Finally...
http://nvidianews.nvidia.com/news/nvidia-announces-gameworks-dx12
Maybe Pascal will actually keep performance consistent instead of dropping off hard compared to AMD.
Maybe sli will start working again.
Maybe this'll do nothing because everyone will all correctly switch to Vulkan...
doubt it.
Thoughts?
@D2 Ultima @Mobius 1 @Mr. Fox @Papusan @hmscott @Charles P. Jefferies @Tanner@XoticPC @iunlock @Phoenix
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HaloGod2012 Notebook Virtuoso
I am just hoping multi-gpu becomes standard. I'm hoping Nvidia makes a new layer that will allow the dev to implement multi gpu easily. MS says they have, but apparently its not moving devs to it. Only a select few devs actually care ( Rise of the Tomb Raider). This is the main reason why I love when I see a new game that is still using DX11; it means sli is most likely supported or can be enabled through the driver.
Last edited: Mar 1, 2017 -
This sounds like good news...
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idk if it is for an open source fair performing environment... But it is in the short term for nVidia gpu owners.
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Interesting to say the least. Should be something to look at to find out soon. I'm not a huge fan of DX12 and Gameworks was never impressive to me before, but maybe something has changed. Under DX11 all Gameworks seems to do is impair performance with only minimal improvement in graphics quality. Same goes for AMD TressFX... never was impressed with either technology much.
I wish all game developers would switch to Vulkan and/or reject anything from Micro$loth except DX11. I consider DX12 to be nothing more than a hokey gimmick to try to coax people to Windows 10. Plus, I would love to see all forms of filthy UWA game development fail super hard. Micro$loth already screwed up the OS bad enough. They need to keep their nasty mitts off of games or they'll screw that up just as bad. -
DX12 (and Vulkan) if used correctly are very powerful. Ashes of the singularity for example shows just how much a cpu can do on DX12 with a ridiculous amount of units on screen without dipping. Also TressFX vs off is one of the most obvious differences imo. Especially in a game like Tomb Raider where you're always looking at hair.triturbo likes this.
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As long as gameworks remains a thing that can be turned off in any game that employs it, then I'm fine. The improvements to DX12 (which should extend to Vulkan at least soon if not immediately) would be welcome. Never going to complain about games running better.
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HaloGod2012 Notebook Virtuoso
In other good news, looks like the latest unreal engine 4 update just added AFR for NVidia sli users. This is for the lazy UE4 devs that wont use DX12 multi-gpu!! Awesome.
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DX12 multi-GPU is still AFR-based, so it doesn't actually matter whether they use it or not since the base engine didn't support it.
If you can run DX12 multi-GPU you can run it in DX9/10/11. There's not enough bandwidth between cards for non-AFR style mGPU yet, DX12 or no. -
I hate it when people bring up Ashes Benches of the Singularity as if it's a relevant example. It's a game nobody cares about (inferior version of Supreme Commander, even Supreme Commander 2 was better) and I guarantee you orders of magnitude more hours were spent benchmarking it than playing it. For DX12 to actually matter it needs a killer app (think of what BF3 did for DX11 adoption), and dev comments at GDC reiterate again that DX12 may not be worth the trouble.
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lol ok... I actually have played it more than supreme commander ironically (though just cuz I barely played it). It's not a literal awful game it's kinda fun, just horribly balanced.
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I think the conclusion was very fitting:
Nvidia Gameworks coming to DX12
Discussion in 'Gaming (Software and Graphics Cards)' started by Galm, Mar 1, 2017.