Ieldra
I Promise to RTFM
- Joined
- Mar 28, 2016
- Messages
- 3,539
Let's take this step by stepWho'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
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
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