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I stated it, Its tool set.
Tools is what sells engines, not their raw performance or visual fidelity (Raw performance matters as does visual fidelity but either of these can be achieved if they need it at a later date). This is why UE3 did so well over Idtech and Cry Engine 1. Both both the later were better visually and even capabilities of their needs.
Actually a good example of how long it takes developers to create good low level code for engines for consoles, is Crysis and Cry Engine 2 and 3. Why do you think Crysis was never released for consoles till Cry Engine 3 came out? Cry Engine 2 and 3 don't have that many visual differences if you look at from broad overstrokes, but if you look at what Crytek did for consoles, they had to learn all that after Cry Engine 2 was done and they were able to get dev kits.
Tools sound far more important to third party developers using an engine, if you are the actual dice engine team would they need the same level of documentation to get going with their own engine? I think you are letting out why some engines do better on more hardware. If the engine devs are directly responsible for parts of the creation of the game
This seems like a major added layer of expertise that can be brought to bare on a project than some random third party game dev using a third party engine with nowhere near the depth of knowledge of the internal workings of the host engine. Add on years of experience with an engine team that has spent countless hours optimizing games for different hardware and its no wonder that such games run better across the board.
Even bioware under the aegis of EA likely benefits. They can work with the frostbite engine team and add things and discuss how it will interact with the engine and different hardware. I wonder if there is some metric to gauge the levels of interaction between engine devs and game devs under the umbrella of different engines?
I'd imagine it's pretty strong within frostbite since it's basically all EA, pretty good for game devs creating their own engine from scratch because... they are literally handling both aspects fully like Firaxis, And weakest with the third party engines (Again, maybe among the big three UE4 is the best of the bunch, the Lord of the Flies, the king of the sunken hill) but that still translates OK to nvidia because in dx11 their hardware is less reliant on engine/games being designed to run optimally to perform well.
This makes me hope EA gobbles up more studios until the third party guys are better able to provide better performance across the board, because as much as people hate EA, their engine dev guys are ahead of the pack when it comes to making sure their games run well and are NOT AC unitys and batmans.
nice sample sizeI don't play a lot of games other then World Of Tanks which has finally made it to DX 11, My X58 Xeon 6 core and 290x just destroys WoT at 1920 x 1080 HD Max as it's 112 to 120fps and super smooth game play , so saying AMD sucks at DX 11 kind of sounds like you have not ran an AMD card in like the past 6 years or your just part of the monkey see monkey do Nvidia fan club.
I don't play a lot of games other then World Of Tanks which has finally made it to DX 11, My X58 Xeon 6 core and 290x just destroys WoT at 1920 x 1080 HD Max as it's 112 to 120fps and super smooth game play , so saying AMD sucks at DX 11 kind of sounds like you have not ran an AMD card in like the past 6 years or your just part of the monkey see monkey do Nvidia fan club.
Interesting results here, for a first gen i5 and a phenom II X4. Seems to show Vulkan taking a hit with AMD, on these older, stock clocked processors. whereas Nivida is pretty much transparent and performs the same, no matter the CPU, in Vulkan. And still quite similar, in OpenGL.
If you weren't so hellbent on acting superior, you would see that the pool of information there is a bit shallow. Having some processors between the lineage used would go a long way to understanding why the huge discrepancy. I am in no way inferring AMD is equal to Nvidia on overhead but when nearly all results using current CPUs including AMDs own 4-6 year old versions do not show these results then it does make one curious as to why on those. Obviously it is some coding issue. Ashes showed great results of the phenoms although I cant recall if there were Nvidia/AMD direct tests done. That was my point and my interest in more information so I can ascertain at least a small idea as to why the huge variation.LOL thats all I'm going to say JustReason.
I have to attest that Vulkan is mind blowing. GotY contender and looks to be a first round knock out. On my 290 I can max out everything except DoF and radial blur as I never use those, for 109-120fps, this with a 8350@ 4.0ghz (haven't tried my usual 4.66ghz that I game at).
WRONG at least for the most part. IT ISNT ASYNC (COMPUTE + GRAPHICS) THAT IS GIVING AMD ITS PERFORMANCE IN DOOM IT IS ASYNC SHADERS (COMPUTE SHADERS). For the love of God and all that is holy learn this. Watching bickering over async when it is the shader used for AMD that makes the lions share difference is getting old.
Those posts are independent from one another. And the first mirrors greatly all review results. The second is a rational request is it not? Does more information bother you? Do you fear what we could glean given such? You are being difficult just to be difficult. Its ok you don't bother me, it is fun watching you squirm though.I'm not saying I'm superior, its just a IRONIC statement from you lol, just look here.
Now we need more information because there seems to be a negative effect on lower end CPU's?
Hmm its a two way street ya know.
AMD has a highly tuned 4 banger with a turbo, and Vulkan gives them a supercharger with some DX12 nitrous. Nvidia just dropped a monster V8 instead (that remarkably gets better gas mileage, but I digress). AMD's solution may be seem more elegant, and somehow more technologically advanced. But at the end of the race, Nvidia is taking the checkered flag.
Car analogies are rarely good and this is no exception. AMD has shit performance per watt compared to nVidia, the exact opposite of what a highly tuned 4 does compared to a V8.
But now Game Devs have advantage of access to hardware similarly to consolesyeah that video is fed up, AMD's marketing team simplified it too much and took out necessary portions.....
Also console program optimizations do not translate to PC optimizations EVEN NOW. So please refrain from saying AMD has an advantage because of their consoles, they don't. LLA is different in consoles than it is in PC API's, MUCH different! And this isn't even talking about async. With async its even more different!
Odd. It shows you as quoting me when I'm not the one who made this post. Not sure what happened but thought I'd point it out. No big deal or anything like that.
AMD GCN Structure hasnt changed significantly so that wont be a problemnot all, only intrinsic functions of that particular GPU in the console. So an updated GPU that doesn't have those intrinsic function or the same ones, won't translate over and this is for the same IHV too.
These are device extensions which you need to check before you can use them
Shader extension access for Direct3D has been temporarily removed while we wait for an updated driver that fixes certain issues.
that might be solved also it is compatible with all GCN GPUs , and Vulkan works with the Shader intrinsic functions like DOOM shows and gets really big performance gains compared to Paxwellerr not all are exposed across all api's that I'm aware of and not for all GCN either.
GCN Shader Extensions for Direct3D and Vulkan - GPUOpen
What is going on with that CPU time?
When I was testing at 1440P Surround (7680 x 1440) I was actually getting better performance from OpenGL.
Yeah, it's pretty clear from all these tests (both leidra and Snabbtest) that the Nvidia GPUs are CPU-limited at 1080p, which is why Vulkan makes such a positive difference on the top-end Nvidia parts, but does nothing for the 1060 and lower.
And at 1440p the results become more GPU-limited for Nvidia.
The game can obviously use more cores in Vulkan mode. This especially helps performance of the AMD cards, which are all CPU-limited at 1080p. It seems to be an efficiency percentage barrier, not some hard frame-rate barrier like we've seen in the past. The improvement is higher the more powerful the card, so this definitely points to a soft "efficiency barrier."
280X = 25% faster
RX 470 = 28% faster
RX 480 = 35% faster
390X = 40% faster
Fury X = 45% faster
I'm pretty sure the majority of these performance improvements are the CPUs improvement, with an increasing amount of async as you go up the chain.
And then once we jump to 1440p, my theory is : only the 390x and the Fury X have enough memory bandwidth to make use of the async compute (more compute is bandwidth-intensive), which is why they continue to see benefits at higher resolutions.
So the jury is still out as to the benefits of async on the RX 480 versus the 1060. AMD's previous cards prior to the 285 all had a shit-ton of extra bandwidth.
I find it funny that the 1060 swaps places with the RX 480 at 1440p. Is this yet-another indicator that 32RPOs was a bad choice for AMD, or is the game hitting some other limit?