What do you mean? It's been the same forever, Radeons do relatively better the higher res it isSomething odd is going on in 4K…
What do you mean? It's been the same forever, Radeons do relatively better the higher res it isSomething odd is going on in 4K…
Not to me.Is this any surprise?
The idea behind new-generation "close-to-the-metal" APIs such as DirectX 12 and Vulkan, has been to make graphics drivers as less relevant to the rendering pipeline as possible. The speakers contend that the drivers are still very relevant, and instead, with the advent of the new APIs, their complexities have further gone up, in the areas of memory management, manual multi-GPU (custom, non-AFR multi-GPU implementations), the underlying tech required to enable async compute, and the various performance-enhancement tricks the various driver vendors implement to make their brand of hardware faster, which in turn can mean uncertainties for the developer in cases where the driver overrides certain techniques, just to squeeze out a little bit of extra performance.
More like there are a few cases lacking metal to code towards. It works but some hardware is a PITA currently. Phase that hardware out and DX12 is the future. Case in point the one specific card representing a chunk of the market they mentioned.So, instead of being easier to develop games it's become more difficult under the new "close to the metal" api's.
It is to some, many people have contended most of these points before, whether it was wishful thinking, blind bias, or something else, the results are the same.Is this any surprise?
Vulkan case is a bit different with it's added vendor specific extensions that can give large performance gains, it's also widely supported (on all versions of Windows) and on so many GPUs (without ridiculous feature levels restrictions).I wonder to what extent this holds for Vulkan.
http://wccftech.com/nvidia-geforce-...ascal/?utm_source=wccftech&utm_medium=relatedNVIDIA has announced that they will be releasing a new GeForce driver aimed to improve DirectX 12 GPU performance and deliver more feature goodness to their gaming fans. The news comes just hours after NVIDIA announced the fastest graphics card on the planet...
The new Game Ready DirectX 12 driver will be known as the GeForce 378.74. Performance results posted over at Videocardz reveal that we are looking at some huge gains.
NVIDIA has not confirmed when this new DX12 driver will be available, but a good guess would be close to 1080 Ti launch.
NVIDIA Readies GeForce DirectX 12 Driver, 16% Average Performance Uplift – Aimed at Entire GeForce 10 Lineup Including GeForce GTX 1080 Ti
http://wccftech.com/nvidia-geforce-...ascal/?utm_source=wccftech&utm_medium=related
Turns out that just hitting the same gaming performance Ubisoft were getting on the DirectX 11 version of AnvilNext alone was hard enough when switching over to DX12. They seem to think you should be super-happy if your game can match the old API’s performance, never mind deliver some magical performance gains.
If you take the narrow view that you only care about raw performance you probably won’t be that satisfied with amount of resources and effort it takes to even get to performance parity with DX11
Ubisoft have only seen a GPU performance boost of around 5% at best, and that’s mostly down to the better initial async compute prowess of AMD’s latest graphics tech. The CPU performance scales better, in their experience delivering between 15-30% improved processor performance. Though that’s still not necessarily going to translate into hefty FPS gains in-game.
For feature set, we are now pretty much at feature-parity on PC. Which is great from an engine design perspective,” said Rodrigues. “‘You can, more or less, unify the feature set with the consoles and you have the opportunity to do some positive architectural changes to your engine.
https://www.pcgamesn.com/microsoft/ubisoft-dx12-performanceBut it’s not all about the consoles and DirectX 12 though. One of the benefits of porting your game or your engine over to DirectX 12 is that all the ‘grunt work’ will then have been done if you want to then move on to another low-level API such as Vulkan.