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I'm not surprised that the DX12 version is going to be a bit late. You see, people think the DX11 version is out '2 weeks' before and ask 'what can be done in 2 weeks lol' when actually, the DX11 version went gold over a month ago, and the DX 12 patch will be committed nearly two months after that. Not to mention, DX12 takes more effort to code for, as there is a lot less hand-holding if you want to truly take advantage of the low-level arch.
Early performance results are abysmal @ GameGPU.
Deus Ex Mankind Divided тест GPU | Action / FPS / TPS | Тест GPU
And DX11 faster for AMD than DX12 as well.
Not necessarily, could just be GPU limited code being less efficient than DX11Its quite clear that DX12 is using a lot more CPU than DX11 for both Nvidia and AMD. In 1080p AMD loses around 20% using DX12. In 1440p its around 10%.
You better get the new 7700K Kaby Lake with 4.5Ghz turbo for this title.
Graphics quality and framerate:
Graphics quality and framerate:
Graphics quality and framerate:
In this case the compute, or at least the decoupled part, would be a time sensitive task. It should be relatively short, few ms, and intended to fill the blanks when they occur. Yes framerate would be inversely correlated to refresh rate. Framerate could in effect be fixed to whatever rate was desired. 60Hz in most cases as that's all that can be displayed.Well the preemption latency is basically the time between giving the command for something to halt and it effectively halting and making space for (potentially) a new kernel, you're describing a context switch. I think what Anarchist was saying in the context of this DOOM discussion is that the preemption should help as you want to interrupt running shaders at vblank and have them work on the frame about to be presented, a little bit like ATW.
Preemption ensures your time critical kernel will be done in time, but it's effects on runtime of other kernels is unpredictable really (without looking at specific case on specific HW)
They wouldn't have used preemption explicitly. On GCN, including consoles, they could tag it with a high priority and it would filter through in a timely enough manner. For Nvidia the driver would likely want to attempt preemption so a couple ms time sensitive job doesn't get stuck on the end of a frame. Alternatively the optimization could be removed and each frame postprocessed in the traditional sense. This would be async shading, which as we've discussed in AMD's approach as opposed to Nvidia's. "Decoupled" was the word the dev used to describe it. So it isn't the typical async compute job running concurrently. It's a small time sensitive task getting injected into the middle of a frame. I'm still of the mindset this is what causes a significant portion of AMDs advantage in Doom. For a game coming from console it would seem a no-brainer to have implemented there. Deus Ex, along with other console ports, could mimic the behavior to increase performance.yes its extremely unpredictable in that executing it without understanding the needs of all the queues and what ever else they need you can't effectively predict what you might miss, Doom I don't think uses this at all because they were fairly specific on what they use async for, and they never talked about preemption. Even oxide stated that haven't used preemption for anything as of yet but are "looking into it".
This would be my thinking. They don't explicitly use it, but could be the optimized path Nvidia's driver chooses given the scenario. It would of course be contingent on performance. It may be more practical to always postprocess as opposed to attempt preemption as an optimization. Or just tack it onto the end of a frame where you get the performance boost, but encounter really strange timing issues. This would likely appear as the vsync always on issue reviewers were trying to figure out initially.Would they "use it" though ? I imagine driver is in charge, preempting only when some kind of priority flag is present on a queued grid
It doesn't have to be explicit. Drivers can ultimately do just about whatever they want with commands. Working with the dev, they could no what behavior to look for and proceed accordingly. Final path being whatever they decided works best.yeah something like that is doable but again, its something that is explicit and planned for.
Not sure the issue is the DX12 path here. Simply looks like they're hammering the CPU under most conditions.wow they weren't kidding about dx12 path not being ready, will 2 weeks be enough lol, watch it being dragged out.......
Graphics quality and framerate:
It doesn't have to be explicit. Drivers can ultimately do just about whatever they want with commands. Working with the dev, they could no what behavior to look for and proceed accordingly. Final path being whatever they decided works best.
Not sure the issue is the DX12 path here. Simply looks like they're hammering the CPU under most conditions.
Performance with High settings doesn't look that bad, and I can barely tell a difference from Ultra.
Is Ultra just running SSAA or something? That would explain the FPS being halved basically.
I just read the Ars review on it and he mentioned something about 40 to 50 FPS with most eye candy on using a 980 Ti and a rather beefy CPU. I'm really hoping this game meets my expectations (though I am not pre-ordering it).
I am already set on buying it so I might as well get it discounted while its available on GMG for 25% off.
I am already set on buying it so I might as well get it discounted while its available on GMG for 25% off.
Its clearly shader intensive because the fury X lands roughly in line with its throughput, while the performance sucks overall at least it's pretty much even stevens between amd/nv
My guess would be lighting effects or stupidly high resolution shadowing, is this game using GI?
SS will do it, but still doesn't explain cpu bottleneck, look at 1080p and 1440p,it makes no sense
The 480 is faster than the Fury X at 4k in those benchmarks. looks like this game needs some more work.
The 480 is faster than the Fury X at 4k in those benchmarks. looks like this game needs some more work.
Probably by they're not enabling DX12 at release.
I'm in the exact same boat as you Except I don't have G Sync on my monitor.That is not looking good for my 1080 and 4k monitor. Even with G Sync, with those frame rates, I need more power.