Ashes of the Singularity Day 1 Benchmark Preview @ [H]

Who's making petty insults? Point out one thing in my post that can be interpreted as a "petty insult". I'm saying you're arguing against the results in the game as if this isn't an indication that Nvidia might have a problem with DX12 despite the results. Both AMD and Nvidia have had the ability to write drivers for a long time for this title, and the results showing a massive performance gap are being dismissed by you, which I find to be incredibly confusing. You can't argue against results, and your suggestion that somehow overclocking your Nvidia card can correct what's obviously a difference in architecture VIA brute force is fundamentally flawed because overclocking results are variable. Not only that, even if you were "guaranteed" a 20% overclock, from the figures in the posted review, that still wouldn't be enough to chase down an AMD card at stock clocks with 2GB less VRAM. This doesn't indicate a potential issue to you? Your comment that it can vary based on Nvidia's "implementation" is also confusing to me considering the amount of time they've had to work directly with the developer and write a driver for the title. It is the fact that you're ignoring plain numerical results that lead me to suggest you seem to be attempting to create a scenario that isn't happening because you are not satisfied with the result.

I also don't understand your point about Hitman. AMD had an advantage in both games from the benchmarks that I saw posted, unless someone is fudging the numbers.

If you're really not concerned about gaming performance, I'm not sure why you're bothering
Let's take this step by step

1. A card having less vram says nothing about its performance unless it's vram limited

2. Drivers under dx12 will never 'fix' the render path performing badly on nvidia hardware. They could have done better had they had paid more attention to 'nvidia programming quirks', which I have illustrated, in part, previously ( see gdc presentation, or my comments regarding long running shaders).

I am not going to repeat myself again, you cannot have a unified render path across ihvs under dx12, I genuinely understand your point of view, you're just working under the wrong assumptions, the onus is now on the developer to optimize their code to best perform on the target hardware, seeing as on pc the target hardware is a vast selection of gpus ranging from the new to the old, this means a lot of work if you want it done right.

Ashes did it right, Nitrous engine was designed for mantle then modified for dx12, based on , in a general sense, a programming paradigm that beat utilizes gcn. The developer admitted to not making ihv specific paths, this mean the gcn optimized path is being run on nvidia hardware.

It is insulting to me when you suggest my argument is based on my wants, it is insulting because I value my time, time I have spent contributing to a discussion to the best of knowledge, with a view to reach a meaningful, we'll founded conclusion based on circumstantial evidence and limited information on reality of things on the hardware level, because i find it interesting.

The lack of conservative rasterization on amd hardware, while being tangential to the argument, is perfectly analogous to the lack of 'async' on nvidia hw, yet it's dismissed as being some kind of obscure feature nobody uses - why?

Because async is a popular marketing term nowadays
 
Last edited:
I got the opposite of this with my results. if I turn off async I lose just a little bit of performance, 1-3 FPS, that's it. DX11 runs like shit. DX12 without async runs fine, with async it runs a slight bit better.



I completely agree! the difference between DX11 and DX12 is night and day for me in this game. with or without async on! BUT... async does still add an improvement. I tried to make a pic with my results side by side by side, dx11 vs dx12 vs dx12 no async. this is at standard settings no aa:
View attachment 1603


your not including the part of the text i need to check your settings lol. copy and paste this part please


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

Resolution: 2560x1440
Fullscreen: True
Bloom Quality: High
PointLight Quality: Off
Glare Quality: Off
Shading Samples: 4 million
Terrain Shading Samples: 4 million
Shadow Quality: Off
Temporal AA Duration: 0
Temporal AA Time Slice: 0
Multisample Anti-Aliasing: 1x
Texture Rank : 2


== Total Avg Results =================================================
Total Time: 60.004288 ms per frame
Avg Framerate: 56.279987 FPS (17.768305 ms)
Weighted Framerate: 54.296246 FPS (18.417479 ms)
CPU frame rate (estimated if not GPU bound): 98.408936 FPS (10.161679 ms)
Percent GPU Bound: 92.650452 %
Driver throughput (Batches per ms): 4199.374512 Batches
Average Batches per frame: 8208.017578 Batches
 
was just doing that... I dropped to low to match your setting and it looks good to me!

== Hardware Configuration ================================================
GPU 0: AMD Radeon R9 200 Series (msi 280x 1125/1500)
CPU: AuthenticAMD
AMD FX(tm)-8120 Eight-Core Processor @4560
Physical Cores: 4
Logical Cores: 8
Physical Memory: 16300 MB
Allocatable Memory: 134217727 MB
==========================================================================


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

Resolution: 1920x1080
Fullscreen: True
Bloom Quality: High
PointLight Quality: Off
Glare Quality: Off
Shading Samples: 4 million
Terrain Shading Samples: 4 million
Shadow Quality: Off
Temporal AA Duration: 0
Temporal AA Time Slice: 0
Multisample Anti-Aliasing: 1x
Texture Rank : 2


== Total Avg Results =================================================
Total Time: 60.004715 ms per frame
Avg Framerate: 52.473442 FPS (19.057259 ms)
Weighted Framerate: 51.769913 FPS (19.316238 ms)
CPU frame rate (estimated if not GPU bound): 54.375412 FPS (18.390665 ms)
Percent GPU Bound: 13.531857 %
Driver throughput (Batches per ms): 3631.487793 Batches
Average Batches per frame: 8371.505859 Batches
==========================================================================
 
here's at standard, no aa:

== Hardware Configuration ================================================
GPU 0: AMD Radeon R9 200 Series
CPU: AuthenticAMD
AMD FX(tm)-8120 Eight-Core Processor
Physical Cores: 4
Logical Cores: 8
Physical Memory: 16300 MB
Allocatable Memory: 134217727 MB
==========================================================================


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

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


== Total Avg Results =================================================
Total Time: 60.001919 ms per frame
Avg Framerate: 45.331207 FPS (22.059858 ms)
Weighted Framerate: 44.524979 FPS (22.459305 ms)
CPU frame rate (estimated if not GPU bound): 56.855946 FPS (17.588310 ms)
Percent GPU Bound: 77.092522 %
Driver throughput (Batches per ms): 4230.979004 Batches
Average Batches per frame: 11946.156250 Batches
==========================================================================
 
lol your using incorrect resolution...use 1440p just like [H] did in his article
Resolution: 2560x1440

turn VSR on in Radeon settings if need be lol > Im just trying to be consistent to the settings Kyle used in his article :)
 
Man I really appreciate the objectiveness of this site (and a few others, TechReport comes to mind). I won't buy a new CPU or GPU without reading reviews from both of these sites, which generally tend to confirm one another. In any case, with regards to the game, it sounds like if you're interested in this game it's best to wait for a couple of patches. Crashes suck.
 
I ran the test in dx11 this time and score dropped to 44.4 fps from 56.2 fps (dx12) so it is a nice jump just from going to dx12 . So its an 8% improvement...not to bad:)
 
shit youre right primetime! I have my system set to 1440p vsr but forgot it automatically goes to 1080p. regardless looking at my numbers clearly shows the improvements being made. ill be back with 1440p #s....
 
I had never been fan of current nVidia approach with their GPUs, they stripped their GPUs from too much hardware in order to make them lean and efficient, hence it requires a lot of effort on the software side to perform, while AMD throws more hardware at the problem.
 
Ok so you completely ignore the fact that the SOURCE/ENGINE code was visible to both AMD and NVIDIA and each was able to make specific changes, likely path specific, with those changes being implemented weekly. NVIDIA either squandered every opportunity to make a better showing (not very likely), doesn't have quite the grasp on DX12/lowlevel API (not feeling this either with all their resources), or this is what it is.

Async is a resource that before DX12 wasn't available. This game is good in it shows the promise that it brings even if only for AMD. Conservative rasterization is cool as well and though missing on AMD we will have to wait to see it used and what we can see using it.
 
Man I really appreciate the objectiveness of this site (and a few others, TechReport comes to mind). I won't buy a new CPU or GPU without reading reviews from both of these sites, which generally tend to confirm one another. In any case, with regards to the game, it sounds like if you're interested in this game it's best to wait for a couple of patches. Crashes suck.

I was actually pleasantly surprised by the stability, I didn't get any crashes over several consecutive benchmark runs and a couple hours of playing.

Of course you guys get a big boost from dx12! Look at the driver overhead on the graphs! That's the biggest benefit of dx12, multithreading on the cpu! No more cpu bottlenecks!
 
Conservative Rasterization is part of the DX11.3 feature set, and it's required for effects like HFTS. You could do it on AMD hardware, no conservative raster, but it would be impractically slow.

Under DX11 there was much more abstraction from the hardware, a lot of the optimization work was at the driver level... Come one, you all know this, I don't need to state the obvious.

And what do you mean overclocking doesn't make a difference in DX12 ??!?!? When I hear these things it's like someone driving a stake through my heart! Overclocking will always provide performance gains. in AotS (dx12 in case you didnt know) overclocking gives me 25% additional performance; from 60~ to 75fps



This? This where? This what?

You can use a compute shader in order to do the same calculations. Given that DX12 pretty much requires separate IHV paths, then you can have the AMD GCN path performing CR by using an Asynchronous shader. I believe Dirt Rally did this and Deus Ex: Mankind Divided will be doing the same thing.

So no, you won't have performance tanking from a lack of CR under DX12 titles.
 
You can use a compute shader in order to do the same calculations. Given that DX12 pretty much requires separate IHV paths, then you can have the AMD GCN path performing CR by using an Asynchronous shader. I believe Dirt Rally did this and Deus Ex: Mankind Divided will be doing the same thing.



You can use a compute shader in order to do the same calculations. Given that DX12 pretty much requires separate IHV paths, then you can have the AMD GCN path performing CR by using an Asynchronous shader. I believe Dirt Rally did this and Deus Ex: Mankind Divided will be doing the same thing.

So no, you won't have performance tanking from a lack of CR under DX12 titles.

I was referring specifically to the HFTS implementation in the division, it's already expensive as is, i imagine it would not be viable without hardware cr

For sure in dx12 they can use compute to do it, but it will always be more expensive than hardware based cr, depending on the effective complexity of the task it will be viable, or not.

I guess I should have been more precise I'm referring to HFTS, I don't own the game but the shadows are spectacular
 
ok. here are 1440p numbers. I was actually surprised that they game ran almost identically in 1080p vs 1440p in both DX versions, under 1.5FPS difference in the average numbers!

edit: anyone have any idea how to EASILY make this shit easier to look at? I feel like a dick posting these looooong strings of info...

== Hardware Configuration ================================================
GPU 0: AMD Radeon R9 200 Series msi 280x 1125/1500
CPU: AuthenticAMD
AMD FX(tm)-8120 Eight-Core Processor @4560
Physical Cores: 4
Logical Cores: 8
Physical Memory: 16300 MB
Allocatable Memory: 134217727 MB
==========================================================================


== Configuration =========================================================
API: DirectX
==========================================================================
Quality Preset: Low
==========================================================================

Resolution: 2560x1440
Fullscreen: True
Bloom Quality: High
PointLight Quality: Off
Glare Quality: Off
Shading Samples: 4 million
Terrain Shading Samples: 4 million
Shadow Quality: Off
Temporal AA Duration: 0
Temporal AA Time Slice: 0
Multisample Anti-Aliasing: 1x
Texture Rank : 2


== Total Avg Results =================================================
Total Time: 60.006287 ms per frame
Avg Framerate: 31.168152 FPS (32.084034 ms)
Weighted Framerate: 30.380045 FPS (32.916344 ms)
Average Batches per frame: 7821.471680 Batches
==========================================================================


== Results ===============================================================
BenchMark 0
TestType: Full System Test
== Sub Mark Normal Batch =================================================
Total Time: 70.920769 ms per frame
Avg Framerate: 48.095924 FPS (20.791782 ms)
Weighted Framerate: 46.772270 FPS (21.380190 ms)
Average Batches per frame: 2746.388184 Batches
== Sub Mark Medium Batch =================================================
Total Time: 55.980572 ms per frame
Avg Framerate: 35.833858 FPS (27.906567 ms)
Weighted Framerate: 34.972706 FPS (28.593727 ms)
Average Batches per frame: 5701.070801 Batches
== Sub Mark Heavy Batch =================================================
Total Time: 53.117531 ms per frame
Avg Framerate: 21.028839 FPS (47.553741 ms)
Weighted Framerate: 20.502256 FPS (48.775116 ms)
Average Batches per frame: 15016.954102 Batches
=========================================================================


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

Resolution: 2560x1440
Fullscreen: True
Bloom Quality: High
PointLight Quality: Off
Glare Quality: Off
Shading Samples: 4 million
Terrain Shading Samples: 4 million
Shadow Quality: Off
Temporal AA Duration: 0
Temporal AA Time Slice: 0
Multisample Anti-Aliasing: 1x
Texture Rank : 2


== Total Avg Results =================================================
Total Time: 60.003353 ms per frame
Avg Framerate: 51.104088 FPS (19.567907 ms)
Weighted Framerate: 50.378464 FPS (19.849751 ms)
CPU frame rate (estimated if not GPU bound): 54.592079 FPS (18.317675 ms)
Percent GPU Bound: 24.172049 %
Driver throughput (Batches per ms): 3651.289795 Batches
Average Batches per frame: 8380.178711 Batches
==========================================================================


== Results ===============================================================
BenchMark 0
TestType: Full System Test
== Sub Mark Normal Batch =================================================
Total Time: 70.998878 ms per frame
Avg Framerate: 55.888210 FPS (17.892862 ms)
Weighted Framerate: 54.835636 FPS (18.236317 ms)
CPU frame rate (estimated if not GPU bound): 58.278263 FPS (17.159056 ms)
Percent GPU Bound: 11.295215 %
Driver throughput (Batches per ms): 2621.755371 Batches
Average Batches per frame: 3018.377197 Batches
== Sub Mark Medium Batch =================================================
Total Time: 56.043911 ms per frame
Avg Framerate: 53.047691 FPS (18.850962 ms)
Weighted Framerate: 52.426235 FPS (19.074419 ms)
CPU frame rate (estimated if not GPU bound): 55.738525 FPS (17.940912 ms)
Percent GPU Bound: 18.958862 %
Driver throughput (Batches per ms): 3504.730713 Batches
Average Batches per frame: 5950.829102 Batches
== Sub Mark Heavy Batch =================================================
Total Time: 52.967274 ms per frame
Avg Framerate: 45.537556 FPS (21.959898 ms)
Weighted Framerate: 44.967022 FPS (22.238520 ms)
CPU frame rate (estimated if not GPU bound): 50.370079 FPS (19.853056 ms)
Percent GPU Bound: 42.262070 %
Driver throughput (Batches per ms): 4243.446289 Batches
Average Batches per frame: 16171.330078 Batches
=======================================================================

EDIT:
learned how to use spoilers! does it have to be capitalized...
nope!
 
Last edited:
ok. here are 1440p numbers. I was actually surprised that they game ran almost identically in 1080p vs 1440p in both DX versions, under 1.5FPS difference in the average numbers!

edit: anyone have any idea how to EASILY make this shit easier to look at? I feel like a dick posting these looooong strings of info...

== Hardware Configuration ================================================
GPU 0: AMD Radeon R9 200 Series msi 280x 1125/1500
CPU: AuthenticAMD
AMD FX(tm)-8120 Eight-Core Processor @4560
Physical Cores: 4
Logical Cores: 8
Physical Memory: 16300 MB
Allocatable Memory: 134217727 MB
==========================================================================


== Configuration =========================================================
API: DirectX
==========================================================================
Quality Preset: Low
==========================================================================

Resolution: 2560x1440
Fullscreen: True
Bloom Quality: High
PointLight Quality: Off
Glare Quality: Off
Shading Samples: 4 million
Terrain Shading Samples: 4 million
Shadow Quality: Off
Temporal AA Duration: 0
Temporal AA Time Slice: 0
Multisample Anti-Aliasing: 1x
Texture Rank : 2


== Total Avg Results =================================================
Total Time: 60.006287 ms per frame
Avg Framerate: 31.168152 FPS (32.084034 ms)
Weighted Framerate: 30.380045 FPS (32.916344 ms)
Average Batches per frame: 7821.471680 Batches
==========================================================================


== Results ===============================================================
BenchMark 0
TestType: Full System Test
== Sub Mark Normal Batch =================================================
Total Time: 70.920769 ms per frame
Avg Framerate: 48.095924 FPS (20.791782 ms)
Weighted Framerate: 46.772270 FPS (21.380190 ms)
Average Batches per frame: 2746.388184 Batches
== Sub Mark Medium Batch =================================================
Total Time: 55.980572 ms per frame
Avg Framerate: 35.833858 FPS (27.906567 ms)
Weighted Framerate: 34.972706 FPS (28.593727 ms)
Average Batches per frame: 5701.070801 Batches
== Sub Mark Heavy Batch =================================================
Total Time: 53.117531 ms per frame
Avg Framerate: 21.028839 FPS (47.553741 ms)
Weighted Framerate: 20.502256 FPS (48.775116 ms)
Average Batches per frame: 15016.954102 Batches
=========================================================================


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

Resolution: 2560x1440
Fullscreen: True
Bloom Quality: High
PointLight Quality: Off
Glare Quality: Off
Shading Samples: 4 million
Terrain Shading Samples: 4 million
Shadow Quality: Off
Temporal AA Duration: 0
Temporal AA Time Slice: 0
Multisample Anti-Aliasing: 1x
Texture Rank : 2


== Total Avg Results =================================================
Total Time: 60.003353 ms per frame
Avg Framerate: 51.104088 FPS (19.567907 ms)
Weighted Framerate: 50.378464 FPS (19.849751 ms)
CPU frame rate (estimated if not GPU bound): 54.592079 FPS (18.317675 ms)
Percent GPU Bound: 24.172049 %
Driver throughput (Batches per ms): 3651.289795 Batches
Average Batches per frame: 8380.178711 Batches
==========================================================================


== Results ===============================================================
BenchMark 0
TestType: Full System Test
== Sub Mark Normal Batch =================================================
Total Time: 70.998878 ms per frame
Avg Framerate: 55.888210 FPS (17.892862 ms)
Weighted Framerate: 54.835636 FPS (18.236317 ms)
CPU frame rate (estimated if not GPU bound): 58.278263 FPS (17.159056 ms)
Percent GPU Bound: 11.295215 %
Driver throughput (Batches per ms): 2621.755371 Batches
Average Batches per frame: 3018.377197 Batches
== Sub Mark Medium Batch =================================================
Total Time: 56.043911 ms per frame
Avg Framerate: 53.047691 FPS (18.850962 ms)
Weighted Framerate: 52.426235 FPS (19.074419 ms)
CPU frame rate (estimated if not GPU bound): 55.738525 FPS (17.940912 ms)
Percent GPU Bound: 18.958862 %
Driver throughput (Batches per ms): 3504.730713 Batches
Average Batches per frame: 5950.829102 Batches
== Sub Mark Heavy Batch =================================================
Total Time: 52.967274 ms per frame
Avg Framerate: 45.537556 FPS (21.959898 ms)
Weighted Framerate: 44.967022 FPS (22.238520 ms)
CPU frame rate (estimated if not GPU bound): 50.370079 FPS (19.853056 ms)
Percent GPU Bound: 42.262070 %
Driver throughput (Batches per ms): 4243.446289 Batches
Average Batches per frame: 16171.330078 Batches
=======================================================================
Use a [ SPOILER] [ /SPOILER] with no spaces
 
Mine was 44fps vs 56fps and yours was 31fps vs 56fps...So what does that tell us? It tells us that your AMD 8 core is Equal to My 4.2 Hex core (DX12 only)....Under dx11 i had a HUGE lead but under dx12 were dead EVEN. This is just a comparison of 1440p lows settings......Why dont you do a 1440p crazy 4x (dx11 vs dx12) comparison and well see if things change at all?

edit:
22fps DX11 vs 23fps DX12 is what i got with crazy 1440p testing with DX12 gaining only 1fps..I guess when the GPU is maxed out DX12 can only help so much.:) Just a note when Guru3d did there test a few weeks back the R9 380x only managed 8fps on the same settings.....So our cards seem to be doing well
 
Last edited:
dx12 artifacts in bottom right corner
a0a05858-a8b8-46db-a50e-21641d1a7c6a_zps5gsvlnqy.jpg


dx11 Doesn't have same issue
01af9054-128f-493b-b675-6700f183d3ba_zpsc24vroha.jpg


Either game or the drivers are STILL beta lol
 
Mine was 44fps vs 56fps and yours was 31fps vs 56fps...So what does that tell us? It tells us that your AMD 8 core is Equal to My 4.2 Hex core (DX12 only)....Under dx11 i had a HUGE lead but under dx12 were dead EVEN. This is just a comparison of 1440p lows settings......Why dont you do a 1440p crazy 4x (dx11 vs dx12) comparison and well see if things change at all?

edit:
22fps DX11 vs 23fps DX12 is what i got with crazy 1440p testing with DX12 gaining only 1fps..I guess when the GPU is maxed out DX12 can only help so much.:) Just a note when Guru3d did there test a few weeks back the R9 380x only managed 8fps on the same settings.....So our cards seem to be doing well
Same with async, when gpu is maxed out it won't help. Much
 
that's what I'm saying! DX12 makes a world of difference! I was surprised when I looked at what cpu you had. so DX12 with or without async is a, no pun intended, game changer! if done right.

Use a [ SPOILER] [ /SPOILER] with no spaces

perfect thnx!

here's DX12 with/without async enabled. very little difference in FPS but the GPU Bound numbers show what its doing. I think...
== Hardware Configuration ================================================
GPU 0: AMD Radeon R9 200 Series msi 280x 1125/1500
CPU: AuthenticAMD
AMD FX(tm)-8120 Eight-Core Processor @4560
Physical Cores: 4
Logical Cores: 8
Physical Memory: 16300 MB
Allocatable Memory: 134217727 MB
==========================================================================


== Configuration =========================================================
API: DirectX 12 ASYNC OFF

==========================================================================
Quality Preset: Low
==========================================================================

Resolution: 2560x1440
Fullscreen: True
Bloom Quality: High
PointLight Quality: Off
Glare Quality: Off
Shading Samples: 4 million
Terrain Shading Samples: 4 million
Shadow Quality: Off
Temporal AA Duration: 0
Temporal AA Time Slice: 0
Multisample Anti-Aliasing: 1x
Texture Rank : 2


== Total Avg Results =================================================
Total Time: 60.005219 ms per frame
Avg Framerate: 51.505856 FPS (19.415268 ms)
Weighted Framerate: 50.861298 FPS (19.661314 ms)
CPU frame rate (estimated if not GPU bound): 56.204353 FPS (17.792215 ms)
Percent GPU Bound: 41.361282 %
Driver throughput (Batches per ms): 3752.197510 Batches
Average Batches per frame: 8426.920898 Batches
==========================================================================


== Results ===============================================================
BenchMark 0
TestType: Full System Test
== Sub Mark Normal Batch =================================================
Total Time: 70.993057 ms per frame
Avg Framerate: 56.385796 FPS (17.734964 ms)
Weighted Framerate: 55.265381 FPS (18.094509 ms)
CPU frame rate (estimated if not GPU bound): 59.700550 FPS (16.750265 ms)
Percent GPU Bound: 18.247154 %
Driver throughput (Batches per ms): 2688.409424 Batches
Average Batches per frame: 2979.966309 Batches
== Sub Mark Medium Batch =================================================
Total Time: 56.018753 ms per frame
Avg Framerate: 53.125065 FPS (18.823505 ms)
Weighted Framerate: 52.709633 FPS (18.971865 ms)
CPU frame rate (estimated if not GPU bound): 57.738533 FPS (17.319456 ms)
Percent GPU Bound: 39.771400 %
Driver throughput (Batches per ms): 3572.981445 Batches
Average Batches per frame: 5990.119141 Batches
== Sub Mark Heavy Batch =================================================
Total Time: 53.003841 ms per frame
Avg Framerate: 46.109867 FPS (21.687332 ms)
Weighted Framerate: 45.625496 FPS (21.917570 ms)
CPU frame rate (estimated if not GPU bound): 51.794895 FPS (19.306923 ms)
Percent GPU Bound: 66.065300 %
Driver throughput (Batches per ms): 4367.282715 Batches
Average Batches per frame: 16310.674805 Batches
=========================================================================


== Configuration =========================================================
API: DirectX 12 ASYNC ON

==========================================================================
Quality Preset: Low
==========================================================================

Resolution: 2560x1440
Fullscreen: True
Bloom Quality: High
PointLight Quality: Off
Glare Quality: Off
Shading Samples: 4 million
Terrain Shading Samples: 4 million
Shadow Quality: Off
Temporal AA Duration: 0
Temporal AA Time Slice: 0
Multisample Anti-Aliasing: 1x
Texture Rank : 2


== Total Avg Results =================================================
Total Time: 60.003689 ms per frame
Avg Framerate: 51.960789 FPS (19.245281 ms)
Weighted Framerate: 51.100925 FPS (19.569118 ms)
CPU frame rate (estimated if not GPU bound): 55.460587 FPS (18.030823 ms)
Percent GPU Bound: 23.954651 %
Driver throughput (Batches per ms): 3710.857178 Batches
Average Batches per frame: 8242.558594 Batches
==========================================================================


== Results ===============================================================
BenchMark 0
TestType: Full System Test
== Sub Mark Normal Batch =================================================
Total Time: 70.976753 ms per frame
Avg Framerate: 56.088783 FPS (17.828876 ms)
Weighted Framerate: 54.847034 FPS (18.232527 ms)
CPU frame rate (estimated if not GPU bound): 59.002399 FPS (16.948463 ms)
Percent GPU Bound: 13.434738 %
Driver throughput (Batches per ms): 2614.661133 Batches
Average Batches per frame: 3046.533936 Batches
== Sub Mark Medium Batch =================================================
Total Time: 56.015987 ms per frame
Avg Framerate: 52.859913 FPS (18.917927 ms)
Weighted Framerate: 52.254082 FPS (19.137262 ms)
CPU frame rate (estimated if not GPU bound): 55.877583 FPS (17.896265 ms)
Percent GPU Bound: 20.788139 %
Driver throughput (Batches per ms): 3555.376709 Batches
Average Batches per frame: 5933.799805 Batches
== Sub Mark Heavy Batch =================================================
Total Time: 53.018322 ms per frame
Avg Framerate: 47.643909 FPS (20.989042 ms)
Weighted Framerate: 46.865715 FPS (21.337559 ms)
CPU frame rate (estimated if not GPU bound): 51.954144 FPS (19.247742 ms)
Percent GPU Bound: 37.641068 %
Driver throughput (Batches per ms): 4351.102539 Batches
Average Batches per frame: 15747.340820 Batches
=========================================================================
 
dx12 artifacts in bottom right corner
a0a05858-a8b8-46db-a50e-21641d1a7c6a_zps5gsvlnqy.jpg


dx11 Doesn't have same issue
01af9054-128f-493b-b675-6700f183d3ba_zpsc24vroha.jpg


Either game or the drivers are STILL beta lol

I get it too. its the AA. goes away if you turn AA off.

edit: so, ill see your AA checker board and raise you some glitched out ironman lookin mofos!

WP_20160402_002.jpg WP_20160402_003.jpg WP_20160402_005.jpg WP_20160402_007.jpg WP_20160402_011.jpg

it get this glitch under DX12 at ever setting, OC'd or not...
 
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And what do you mean overclocking doesn't make a difference in DX12 ??!?!? When I hear these things it's like someone driving a stake through my heart! Overclocking will always provide performance gains. in AotS (dx12 in case you didnt know) overclocking gives me 25% additional performance; from 60~ to 75fps

Overclocking will ceteinly provide benefits.
However, Overclocking is just done by a minority of users.
You can take factory OC cards and their standard boost clocks into account,ö but anything beyond that is basically asking people to void their warranties (outside of USA, not even EVGA warranty covers overclocking).
Why people insist of making $1000+ investments and instantly void their warranty on the first second by overclocking the GPUs is actually quite beyond my understanding.
If you need to overclock a GPU, you actually bought the wrong GPU for your needs.
 
Overclocking will ceteinly provide benefits.
However, Overclocking is just done by a minority of users.
You can take factory OC cards and their standard boost clocks into account,ö but anything beyond that is basically asking people to void their warranties (outside of USA, not even EVGA warranty covers overclocking).
Why people insist of making $1000+ investments and instantly void their warranty on the first second by overclocking the GPUs is actually quite beyond my understanding.
If you need to overclock a GPU, you actually bought the wrong GPU for your needs.

It doesn't matter, my point is a 10% gain from async shaders is a 10% performance gain, whether it be from lowering tesselation factors, overclocking, optimizing the code or using async shaders.

As for what you say about the warranty, I'm not so sure, they have no way of telling you even overclocked unless you flashed a bios.

That aside, I'm one of those people that overclocks from day one. I overclocked my current x99 system before I even installed windows :p
 
Overclocking will ceteinly provide benefits.
However, Overclocking is just done by a minority of users.
You can take factory OC cards and their standard boost clocks into account,ö but anything beyond that is basically asking people to void their warranties (outside of USA, not even EVGA warranty covers overclocking).
Why people insist of making $1000+ investments and instantly void their warranty on the first second by overclocking the GPUs is actually quite beyond my understanding.
If you need to overclock a GPU, you actually bought the wrong GPU for your needs.

Not saying I agree with leldra, but....

I think you're on the wrong website if that's your opinion on overclocking. That last sentence is practically painful for me to read, lol.
 
I get it too. its the AA. goes away if you turn AA off.

edit: so, ill see your AA checker board and raise you some glitched out ironman lookin mofos!

View attachment 1604 View attachment 1605 View attachment 1606 View attachment 1607 View attachment 1608

it get this glitch under DX12 at ever setting, OC'd or not...

I suspect its a driver bug maybe only effecting GCN 1 cards? or Whatever....every settings huh? I also noticed it when watching dx12 benchmark...i wonder if turning off one of the video settings helps? Typical day 1 games not really being finished right lol?
 
My results at 1440p low settings DX12 vs DX11. It appears Async is disabled by default in the game .ini file
DX12:
==========================================================================
Oxide Games
Ashes Benchmark Test - ©2015
C:\Users\KB\Documents\My Games\Ashes of the Singularity\Benchmarks\Output_16_04_03_0003.txt
Version 1.00.18769
04/03/2016 00:06
==========================================================================

== Hardware Configuration ================================================
GPU 0: NVIDIA GeForce GTX 980 Ti
CPU: GenuineIntel
Intel(R) Core(TM) i7-5820K CPU @ 3.30GHz
Physical Cores: 6
Logical Cores: 12
Physical Memory: 32669 MB
Allocatable Memory: 134217727 MB
==========================================================================


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

Resolution: 2560x1440
Fullscreen: True
Bloom Quality: High
PointLight Quality: Off
Glare Quality: Off
Shading Samples: 4 million
Terrain Shading Samples: 4 million
Shadow Quality: Off
Temporal AA Duration: 0
Temporal AA Time Slice: 0
Multisample Anti-Aliasing: 1x
Texture Rank : 2


== Total Avg Results =================================================
Total Time: 60.002468 ms per frame
Avg Framerate: 117.879768 FPS (8.483220 ms)
Weighted Framerate: 115.048218 FPS (8.692007 ms)
CPU frame rate (estimated if not GPU bound): 145.953857 FPS (6.851480 ms)
Percent GPU Bound: 66.458656 %
Driver throughput (Batches per ms): 6304.798340 Batches
Average Batches per frame: 9243.903320 Batches
==========================================================================


== Results ===============================================================
BenchMark 0
TestType: Full System Test
== Sub Mark Normal Batch =================================================
Total Time: 70.996216 ms per frame
Avg Framerate: 132.077469 FPS (7.571314 ms)
Weighted Framerate: 126.380882 FPS (7.912589 ms)
CPU frame rate (estimated if not GPU bound): 156.317978 FPS (6.397217 ms)
Percent GPU Bound: 48.360378 %
Driver throughput (Batches per ms): 4241.531250 Batches
Average Batches per frame: 3159.938232 Batches
== Sub Mark Medium Batch =================================================
Total Time: 56.002838 ms per frame
Avg Framerate: 120.511749 FPS (8.297946 ms)
Weighted Framerate: 118.204582 FPS (8.459908 ms)
CPU frame rate (estimated if not GPU bound): 149.556656 FPS (6.686429 ms)
Percent GPU Bound: 66.122856 %
Driver throughput (Batches per ms): 5546.633301 Batches
Average Batches per frame: 6634.335449 Batches
== Sub Mark Heavy Batch =================================================
Total Time: 53.008343 ms per frame
Avg Framerate: 104.379799 FPS (9.580398 ms)
Weighted Framerate: 103.055336 FPS (9.703525 ms)
CPU frame rate (estimated if not GPU bound): 133.854584 FPS (7.470794 ms)
Percent GPU Bound: 84.892715 %
Driver throughput (Batches per ms): 7949.522949 Batches
Average Batches per frame: 17937.435547 Batches
DX11:
==========================================================================
Oxide Games
Ashes Benchmark Test - ©2015
C:\Users\KB\Documents\My Games\Ashes of the Singularity\Benchmarks\Output_16_04_03_0011.txt
Version 1.00.18769
04/03/2016 00:15
==========================================================================

== Hardware Configuration ================================================
GPU 0: NVIDIA GeForce GTX 980 Ti
CPU: GenuineIntel
Intel(R) Core(TM) i7-5820K CPU @ 3.30GHz
Physical Cores: 6
Logical Cores: 12
Physical Memory: 32669 MB
Allocatable Memory: 134217727 MB
==========================================================================


== Configuration =========================================================
API: DirectX 11
==========================================================================
Quality Preset: Low
==========================================================================

Resolution: 2560x1440
Fullscreen: True
Bloom Quality: High
PointLight Quality: Off
Glare Quality: Off
Shading Samples: 4 million
Terrain Shading Samples: 4 million
Shadow Quality: Off
Temporal AA Duration: 0
Temporal AA Time Slice: 0
Multisample Anti-Aliasing: 1x
Texture Rank : 2


== Total Avg Results =================================================
Total Time: 60.001068 ms per frame
Avg Framerate: 103.768959 FPS (9.636793 ms)
Weighted Framerate: 101.674667 FPS (9.835292 ms)
Average Batches per frame: 9004.857422 Batches
==========================================================================


== Results ===============================================================
BenchMark 0
TestType: Full System Test
== Sub Mark Normal Batch =================================================
Total Time: 70.968712 ms per frame
Avg Framerate: 130.804123 FPS (7.645020 ms)
Weighted Framerate: 127.415779 FPS (7.848321 ms)
Average Batches per frame: 3146.571533 Batches
== Sub Mark Medium Batch =================================================
Total Time: 56.014668 ms per frame
Avg Framerate: 110.649590 FPS (9.037539 ms)
Weighted Framerate: 108.364220 FPS (9.228138 ms)
Average Batches per frame: 6577.823730 Batches
== Sub Mark Heavy Batch =================================================
Total Time: 53.019829 ms per frame
Avg Framerate: 81.780724 FPS (12.227820 ms)
Weighted Framerate: 80.454300 FPS (12.429417 ms)
Average Batches per frame: 17290.175781 Batches

As expected DX12 performance is significantly better in CPU bound situations, even for "gutted" nvidia hardware :p
 
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Maybe when we get a vendor agnostic DX12 title to test (looking at you unreal engine) we'll find some peace of mind eh?


Are you talking about the same Unreal Engine which was used to showcase several Nvidia features and has Nviudia as an official partner listed?
Sorry, but you need to look elswhere for a vendor agnostic engine.
 
The engine itself has no nV specific features (outside of CPU physX which works the same on any system), the did this so licensing agreements were much easier to end developer. Granted nV has integrated gameworks libraries on their own so games that use UE4 will probably use those branches just because of convenience....
 
My results at 1440p low settings DX12 vs DX11. It appears Async is disabled by default in the game .ini file
As expected DX12 performance is significantly better in CPU bound situations, even for "gutted" nvidia hardware :p

[System]
FullScreen=1
Resolution=2560,1440
VSync=0
HotLoadEnabled=0
UIScale=1.0
CameraPanSpeed=1.0
BindCursor=Always
AFRGPU=0
AsymetricGPU=0
SkipMovie=0
AutoSave=1
HealthBarsAlways=0
SteamAvatars=1
CameraPanAlt=0
ForceStop=0
EmulateFullscreen=0
AsyncComputeOff=0
AllowHooks=0

Did yours default to a 1?

In any case your setup is running a good 30 fps higher than the [H ] article had...117 vs 85..I wonder why?
 
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Are you talking about the same Unreal Engine which was used to showcase several Nvidia features and has Nviudia as an official partner listed?
Sorry, but you need to look elswhere for a vendor agnostic engine.

Yep, that's the one in talking about! The one with a separate nvidia branch

If having nvidia listed as a partner is a sign of bias, then surely you would hold Nitrous engine to the same standard.

Anyway AMD are cooperating with Epic for unreal as well
 
[System]
FullScreen=1
Resolution=2560,1440
VSync=0
HotLoadEnabled=0
UIScale=1.0
CameraPanSpeed=1.0
BindCursor=Always
AFRGPU=0
AsymetricGPU=0
SkipMovie=0
AutoSave=1
HealthBarsAlways=0
SteamAvatars=1
CameraPanAlt=0
ForceStop=0
EmulateFullscreen=0
AsyncComputeOff=0
AllowHooks=0

Did yours default to a 1?
Yes it defaults to 1, I just set it to 0, so with async on I ran 1440p low DX12 again, look at performance tank:

There's no way about this, if your async implementation is detrimental to performance on hardware X, you have clearly not programmed it to run well on hardware X. Keep it off.
==========================================================================
Oxide Games
Ashes Benchmark Test - ©2015
C:\Users\KB\Documents\My Games\Ashes of the Singularity\Benchmarks\Output_16_04_03_0018.txt
Version 1.00.18769
04/03/2016 00:21
==========================================================================

== Hardware Configuration ================================================
GPU 0: NVIDIA GeForce GTX 980 Ti
CPU: GenuineIntel
Intel(R) Core(TM) i7-5820K CPU @ 3.30GHz
Physical Cores: 6
Logical Cores: 12
Physical Memory: 32669 MB
Allocatable Memory: 134217727 MB
==========================================================================


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

Resolution: 2560x1440
Fullscreen: True
Bloom Quality: High
PointLight Quality: Off
Glare Quality: Off
Shading Samples: 4 million
Terrain Shading Samples: 4 million
Shadow Quality: Off
Temporal AA Duration: 0
Temporal AA Time Slice: 0
Multisample Anti-Aliasing: 1x
Texture Rank : 2


== Total Avg Results =================================================
Total Time: 60.000038 ms per frame
Avg Framerate: 108.512192 FPS (9.215554 ms)
Weighted Framerate: 105.088181 FPS (9.515819 ms)
CPU frame rate (estimated if not GPU bound): 143.028702 FPS (6.991603 ms)
Percent GPU Bound: 68.319496 %
Driver throughput (Batches per ms): 6090.072266 Batches
Average Batches per frame: 9174.253906 Batches
==========================================================================


== Results ===============================================================
BenchMark 0
TestType: Full System Test
== Sub Mark Normal Batch =================================================
Total Time: 71.007423 ms per frame
Avg Framerate: 123.944794 FPS (8.068108 ms)
Weighted Framerate: 117.513992 FPS (8.509624 ms)
CPU frame rate (estimated if not GPU bound): 156.849808 FPS (6.375526 ms)
Percent GPU Bound: 56.028915 %
Driver throughput (Batches per ms): 4059.013916 Batches
Average Batches per frame: 3161.802002 Batches
== Sub Mark Medium Batch =================================================
Total Time: 55.995552 ms per frame
Avg Framerate: 110.848083 FPS (9.021356 ms)
Weighted Framerate: 107.791862 FPS (9.277138 ms)
CPU frame rate (estimated if not GPU bound): 146.846558 FPS (6.809829 ms)
Percent GPU Bound: 68.536774 %
Driver throughput (Batches per ms): 5378.826660 Batches
Average Batches per frame: 6655.337891 Batches
== Sub Mark Heavy Batch =================================================
Total Time: 52.997128 ms per frame
Avg Framerate: 94.722115 FPS (10.557197 ms)
Weighted Framerate: 92.930840 FPS (10.760690 ms)
CPU frame rate (estimated if not GPU bound): 128.378708 FPS (7.789454 ms)
Percent GPU Bound: 80.392799 %
Driver throughput (Batches per ms): 7788.960938 Batches
Average Batches per frame: 17705.623047 Batches

As for UE4, there is an entirely separate UE branch maintained by nvidia in which they integrate gameworks and, I imagine, hardware specific optimization, which is exactly what should be done.

[System]
FullScreen=1
Resolution=2560,1440
VSync=0
HotLoadEnabled=0
UIScale=1.0
CameraPanSpeed=1.0
BindCursor=Always
AFRGPU=0
AsymetricGPU=0
SkipMovie=0
AutoSave=1
HealthBarsAlways=0
SteamAvatars=1
CameraPanAlt=0
ForceStop=0
EmulateFullscreen=0
AsyncComputeOff=0
AllowHooks=0

Did yours default to a 1?

In any case your setup is running a good 30 fps higher than the [H ] article had...125 vs 85..I wonder why?

I have a 5820K @ 4.5, so that's 12 threads vs 8, and my 980Ti is overclocked by 25% vs reference, and yes in the [H] review it was 85.7 fps, I'm getting 117 average, my score is 36% higher
 
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Not saying I agree with leldra, but....

I think you're on the wrong website if that's your opinion on overclocking. That last sentence is practically painful for me to read, lol.

So HardOCP us now justr about overclocking instead about hardware for gaming?
Quite new to me...
Dismissing someone just because of a different view on overclocking is quite a low for a real hardware enthusiast.
 
It doesn't matter, my point is a 10% gain from async shaders is a 10% performance gain, whether it be from lowering tesselation factors, overclocking, optimizing the code or using async shaders.

As for what you say about the warranty, I'm not so sure, they have no way of telling you even overclocked unless you flashed a bios.

That aside, I'm one of those people that overclocks from day one. I overclocked my current x99 system before I even installed windows :p

Well a friend of mine worked several years as a chip analyst for warranty claims.
She could even tell how the chip was mistreated Things like e-fuses and specific damage patterns show quite easily what you did to a chip.
 
So HardOCP us now justr about overclocking instead about hardware for gaming?
Quite new to me...
Dismissing someone just because of a different view on overclocking is quite a low for a real hardware enthusiast.

Dismissing 25% overclocking headroom as unnecessary and irrelevant is quite odd for a hw enthusiast:p

Well a friend of mine worked several years as a chip analyst for warranty claims.
She could even tell how the chip was mistreated Things like e-fuses and specific damage patterns show quite easily what you did to a chip.

Yes but on modern graphics cards with dynamic voltage and frequency scaling unless you bios mod or hard mod any signs of wear and tear will be virtually indistinguishable from those of normal usage
 
dx12 artifacts in bottom right corner
a0a05858-a8b8-46db-a50e-21641d1a7c6a_zps5gsvlnqy.jpg


dx11 Doesn't have same issue
01af9054-128f-493b-b675-6700f183d3ba_zpsc24vroha.jpg


Either game or the drivers are STILL beta lol

I completely forgot to mention, until you just reminded me, I saw texture flickering in the benchmark on the side of mountains under DX12 on NVIDIA GPUs, but did not see it in DX11 or on AMD GPUs.
 
Dismissing 25% overclocking headroom as unnecessary and irrelevant is quite odd for a hw enthusiast:p

Oh, I don't dismiss it - I just won't ever use it as long as my $1000+ investment is inside the warranty time frame of 2+ years.

Yes but on modern graphics cards with dynamic voltage and frequency scaling unless you bios mod or hard mod any signs of wear and tear will be virtually indistinguishable from those of normal usage

Sorry to dissappoint you, but hardware manufacturers can actually implement one time e-fuses to blow when the GPU is clocked higher than the set threshold - doesn't matter what else you are doing with the GPU.
The best documented use of e-fuses is currently with smartphones - e-fuses blow when you use a custom ROM for some Motorola and Samsung models.

Overclocking also tends to be a constanc clock speed in gaming, not a dynamic load.
You get specific damage patterns from specific ways of missuse - They also don't have to rely on the GPU alone. If you really want to make sure to get the RMAs sorted out, you can implement a small writeable memory in any controller chip to document voltage and clock speed settings for the last few minutes which gets overwritten every odd minute or even 5 minutes from a small cache.
You could also just rewrite the memory when the settings change for some time (e.g. when the 3D clocks or voltage settings change for a given time) and just keep the highest setting stored.
There are so many ways, you could actually implement this with minimum investment for all GPUs.
It can even be part of the BIOS chip.
 
Yes it defaults to 1, I just set it to 0, so with async on I ran 1440p low DX12 again, look at performance tank:
I have a 5820K @ 4.5, so that's 12 threads vs 8, and my 980Ti is overclocked by 25% vs reference, and yes in the [H] review it was 85.7 fps, I'm getting 117 average, my score is 36% higher

Is that REALLY typical for nvidia day in day out OVERCLOCK performance increase? Shit i was under the impression from Internet articles that 3-5 was typical and 10%fps increase on the top side. Of course you add 30% to 100fps its bound to add up quick right?
What are you getting on the 1440p crazy 4x again? Course the gains will be lower since its lower fps to begin with.....Still i see no reason why any nvida user would be upset about this game...NOT with your numbers LOL
 
Is that REALLY typical for nvidia day in day out OVERCLOCK performance increase? Shit i was under the impression from Internet articles that 3-5 was typical and 10%fps increase on the top side. Of course you add 30% to 100fps its bound to add up quick right?
What are you getting on the 1440p crazy 4x again? Course the gains will be lower since its lower fps to begin with.....Still i see no reason why any nvida user would be upset about this game...NOT with your numbers LOL

Honestly I haven't seen a single card review un which maxwell does anything less than 20% over stock. Stock is 1200 for 970/980/980ti. (1180/1220 to be precise).

Yeah honestly nothing to complain about, that's my point, I expect 980 to scale up similarly, hitting around 38/39 fps at the settings in [H] review.

1450 is pretty certain on gm200, 1500 is average

1500 pretty certain gm204, 1530 average

45.7fps crazy 4xmsaa 1440p


bQs0J9y.jpg
1440p crazy no aa

unyo51t.jpg
I've been saying this since forever, clock scaling on maxwell is phenomenal, % oc almost always very closely matches % performance increase
 
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Honestly I haven't seen a single card review un which maxwell does anything less than 20% over stock. Stock is 1200 for 970/980/980ti. (1180/1220 to be precise).

Yeah honestly nothing to complain about, that's my point, I expect 980 to scale up similarly, hitting around 38/39 fps at the settings in [H] review.

1450 is pretty certain on gm200, 1500 is average

1500 pretty certain gm204, 1530 average

45.7fps crazy 4xmsaa 1440p


bQs0J9y.jpg

I've been saying this since forever, clock scaling on maxwell is phenomenal, % oc almost always very closely matches % performance increase
Not bad at all......a little overclocking and its an even score. The real takeaway is just how much better the much weaker old amd cpus do in dx12 vs intel cpus....Actually better i meant being able to match them compared to their dx11 results
 
Not bad at all......a little overclocking and its an even score. The real takeaway is just how much better the much weaker old amd cpus do in dx12 vs intel cpus....Actually better i meant being able to match them compared to their dx11 results
I'm going to test this shortly, along with how a 970 fares when OCd. Friend has a 970 on an FX 8350

I have a P6T Deluxe, in an Antec Twelve Hundred, with an i7 920 and Thermalright Ultra 120 Extreme sitting in a box in my room, I lost the spanner that came with the heatsink and now I don't know how to unscrew it :p
 
So HardOCP us now justr about overclocking instead about hardware for gaming?
Quite new to me...
Dismissing someone just because of a different view on overclocking is quite a low for a real hardware enthusiast.

I don't remember dismissing anything, it was a single comment about your opinion on overclocking - that you might be on the wrong website with that opinion. You realize the name HardOCP stands for Hardware Overclocker's Comparison Page, right? So you're free to hold that opinion on overclocking, but it's going to be in the minority on a site like this (a site dedicated to and formed on and around overclocking). Hell, I tend to avoid the whole NV vs AMD/ATI debates that pop up, you guys can have at it as far as that's concerned. I'm only here to figure out what's the best bang for my buck. Your comment just struck me as extremely odd to dismiss overclocking so readily.
 
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