: AMD Radeon R9 200 Series
CPU: AuthenticAMD
AMD FX(tm)-9370 Eight-Core Processor
Physical Cores: 4
Logical Cores: 8
Physical Memory: 32439 MB
Allocatable Memory: 134217727 MB
==========================================================================


== Configuration =========================================================
API: DirectX 12
==========================================================================
Quality Preset: Extreme
==========================================================================

Resolution: 2560x1440
Fullscreen: True
Bloom Quality: High
PointLight Quality: High
Glare Quality: High
Shading Samples: 16 million
Terrain Shading Samples: 8 million
Shadow Quality: High
Temporal AA Duration: 0
Temporal AA Time Slice: 0
Multisample Anti-Aliasing: 4x
Texture Rank : 1


== Total Avg Results =================================================
Total Time: 60.008179 ms per frame
Avg Framerate: 33.769272 FPS (29.612720 ms)
Weighted Framerate: 33.547970 FPS (29.808064 ms)
CPU frame rate (estimated if not GPU bound): 33.912498 FPS (29.487652 ms)
Percent GPU Bound: 0.000000 %
Driver throughput (Batches per ms): 1568.991699 Batches
Average Batches per frame: 17660.671875 Batches
==========================================================================

Not sure where screenshots are saved to..not under Documents or Pictures or in AOTS directory
 
If you report that it's broken, then they will fix it. They are very, very good at listening to reasonable and well worded feedback.

Good to know but they already know about it. AMD DX12 only runs with vsync on regardless of freesync or vsync settings in the game.
 
Seems that AMD is adhering with the new Windows 10 rules. I hope that crap changes soon. I'm not a fan of VSYNC unless screen tearing is atrocious.
 
I bought AotS when it was at a reduced price on Steam just to compare performance of my two rigs below. I have a single EVGA GTX980TI SC (core1102) Vram 6G in the 5960x rig and 2 Sapphire Tri-X OC 290s (core1000) Vram 4G in CF in the 4790k rig. Both rigs are custom WC'd - EK Supremacy EVO cpu blocks and EK TitanX gpu block for the 980TI and EK 290/290X gpu blocks for both of the 290s. I have the 5960x OC'd to 4.4Ghz stable and the 4790k to 4.7 GHZ stable.

The 5960x has a DellU3415W monitor- native resolution 3440x1440 and the 4790k has the BenQ BL3200PT monitor - 2560x1440 native resolution.

Until the Newest Beta 2 update of AotS, multi-gpu support was not available and obviously the 980TI was way head of the single 290. Once the newest beta was released I ran tests on both rigs setting resolution to 2560x1440 to make them somewhat equal. I know that the cpus are different and clocked different but since they are custom WC'd switching gpus, though possible, was too much work - drain system, fill and purge system, etc., etc.!

Here are the results on the machines. All AotS settings on High at 2560x1440
5960x - Async enabled
Average=38.3 fps
Normal=43.1
Medium=38.3
Heavy=34.4

5960x - Async disabled
Average=40.1
Normal=45.4
Medium=40.2
Heavy=35.8

4790k single 290
Async enabled
Average=28
Normal=32.8
Medium=28
Heavy=24.3

Async disabled
Average=26.8
Normal=30.8
Medium=27.1
Heavy=23.5

4790k 290s in CF
Async enabled
Average=48.3
Normal=55.4
Medium=48.1
Heavy=42.8

Async disabled
Average=48
Normal=55.7
Medium=47.6
Heavy=42.5


I hope this info helps the discussion. I'll be willing to run other settings if it will help you.
 
AoTS has an update planned for release March 3rd. No release notes yet, but I believe it is in response to issues from user feedback.
 
For fun I ran a couple benchmarks (only 1080 right now, my 1440 is out), log summary :

Extreme :
== Hardware Configuration ================================================
GPU 0: AMD Radeon R9 200 Series
GPU 1: AMD Radeon R9 200 Series
CPU: GenuineIntel
Intel(R) Xeon(R) CPU W3520 @ 2.67GHz
Physical Cores: 4
Logical Cores: 8
Physical Memory: 12278 MB
Allocatable Memory: 134217727 MB
==========================================================================


== Configuration =========================================================
API: DirectX 12
==========================================================================
Quality Preset: Extreme
==========================================================================

Resolution: 1920x1080
Fullscreen: True
Bloom Quality: High
PointLight Quality: High
Glare Quality: High
Shading Samples: 16 million
Terrain Shading Samples: 8 million
Shadow Quality: High
Temporal AA Duration: 0
Temporal AA Time Slice: 0
Multisample Anti-Aliasing: 4x
Texture Rank : 1


== Total Avg Results =================================================
Total Time: 60.003983 ms per frame
Avg Framerate: 44.816395 FPS (22.313263 ms)
Weighted Framerate: 43.398491 FPS (23.042276 ms)
CPU frame rate (estimated if not GPU bound): 53.060249 FPS (18.846500 ms)
Percent GPU Bound: 0.000000 %
Driver throughput (Batches per ms): 1825.469238 Batches
Average Batches per frame: 16209.608398 Batches
==========================================================================

CRAZY:
== Hardware Configuration ================================================
GPU 0: AMD Radeon R9 200 Series
GPU 1: AMD Radeon R9 200 Series
CPU: GenuineIntel
Intel(R) Xeon(R) CPU W3520 @ 2.67GHz
Physical Cores: 4
Logical Cores: 8
Physical Memory: 12278 MB
Allocatable Memory: 134217727 MB
==========================================================================


== Configuration =========================================================
API: DirectX 12
==========================================================================
Quality Preset: Crazy
==========================================================================

Resolution: 1920x1080
Fullscreen: True
Bloom Quality: High
PointLight Quality: High
Glare Quality: High
Shading Samples: 16 million
Terrain Shading Samples: 16 million
Shadow Quality: High
Temporal AA Duration: 0
Temporal AA Time Slice: 0
Multisample Anti-Aliasing: 4x
Texture Rank : 1


== Total Avg Results =================================================
Total Time: 60.018776 ms per frame
Avg Framerate: 38.844162 FPS (25.743895 ms)
Weighted Framerate: 25.493061 FPS (39.226360 ms)
CPU frame rate (estimated if not GPU bound): 53.492699 FPS (18.694139 ms)
Percent GPU Bound: 0.000000 %
Driver throughput (Batches per ms): 2114.587402 Batches
Average Batches per frame: 16426.279297 Batches
==========================================================================

CPU really, really isn't an issue, I'm amazed frankly. CF could be better with cards at 75% & 100% respectively. Something a little wonky with the crazy setting with intermittent weird slowdowns happening. I'm playing at extreme and it plays smooth as butter. Let's see what happens after the patch.
 
Finally got a chance to play the game and run the benchmark. My cpu seems to be all over the place, I wonder if that is from having Intel's speedstep still running. CPU is clocked at 4.5GHz, GPU is at 1513MHz boost clock and 7.9GHz mem clock.
980X @ 3.6GHz on all cores. 780Ti 1106 Boost clock / Memory 1800 MHz.
 

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3440x1440 Extreme test on a vanilla Fury

== Hardware Configuration ================================================
GPU 0: AMD Radeon (TM) R9 Fury Series
CPU: GenuineIntel
Intel(R) Core(TM) i7-3770K CPU @ 3.50GHz
Physical Cores: 4
Logical Cores: 8
Physical Memory: 16347 MB
Allocatable Memory: 134217727 MB
==========================================================================


== Configuration =========================================================
API: DirectX 12
==========================================================================
Quality Preset: Extreme
==========================================================================

Resolution: 3440x1440
Fullscreen: True
Bloom Quality: High
PointLight Quality: High
Glare Quality: High
Shading Samples: 16 million
Terrain Shading Samples: 8 million
Shadow Quality: High
Temporal AA Duration: 0
Temporal AA Time Slice: 0
Multisample Anti-Aliasing: 4x
Texture Rank : 1


== Total Avg Results =================================================
Total Time: 60.002998 ms per frame
Avg Framerate: 45.264957 FPS (22.092144 ms)
Weighted Framerate: 44.586880 FPS (22.428123 ms)
CPU frame rate (estimated if not GPU bound): 77.915443 FPS (12.834426 ms)
Percent GPU Bound: 52.143372 %
Driver throughput (Batches per ms): 6289.396973 Batches
Average Batches per frame: 22319.140625 Batches
==========================================================================


== Results ===============================================================
BenchMark 0
TestType: Full System Test
== Sub Mark Normal Batch =================================================
Total Time: 71.006081 ms per frame
Avg Framerate: 57.164116 FPS (17.493492 ms)
Weighted Framerate: 55.214172 FPS (18.111292 ms)
CPU frame rate (estimated if not GPU bound): 97.671082 FPS (10.238445 ms)
Percent GPU Bound: 73.573860 %
Driver throughput (Batches per ms): 4844.287109 Batches
Average Batches per frame: 7702.851563 Batches
== Sub Mark Medium Batch =================================================
Total Time: 55.984100 ms per frame
Avg Framerate: 45.030643 FPS (22.207100 ms)
Weighted Framerate: 44.493637 FPS (22.475124 ms)
CPU frame rate (estimated if not GPU bound): 82.984665 FPS (12.050419 ms)
Percent GPU Bound: 67.235924 %
Driver throughput (Batches per ms): 5632.306641 Batches
Average Batches per frame: 17102.912109 Batches
== Sub Mark Heavy Batch =================================================
Total Time: 53.018806 ms per frame
Avg Framerate: 37.628159 FPS (26.575844 ms)
Weighted Framerate: 37.456059 FPS (26.697950 ms)
CPU frame rate (estimated if not GPU bound): 61.673523 FPS (16.214413 ms)
Percent GPU Bound: 15.620330 %
Driver throughput (Batches per ms): 7584.263184 Batches
Average Batches per frame: 42151.660156 Batches
 
Last edited:
I have it, I like it but I have an issue where it double launches when I choose D12 executable.. I can't figure it out. it says my PC is capable of 60FPS at 1080p but I get 34-40
 
And some 1440 benches before the next update hits :

Extreme :
== Hardware Configuration ================================================
GPU 0: AMD Radeon R9 200 Series
GPU 1: AMD Radeon R9 200 Series
CPU: GenuineIntel
Intel(R) Xeon(R) CPU W3520 @ 2.67GHz
Physical Cores: 4
Logical Cores: 8
Physical Memory: 12278 MB
Allocatable Memory: 134217727 MB
==========================================================================


== Configuration =========================================================
API: DirectX 12
==========================================================================
Quality Preset: Extreme
==========================================================================

Resolution: 2560x1440
Fullscreen: True
Bloom Quality: High
PointLight Quality: High
Glare Quality: High
Shading Samples: 16 million
Terrain Shading Samples: 8 million
Shadow Quality: High
Temporal AA Duration: 0
Temporal AA Time Slice: 0
Multisample Anti-Aliasing: 4x
Texture Rank : 1


== Total Avg Results =================================================
Total Time: 60.001217 ms per frame
Avg Framerate: 32.393024 FPS (30.870844 ms)
Weighted Framerate: 32.044224 FPS (31.206873 ms)
CPU frame rate (estimated if not GPU bound): 51.773006 FPS (19.315084 ms)
Percent GPU Bound: 0.000000 %
Driver throughput (Batches per ms): 1985.948242 Batches
Average Batches per frame: 17742.107422 Batches
==========================================================================

CRAZY:
== Hardware Configuration ================================================
GPU 0: AMD Radeon R9 200 Series
GPU 1: AMD Radeon R9 200 Series
CPU: GenuineIntel
Intel(R) Xeon(R) CPU W3520 @ 2.67GHz
Physical Cores: 4
Logical Cores: 8
Physical Memory: 12278 MB
Allocatable Memory: 134217727 MB
==========================================================================


== Configuration =========================================================
API: DirectX 12
==========================================================================
Quality Preset: Crazy
==========================================================================

Resolution: 2560x1440
Fullscreen: True
Bloom Quality: High
PointLight Quality: High
Glare Quality: High
Shading Samples: 16 million
Terrain Shading Samples: 16 million
Shadow Quality: High
Temporal AA Duration: 0
Temporal AA Time Slice: 0
Multisample Anti-Aliasing: 4x
Texture Rank : 1


== Total Avg Results =================================================
Total Time: 60.001522 ms per frame
Avg Framerate: 40.915810 FPS (24.440430 ms)
Weighted Framerate: 22.299809 FPS (44.843437 ms)
CPU frame rate (estimated if not GPU bound): 55.198734 FPS (18.116356 ms)
Percent GPU Bound: 0.000000 %
Driver throughput (Batches per ms): 2185.691650 Batches
Average Batches per frame: 17610.712891 Batches
==========================================================================

The Crazy setting was super slow with CPU activity jumping up & down like crazy, so I can only think there is a bug of some kind. Extreme setting still doing ok for 1440.

Edit: also looks like the GPU bound % isn't working properly(?). Might be related to the way DX12 is being implemented? Hmm...
 
Last edited:
AoTS update just hit Steam!

Change-log:

Ashes of the Singularity v0.91 Changelog
The v0.91 update for Ashes of the Singularity is now available. Check out the latest updates:
HIGHLIGHTS:
  • Stability fixes
  • Performance improvements
  • Balance improvements
  • New Map: Fringe


Gameplay
  • New Map
    • Fringe
  • Adding Fringe, Cygnus, and Pyn to the matchmaking 1v1 playlist
  • Removing Polis and Frosthaven from ranked map playlist
  • Host migration now functions in matches with AI opponents
  • AI improvements (new tactics & build options)
  • initial hookup for engineers healing - no AI attached to this so you will have to steer the units close to their targets yourself at this point
  • Balance
    • Pan less likely to put itself in danger when in an Army
    • Falcon AA structure now has extended range and can fire on radar targets
    • Destructor positions itself farther back in Armies if possible
    • have kill only work on T3s so as to not accidentally waste quanta on things that really aren't worth it
    • Medic now more aggressive in healing
    • movement improvements
      • reduce bank on brutes


Art & Graphics
  • New Orbital Ability VFX
    • Detonate
  • Unit & Structure polish
    • Tweak to PHC Direct material to make Drones a bit brighter
    • Much better LOD shader for Drones
  • Adjusted some VFX to be better visible from max zoom (especially rockets and Substrate projectiles)
  • Nemisis cannon VFX now bigger to reflect its high lethality


UI
  • Updated menu background video
  • Added game intro fade in
  • Weapon tooltips now have more accurate tags for weapon attributes; Area Damage, Armor Piercing, Targets Radar Contacts, Long Recharge
  • change dps tooltip to multiply dps from a weapon by the number of copies of that weapon
  • After action report now uses more legible graph lines
  • Updated and improved loading screen tooltips
  • Lobby browser properly displaying current in-progress games (we had to disable this in last build since it couldn’t handle the number of matches we had going at once)
  • Host indicator in lobby screen
  • Adjusted Green player's interface color to better match player icons
  • Unit/Building destroy button now more obvious
  • Improved player defeated icon
  • final hookup of Substrate T3 level up icons
  • UI polish on resource icons, text color, tech upgrade icons, etc.
  • updated MGPU option tooltip to warn off users likely to crash themselves
  • updated Borderless Window tooltip to explain that it runs in the desktop's current resolution
  • adjusted the look of the T3 Icons


Sound
  • Substrate faction now has a unique notification voice
  • New Substrate battle music track
  • New sounds for Orbital Abilities
    • Overcharge
    • Regenerate
    • Sensor Drone
    • Boost
    • Detonate
    • Drown Swarm
    • Avatar
    • Kill
    • EMP
    • Orbital Strike
    • Area Heal
    • Carving Turret
  • Lots of polish on Substrate weapon sounds
  • Adding sounds for T3 upgrade weapons; Draining Beams, EMP Swat, Executor Havoc, Shield Regen
  • adding Sonic Demolisher weapon sound


Performance
  • Drastic reduction in VRAM usage


Stability
  • Fixing crashes when accepting invites while loading into another game, because of UI being shutdown before it was initialized
  • handle an invalid handle in RectifyFormation
  • XAudio crash on null fix
  • fixed RectifyFormation crash
  • Fixing behavior where you would get stuck out of matchmaking and any mp lobby if you accepted an invite while in the matchmaking queue
  • Fixing crash if lost server connection while loading an MP game, but before the game view UI was ready
  • Increase cmd buffer size to from 4k to 16k to help alleviate possible overflow
  • fix for infinite loop hang
  • various crash fixes related to combined buildings and units in the ui select list


Bug fixes
  • Multiplayer
    • Tweak to get more unit position updates through in MP
    • Added host migration timeout
    • If the user tries to enter matchmaking and the reason they can't is because the Tachyon match finder is still shutting down, it will now display the "MainMenu_DisabledMatchCancelling_TT" text asking the user to wait a few seconds while the queue reinitializes and try again.
    • fixed player Isn't Shown Rank After Match Unless they Back Out and Re-Enter
  • Gameplay
    • have substrate drones get close enough to use their weapons
    • make avatar steering and weapon work together
    • make flak weapons only effect air and drones (since they have a large aoe and a lot of damage they were ripping up substrate ground units by shooting at nearby drones (and substrate pretty much always have drones around on the AI teams))
    • bug fix with steering
    • ai tweak to healers and energy regeners
    • when an Army head is chopped off it tells its remaining members what to do before dying
  • Graphics
    • Hypothetical D3D11 Mip workaround
    • Area outside edge of map properly displaying as black
    • Properly allow resolution to be set in fullscreen mode
    • Default to 1080p if a monitor supports it
    • Updating mesh order so Radioactive Deposit can show team color
    • Fixed the scale on the ground skirt so it matches up
    • Fixed ground skirt on the Sensor Node
    • add the substrate factories to the connection grid list of sinks
    • Potential fix for white checkerboard issue that some users have seen
    • Fixed glare artifacts on T3 death
  • Misc
    • fixed stats screens appearing broken momentarily while loading
    • proper Turinium icon now used in minimap
    • Fixed substrate Amplifier pointing to the wrong construction icon
    • Drone MRV now uses correct icons
    • Joining lobby text was misaligned
    • Fix color swatch in MatchInfoLoadScreen
    • Fix player faction in rank list
    • prevent AI from building units endlessly if there is only one team left and you decided to take the game into overtime
    • Sound - adding slight verb to unit and building destructions so they dont cut off so abruptly
    • Removing text shadow from end game summary screen status bar text
    • fixed enemy buildings showing modules of last selected friendly unit or building
    • Game no longer sits in the middle of the map for a moment before starting
    • Benchmark stats now report additional GPUs
    • fixed Not displaying proper rank post 1 (Legendary)
    • Bind Cursor option now defaults to “Bind Always” so edge scroll works well in Borderless Windowed mode
    • fixed the tiling so there is no gap in the T-3 Leveling Bars
 
Yakk, thank you for the update. I'll install it tonight and hopefully rerun benchmarks.
 
i7 980X @ 4GHz on all cores,, 780Ti @ 1126 Boost clock, 1800MHz memory. Resolution 3440x1440 ("0" reported).
 

Attachments

  • Output_16_03_04_0100.jpg
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9370 @ 4.4 (stock)
Fury X @ 1050/500 (stock)

Radeon Software Version - 16.1.1
Radeon Software Edition - Crimson
Graphics Chipset - AMD Radeon (TM) R9 Fury Series
Memory Size - 4096 MB
Memory Type - High Bandwidth Memory (HBM)
Core Clock - 1050 MHz
Windows Version - Windows 10
System Memory - 32 GB
CPU Type - AMD FX(tm)-9370 Eight-Core Processor


---1080P Extreme
Untitled.png 16.1.1-91.png
Code:
==========================================================================
Oxide Games
Ashes Benchmark Test - ©2015
C:\Users\KaleBennet\Documents\My Games\Ashes of the Singularity\Benchmarks\Output_16_03_03_1823.txt
Version 0.91.17797
03/03/2016 18:26
==========================================================================

== Hardware Configuration ================================================
GPU 0:        AMD Radeon (TM) R9 Fury Series
CPU:        AuthenticAMD
        AMD FX(tm)-9370 Eight-Core Processor         
Physical Cores:            4
Logical Cores:            8
Physical Memory:         32439 MB
Allocatable Memory:        134217727 MB
==========================================================================


== Configuration =========================================================
API:                        DirectX 12
==========================================================================
Quality Preset:                    Extreme
==========================================================================

Resolution:                1920x1080
Fullscreen:                True
Bloom Quality:                High
PointLight Quality:            High
Glare Quality:                High
Shading Samples:             16 million
Terrain Shading Samples:         8 million
Shadow Quality:                High
Temporal AA Duration:            0
Temporal AA Time Slice:            0
Multisample Anti-Aliasing:        4x
Texture Rank :                1


== Total Avg Results =================================================
Total Time:                     60.006084 ms per frame
Avg Framerate:                     42.201630 FPS (23.695766 ms)
Weighted Framerate:                 41.948772 FPS (23.838600 ms)
CPU frame rate (estimated if not GPU bound):     42.229504 FPS (23.680126 ms)
Percent GPU Bound:                 0.200236 %
Driver throughput (Batches per ms):         4052.380371 Batches
Average Batches per frame:             16078.924805 Batches
==========================================================================

---2560x1440 Extreme
16.1.1-2560-Extreme.png

16.1.1-2560-Extreme2.png

Code:
Oxide Games
Ashes Benchmark Test - ©2015
C:\Users\KaleBennet\Documents\My Games\Ashes of the Singularity\Benchmarks\Output_16_03_03_1832.txt
Version 0.91.17797
03/03/2016 18:36
==========================================================================

== Hardware Configuration ================================================
GPU 0: AMD Radeon (TM) R9 Fury Series
CPU: AuthenticAMD
AMD FX(tm)-9370 Eight-Core Processor
Physical Cores: 4
Logical Cores: 8
Physical Memory:  32439 MB
Allocatable Memory: 134217727 MB
==========================================================================


== Configuration =========================================================
API: DirectX 12
==========================================================================
Quality Preset: Extreme
==========================================================================

Resolution: 2560x1440
Fullscreen: True
Bloom Quality: High
PointLight Quality: High
Glare Quality: High
Shading Samples:  16 million
Terrain Shading Samples:  8 million
Shadow Quality: High
Temporal AA Duration: 0
Temporal AA Time Slice: 0
Multisample Anti-Aliasing: 4x
Texture Rank : 1


== Total Avg Results =================================================
Total Time:  60.006943 ms per frame
Avg Framerate:  41.644642 FPS (24.012691 ms)
Weighted Framerate:  41.358124 FPS (24.179047 ms)
CPU frame rate (estimated if not GPU bound):  41.652874 FPS (24.007946 ms)
Percent GPU Bound:  0.081298 %
Driver throughput (Batches per ms):  4141.611816 Batches
Average Batches per frame:  17618.216797 Batches
==========================================================================

---3440x1440 Extreme
16.1.1-3440-Extreme2.png

16.1.1-3440-Extreme3.png

Code:
==========================================================================
Oxide Games
Ashes Benchmark Test - ©2015
C:\Users\KaleBennet\Documents\My Games\Ashes of the Singularity\Benchmarks\Output_16_03_03_1840.txt
Version 0.91.17797
03/03/2016 18:44
==========================================================================

== Hardware Configuration ================================================
GPU 0: AMD Radeon (TM) R9 Fury Series
CPU: AuthenticAMD
AMD FX(tm)-9370 Eight-Core Processor
Physical Cores: 4
Logical Cores: 8
Physical Memory:  32439 MB
Allocatable Memory: 134217727 MB
==========================================================================


== Configuration =========================================================
API: DirectX 12
==========================================================================
Quality Preset: Extreme
==========================================================================

Resolution: 3440x1440
Fullscreen: True
Bloom Quality: High
PointLight Quality: High
Glare Quality: High
Shading Samples:  16 million
Terrain Shading Samples:  8 million
Shadow Quality: High
Temporal AA Duration: 0
Temporal AA Time Slice: 0
Multisample Anti-Aliasing: 4x
Texture Rank : 1


== Total Avg Results =================================================
Total Time:  60.007168 ms per frame
Avg Framerate:  40.129215 FPS (24.919500 ms)
Weighted Framerate:  39.884823 FPS (25.072195 ms)
CPU frame rate (estimated if not GPU bound):  40.141842 FPS (24.911663 ms)
Percent GPU Bound:  0.147817 %
Driver throughput (Batches per ms):  4400.994629 Batches
Average Batches per frame:  21835.005859 Batches
==========================================================================
 
After patch 0.91.17797 patch

1080 Extreme :
== Hardware Configuration ================================================
GPU 0: AMD Radeon R9 200 Series
GPU 1: AMD Radeon R9 200 Series
CPU: GenuineIntel
Intel(R) Xeon(R) CPU W3520 @ 2.67GHz
Physical Cores: 4
Logical Cores: 8
Physical Memory: 12278 MB
Allocatable Memory: 134217727 MB
==========================================================================


== Configuration =========================================================
API: DirectX 12
==========================================================================
Quality Preset: Extreme
==========================================================================

Resolution: 1920x1080
Fullscreen: True
Bloom Quality: High
PointLight Quality: High
Glare Quality: High
Shading Samples: 16 million
Terrain Shading Samples: 8 million
Shadow Quality: High
Temporal AA Duration: 0
Temporal AA Time Slice: 0
Multisample Anti-Aliasing: 4x
Texture Rank : 1


== Total Avg Results =================================================
Total Time: 60.003990 ms per frame
Avg Framerate: 46.349773 FPS (21.575079 ms)
Weighted Framerate: 45.828659 FPS (21.820408 ms)
CPU frame rate (estimated if not GPU bound): 54.826859 FPS (18.239235 ms)
Percent GPU Bound: 0.000000 %
Driver throughput (Batches per ms): 1862.284302 Batches
Average Batches per frame: 16167.162109 Batches
==========================================================================

1080 Crazy:
== Hardware Configuration ================================================
GPU 0: AMD Radeon R9 200 Series
GPU 1: AMD Radeon R9 200 Series
CPU: GenuineIntel
Intel(R) Xeon(R) CPU W3520 @ 2.67GHz
Physical Cores: 4
Logical Cores: 8
Physical Memory: 12278 MB
Allocatable Memory: 134217727 MB
==========================================================================


== Configuration =========================================================
API: DirectX 12
==========================================================================
Quality Preset: Crazy
==========================================================================

Resolution: 1920x1080
Fullscreen: True
Bloom Quality: High
PointLight Quality: High
Glare Quality: High
Shading Samples: 16 million
Terrain Shading Samples: 16 million
Shadow Quality: High
Temporal AA Duration: 0
Temporal AA Time Slice: 0
Multisample Anti-Aliasing: 4x
Texture Rank : 1


== Total Avg Results =================================================
Total Time: 60.005051 ms per frame
Avg Framerate: 39.173862 FPS (25.527224 ms)
Weighted Framerate: 38.817291 FPS (25.761717 ms)
CPU frame rate (estimated if not GPU bound): 54.298031 FPS (18.416874 ms)
Percent GPU Bound: 0.000000 %
Driver throughput (Batches per ms): 1874.308350 Batches
Average Batches per frame: 16191.126953 Batches
==========================================================================

1440 Extreme :
== Hardware Configuration ================================================
GPU 0: AMD Radeon R9 200 Series
GPU 1: AMD Radeon R9 200 Series
CPU: GenuineIntel
Intel(R) Xeon(R) CPU W3520 @ 2.67GHz
Physical Cores: 4
Logical Cores: 8
Physical Memory: 12278 MB
Allocatable Memory: 134217727 MB
==========================================================================


== Configuration =========================================================
API: DirectX 12
==========================================================================
Quality Preset: Extreme
==========================================================================

Resolution: 2560x1440
Fullscreen: True
Bloom Quality: High
PointLight Quality: High
Glare Quality: High
Shading Samples: 16 million
Terrain Shading Samples: 8 million
Shadow Quality: High
Temporal AA Duration: 0
Temporal AA Time Slice: 0
Multisample Anti-Aliasing: 4x
Texture Rank : 1


== Total Avg Results =================================================
Total Time: 60.008026 ms per frame
Avg Framerate: 33.180805 FPS (30.137907 ms)
Weighted Framerate: 32.999161 FPS (30.303802 ms)
CPU frame rate (estimated if not GPU bound): 52.799568 FPS (18.939548 ms)
Percent GPU Bound: 0.000000 %
Driver throughput (Batches per ms): 2006.908936 Batches
Average Batches per frame: 17621.851563 Batches
==========================================================================

1440 Crazy :
== Hardware Configuration ================================================
GPU 0: AMD Radeon R9 200 Series
GPU 1: AMD Radeon R9 200 Series
CPU: GenuineIntel
Intel(R) Xeon(R) CPU W3520 @ 2.67GHz
Physical Cores: 4
Logical Cores: 8
Physical Memory: 12278 MB
Allocatable Memory: 134217727 MB
==========================================================================


== Configuration =========================================================
API: DirectX 12
==========================================================================
Quality Preset: Crazy
==========================================================================

Resolution: 2560x1440
Fullscreen: True
Bloom Quality: High
PointLight Quality: High
Glare Quality: High
Shading Samples: 16 million
Terrain Shading Samples: 16 million
Shadow Quality: High
Temporal AA Duration: 0
Temporal AA Time Slice: 0
Multisample Anti-Aliasing: 4x
Texture Rank : 1


== Total Avg Results =================================================
Total Time: 60.010666 ms per frame
Avg Framerate: 28.548471 FPS (35.028145 ms)
Weighted Framerate: 28.406687 FPS (35.202980 ms)
CPU frame rate (estimated if not GPU bound): 52.889965 FPS (18.907179 ms)
Percent GPU Bound: 0.000000 %
Driver throughput (Batches per ms): 2006.130005 Batches
Average Batches per frame: 17604.902344 Batches
==========================================================================
Good news is that weird slowdown bug on Crazy setting is gone now. :) Game really pushes the hardware.
 
Results for my 4790k with 2 290s in CF at 2560x1440

Oxide Games
Ashes Benchmark Test - ©2015
C:\Users\gus_k\Documents\My Games\Ashes of the Singularity\Benchmarks\Output_16_03_04_2026.txt
Version 0.91.17797
03/04/2016 20:29
==========================================================================

== Hardware Configuration ================================================
GPU 0: AMD Radeon R9 200 Series
CPU: GenuineIntel
Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz
Physical Cores: 4
Logical Cores: 8
Physical Memory: 16326 MB
Allocatable Memory: 134217727 MB
==========================================================================


== Configuration =========================================================
API: DirectX 12
==========================================================================
Quality Preset: Extreme
==========================================================================

Resolution: 2560x1440
Fullscreen: True
Bloom Quality: High
PointLight Quality: High
Glare Quality: High
Shading Samples: 16 million
Terrain Shading Samples: 8 million
Shadow Quality: High
Temporal AA Duration: 0
Temporal AA Time Slice: 0
Multisample Anti-Aliasing: 4x
Texture Rank : 1


== Total Avg Results =================================================
Total Time: 60.003490 ms per frame
Avg Framerate: 40.729298 FPS (24.552351 ms)
Weighted Framerate: 40.148743 FPS (24.907381 ms)
CPU frame rate (estimated if not GPU bound): 106.516060 FPS (9.388256 ms)
Percent GPU Bound: 59.723793 %
Driver throughput (Batches per ms): 6857.013672 Batches
Average Batches per frame: 17689.291016 Batches
==========================================================================


== Results ===============================================================
BenchMark 0
TestType: Full System Test
== Sub Mark Normal Batch =================================================
Total Time: 70.927460 ms per frame
Avg Framerate: 45.779167 FPS (21.843998 ms)
Weighted Framerate: 45.000679 FPS (22.221888 ms)
CPU frame rate (estimated if not GPU bound): 134.253143 FPS (7.448616 ms)
Percent GPU Bound: 70.413498 %
Driver throughput (Batches per ms): 5281.583496 Batches
Average Batches per frame: 6183.370605 Batches
== Sub Mark Medium Batch =================================================
Total Time: 55.967705 ms per frame
Avg Framerate: 41.434608 FPS (24.134415 ms)
Weighted Framerate: 40.873707 FPS (24.465605 ms)
CPU frame rate (estimated if not GPU bound): 113.576218 FPS (8.804660 ms)
Percent GPU Bound: 78.630920 %
Driver throughput (Batches per ms): 6198.680176 Batches
Average Batches per frame: 13704.199219 Batches
== Sub Mark Heavy Batch =================================================
Total Time: 53.115303 ms per frame
Avg Framerate: 36.128948 FPS (27.678635 ms)
Weighted Framerate: 35.670143 FPS (28.034651 ms)
CPU frame rate (estimated if not GPU bound): 83.952538 FPS (11.911491 ms)
Percent GPU Bound: 30.126965 %
Driver throughput (Batches per ms): 8039.312012 Batches
Average Batches per frame: 33180.300781 Batches
 
Here are more results for rig1 with the latest Nvidia drivers:

== Hardware Configuration ================================================
GPU 0: NVIDIA GeForce GTX 980 Ti
CPU: GenuineIntel
Intel(R) Core(TM) i7-5960X CPU @ 3.00GHz
Physical Cores: 8
Logical Cores: 16
Physical Memory: 16253 MB
Allocatable Memory: 134217727 MB
==========================================================================


== Configuration =========================================================
API: DirectX 12
==========================================================================
Quality Preset: Extreme
==========================================================================

Resolution: 3440x1440
Fullscreen: True
Bloom Quality: High
PointLight Quality: High
Glare Quality: High
Shading Samples: 16 million
Terrain Shading Samples: 8 million
Shadow Quality: High
Temporal AA Duration: 0
Temporal AA Time Slice: 0
Multisample Anti-Aliasing: 4x
Texture Rank : 1


== Total Avg Results =================================================
Total Time: 60.000732 ms per frame
Avg Framerate: 46.836624 FPS (21.350813 ms)
Weighted Framerate: 46.321796 FPS (21.588110 ms)
CPU frame rate (estimated if not GPU bound): 123.248161 FPS (8.113711 ms)
Percent GPU Bound: 35.777737 %
Driver throughput (Batches per ms): 10149.199219 Batches
Average Batches per frame: 22503.404297 Batches
==========================================================================


== Results ===============================================================
BenchMark 0
TestType: Full System Test
== Sub Mark Normal Batch =================================================
Total Time: 71.031029 ms per frame
Avg Framerate: 54.004566 FPS (18.516953 ms)
Weighted Framerate: 53.029770 FPS (18.857332 ms)
CPU frame rate (estimated if not GPU bound): 155.537064 FPS (6.429336 ms)
Percent GPU Bound: 72.367516 %
Driver throughput (Batches per ms): 7005.131348 Batches
Average Batches per frame: 7909.250488 Batches
== Sub Mark Medium Batch =================================================
Total Time: 55.975647 ms per frame
Avg Framerate: 46.627419 FPS (21.446608 ms)
Weighted Framerate: 46.257469 FPS (21.618130 ms)
CPU frame rate (estimated if not GPU bound): 128.010422 FPS (7.811864 ms)
Percent GPU Bound: 29.625166 %
Driver throughput (Batches per ms): 8807.743164 Batches
Average Batches per frame: 17182.287109 Batches
== Sub Mark Heavy Batch =================================================
Total Time: 52.995518 ms per frame
Avg Framerate: 41.512943 FPS (24.088873 ms)
Weighted Framerate: 41.171127 FPS (24.288866 ms)
CPU frame rate (estimated if not GPU bound): 99.010574 FPS (10.099932 ms)
Percent GPU Bound: 5.340531 %
Driver throughput (Batches per ms): 12996.941406 Batches
Average Batches per frame: 42418.675781 Batches
 
Update 0.93

The v0.93 update for Ashes of the Singularity is now available. Check out the latest updates:

HIGHLIGHTS:
  • Tutorial Added (initial script - WIP)
  • Stability & Bug fixes


Gameplay
  • Tutorial Added (initial script - WIP)

Art & Graphics
  • Proper skyboxes added to maps

UI
  • Added option to put pan map on Middle Mouse Button
  • Changes to turinium victory bar at top of UI
    • Now shows progress bar for whoever has control of the most points
    • Flashing near victory is more prominent
  • updated both faction's Quantum Archive tooltip to use consistent game terminology for "Quantum Upgrades" and "Orbital Abilities"
  • Adding per-sec metal and rads to building construction tooltips too

Stability Fixes
  • Gameplay serialization for autosave taking place inside of an async task during the engine phase of the frame
  • Crash when using kill and then drone swarm orbital

Bug fixes
  • Multiplayer
    • Adding note to end game if you get +2 stars because of a win streak
  • Gameplay
    • Armies can only be in one control group at a time (and all members of the army must be part of the same control group)
    • Prevent dbl-clicking to select untis and buildings under fog
    • dampen hermes roll
    • Fixed Substrate armies can't order t1 AA units
    • Engineer boosting paused factory consuming resources
    • have heal/energy regen units not fixate on far away targets
    • make avenger targeting use hose better
    • have substrate AI build less sky cleansers since they come in larger groups now
  • Graphics
    • Fixed orientation point for units under construction
    • Bis - added map preview & lobby overlay
    • Fixing bug where UI scaling was restricted to previously chosen resolution in borderless windowed mode
    • Fixing bug with color swatch texture in the load screen
    • Improved Alt-Tab & Alt-Esc behavior when running in non-native resolution
    • Drengi - new map preview
  • Misc
    • removed confusing ornamental box.
    • Made the "news" background darker. (located on the main menu) Also moved the loading screen player overview panel to be more inline with the new loading screen image.

Stats/Metaverse Pages
  • Sometimes ladders on "Myself" do not scroll up. Scrolling down then up works around the issue.
  • "Units Killed" card should say "Enemies Killed" to match summary
  • Fastest Win ladder shows score rather than time.
  • Descriptions on cards you haven't earned now specify if they are single or multiplayer.
  • Support for Low and Normal 1080p benchmark leaderboards.
  • Added transparency in places
  • Hiding badge rank until data is loaded
  • Match history benchmark view was missing category descriptions, API and Average FPS fields.
  • Single Player -> Overall -> Enemies Killed (and others) showed legendary icon in rank column



And message from the Devs. about the full game, and what to expect afterwards :

Ashes nearing the finish line!
Greetings!

So what's next?

The next public update should have the Tutorial in it. We'll be looking for your feedback on it.

After that, we'll be heading towards release. Bug fixes, minor usability improvements, safe feature additions (we're testing engineer assist for instance)..

What cool stuff is going to be in the release version?

The Ascendancy Wars campaign is the main one. It's a story driven, campaign with missions that are quite unlike the normal skirmish game.

In addition, there will be a set of scenarios that highly customized single player games for people to play. For example, one is called King of the Hill where you fortify a hill as best you can as wave after wave of ever increasingly powerful enemies attack. The goal is to see how long you last. It's pretty fun. :)

What happens after release?

As some of you know, Stardock is the oldest independent game studio in the industry (20+ years and counting). This fact means that this game wasn't funded by a publisher or by a Kickstarter campaign.

Thus, for us, 1.0 is simply the beginning of Ashes of the Singularity. We already have post-release features and content that we'll be working on after the game goes 1.0. Most of these things we will be releasing for free.

A few things at the top of our list of free features includes:

* Customization of single-player scenarios
* Multiplayer-scenarios
* Modding (make your own AI personalities)
* Replays
* Observer mode
* Scenario creation (make your own scenarios) - we're working on a tutorial

On the near-term DLC front we'll also be looking at things like:

* Player requested units
* New map environments and features
* Scenario Packs
* New construction projects

And on the longer-term road-map we have:

* The third race
* Naval combat
* Environments that require other classes of units (crawling, treads, bipedal)

Why the long-term roadmap?

I suspect I'm not the only one who has fallen in love with an RTS only to see it orphaned for whatever reason.

I think it's important for us to be transparent with you guys in knowing that this will not be happening to Ashes of the Singularity. For example, Stardock recently updated Galactic Civilizations II (which came out in 2006). We still do updates for Sins of a Solar Empire on occasion.

We only answer to you: The customer

That statement is usually an empty phrase. But in this case, it's literally true. Stardock is a privately held company. I personally own the company. All of it. I answer to no publisher. No investment group. I only answer to you and I live on these forums and elsewhere. You have direct access to me.

Hence we absolutely welcome people posting mockups and ideas on things they'd like to see in the future.

Why the Ashes tech matters

You hear a lot about Ashes tech and there's a reason why it does really matter. How often have you seen a game that has stopped being able to be updated because it hit a technological brick wall?

We've run into the tech issue with our own Sins of a Solar Empire. It's an amazing third generation engine (single core, DirectX 9, 32-bit). But even though we (Stardock and Ironclad) would love to do a lot more with that engine, we're up against the tech wall.

Have you ever loaded up a great old game and found it wonky because of your resolution or because it can't use your hardware properly? This is why Ashes matters.

Ashes of the Singularity is the first, and so far, only strategy game that is multi-core neutral. That means, as you add more CPU cores to it, it gets faster. In 5 years, when people have 12-core systems, Ashes will be able to support map sizes that make what we have today look like a joke.

Similarly, Ashes will run on a 5K display. I know because I'm running it on my NVIDIA 980 right now at 5K. UI scaling and all. While it seems crazy, in a few years, 4K, 5K and someday 8K monitors will be as common as 1024x768 was.


Ashes of the Singularity is crashing on me! How can it almost be done?

I have some good news and some bad news on that front. The good news is that every time the game crashes, we get a really cool crash log sent to us. For you devs out there, it's actually pretty amazing. We get the dxdiag of the system, the stack, the process list, etc. It's just nuts. In MY day, when a game crashed you would have to send out debug builds.

Anyway, the bad news is that the vast VAST majority of crashes are being caused by third party programs inserting themselves into the game's process. This isn't an issue on DirectX 11 but on DirectX 12, it's a big deal (and very very annoying).

We're working with Microsoft on this issue as there's not much we can do. DirectX 12 just doesn't like other programs being in the process. The most common ones are video streaming apps. After that, third-party overlays. And after that, I kid you not, malware. The data we get is anonymous so we have no way to contact the person to tell them their computer is infected. But a startling percentage of players have malware in their processes.

If Ashes is crashing for you, check your system tray and make sure you don't have things attaching themselves. Then, run a virus scanner.

Basically, Ashes 0.92 never crashes in single player on any supported machine (I mean as in, statistically) with the above exceptions.

Multiplayer

Multiplayer, by contrast is still a challenge. 1 on 1 is doing great. 2 on 2 is doing...fine...Beyond that it gets murky.

As you've probably guessed, it's largely based on inconsistent performance from the different players interacting with the simulation.

Luckily, this is something that will get better as we get more data. I will be online a lot playing 3 on 3 games so look for me. :)

Thank you guys!

Many of you have participated in various RTS communities over the years. I know I have. I don't know specifically why this community is so excellent. It may be a demographic thing (i.e. average age or something). But whatever the reason is, thank you.

I can't even begin to tell you how much we enjoy talking to you guys. I love being able to talk candidly with other players on the various issues in the game.

We really enjoy being able to talk to people who know the pros and cons of different RTS games whether that be Total Annihilation, Dark Reign, C&C, CoH, StarCraft, Supreme Commander, Grey Goo, Planetary Annihilation, Kohan.

As a development community, we're a close nit group. If I get stuck or have a question I can ping the Uber guys and the designer of Grey Goo is only 30 feet from where I'm sitting. Soren Johnson (Civilization IV) sits even closer to me and Jon Shafer (Civ V) is in the next room and Chris Taylor is always willing to talk shop. We (you guys and us) are part of one of the best technology communities there is.

We look forward to talking to you over the next several years!
 
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