Time will tell if these GPUs have the performance to make them relevant at that point.That is because of cross gen.
Now as cross gen slowly but surely ends, we can expect the use of DX12 Ultimate in games.
Time will tell if these GPUs have the performance to make them relevant at that point.That is because of cross gen.
Now as cross gen slowly but surely ends, we can expect the use of DX12 Ultimate in games.
The baseline for these games will always be the Series X/S and PS5 and you will always be able to adjust settings close to the consoles to get good performance.Time will tell if these GPUs have the performance to make them relevant at that point.
Performance on PC GPUs doesn't necessarily hold up as optimization for older GPUs becomes non existent. Lowering the settings may negate any of the benefits DX12U brings. It also isn't clear to me how useful these features even really are. How often have GPUs historically benefitted from modern features when they are finally used 7 years later? Particularly when said GPUs they were only midrange at the time of release?The baseline for these games will always be the Series X/S and PS5 and you will always be able to adjust settings close to the consoles to get good performance.
Those features are irrelevant right now as no developer even uses them.
In the 4 years since Turing and RDNA 1 launched, what benefit has any consumer received from DX12U support? I'm referring to things like mesh shaders, sampler feedback etc.You're joking right?
In the 4 years since Turing and RDNA 1 launched, what benefit has any consumer received from DX12U support?
Turing has HW-accelerated Raytracing, DP4a, Mesh Shaders, Sampler Feedback, VRS.
Those features are irrelevant right now as no developer even uses them
A game right now where Turing and the consoles for that matter too benefit heavily over RDNA1 is Metro Exodus with its Enhanced Edition. It runs on high settings on a base 2060 @1440p60 with the help of DLSS. So you get much higher quality and performance even on a 2060 compared to a 5700XT.
This version of the game looks a generation ahead of the old version that runs on RDNA1 and also has various others improvements. Same with Minecraft RTX and Quake 2 RTX.
But still, Techuse is right that we have no game today making use of Mesh Shaders and Sampler Feedback. The implementation of VRS in games right now is also irrelevant and it makes close to no difference, VRS has to be integrated more deeply into the game engine for that to happen.
Still, I suspect this is because most games are still developed with cross gen in mind. Regarding UE5.1, yes it does use Mesh Shading for Nanite when its rendering triangles bigger than a pixel. I wonder how much that influences performance. I guess it won't take long until someone updates their already existing UE5 demos (like that forest and Rally demo) to version 5.1 so we can benchmark for ourselves.
Obviously I wasn't referring to ray tracing, but the other features he listed. Mesh shaders isn't helping Turing outperform the 5700xt in the available UE5 demos and VRS hasn't provided any benefit when it has been used.
DF reccomends using resolution scaling over VRS from the videos I have seen.So you need to work on your posts and explanations then as no point did you highlight you were talking about those two specific features.
And VRS has and does provide a small performance benefit in games, this is evidence by Digital Foundry comparison videos and other articles available on the internet.
The 5700XT won't be able to play the newest Avatar game, the RTX2060 will.
DF reccomends using resolution scaling over VRS from the videos I have seen.
When it provides worse performance gain relative to visual loss than using resolution scaling? I beg to differ.That, one again, is irrelevant and not on point.
You claimed......"VRS hasn't provided any benefit when it has been used"
OC3D's review of Resi Evil Village showed that VRS balanced mode can increase average frame rate by 10fps.
So to say it hasn't provided any benefit when it has been used is utterly false.
Mesh Shaders is used in UE5.1, these demos need to compiled with UE5.1 version to use it.Mesh shaders isn't helping Turing outperform the 5700xt in the available UE5 demos
Fair point, so the jury is still out or have there been any comparisons or info regarding performance?Mesh Shaders is used in UE5.1, these demos need to compiled with UE5.1 version to use it.
Jury still out, Alex from DF is promising to revisit the Matrix demo in UE5.1 soon though.have there been any comparisons or info regarding performance?
Sadly not. But I believe that will change this month, some people are working to get their UE5 demos to version 5.1.Fair point, so the jury is still out or have there been any comparisons or info regarding performance?
You stated it hasn't provided any benefit when turned on, this is false as it does and has.When it provides worse performance gain relative to visual loss than using resolution scaling? I beg to differ.
It provides about as much benefit as FSR does in a DLSS supported title.You stated it hasn't provided any benefit when turned on, this is false as it does and has.
You need to stop posting false claims which so far has been easily squashed as being nonsense.