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AT has dx12 drivers?

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biostud

Lifer
Feb 27, 2003
19,934
7,039
136
Remember this is really premature drivers, so I wouldn't put too much into AMD/nvidia differences.

Free win10 should make the adoption of DX12 relatively fast. Hopefully the game developers will follow suit.

DX12 + Freesync (and royalty free "g-sync" monitors). It will be a good year for better graphics.
 
Feb 19, 2009
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Free win10 should make the adoption of DX12 relatively fast. Hopefully the game developers will follow suit.

Early on in Windows 8 launch, even if it was free, I wouldn't downgrade to it from Win 7.

So that's not something which can be assumed.
 

2is

Diamond Member
Apr 8, 2012
4,281
131
106
Early on in Windows 8 launch, even if it was free, I wouldn't downgrade to it from Win 7.

So that's not something which can be assumed.

It's free, it's much improved in it's UI as well as under the hood improvements. If you've been keeping up with the technical preview builds you'll also see that they are constantly making considerable improvements with each build and listening to what the community wants. The assumption, is rather safe. This isn't windows 8.
 

ViRGE

Elite Member, Moderator Emeritus
Oct 9, 1999
31,516
167
106
Can't wait for DX12 Supreme Commander 3 with 2000 unit limit per team! :)

If it comes that is and if it doesn't get supremely consolised!
SupCom's bottleneck is the simulation, not the submission.
 

blastingcap

Diamond Member
Sep 16, 2010
6,654
5
76
It's free, it's much improved in it's UI as well as under the hood improvements. If you've been keeping up with the technical preview builds you'll also see that they are constantly making considerable improvements with each build and listening to what the community wants. The assumption, is rather safe. This isn't windows 8.

Agreed. Free (to many people who are eligible) DX12 is the final and largest nail in Mantle's coffin.
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
136
SupCom's bottleneck is the simulation, not the submission.

Should still help though, in that DX12 can potentially free up a lot of CPU cycles which can now be dedicated to the simulation that would otherwise have been used to mitigate the Direct3D overhead.

Kind of like how DX12 can also theoretically result in better physics for the same reason as well.. Most games don't require an inordinate amount of draw calls, and now that draw calls will consume less CPU cycles, developers will find other ways to tap the extra CPU power.
 
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TechFan1

Member
Sep 7, 2013
97
3
71
In the past several years since I started gaming, it seems like the focus has always been on how powerful is your GPU. For the most part, you either had an adequate cpu or you didn't. This has been my perception. Is it possible that games coded with DX12 in mind will begin to scale with how powerful your cpu is just like GPUs scale. So in 5 years people may be buying dual cpu systems?
 

ShintaiDK

Lifer
Apr 22, 2012
20,378
146
106
A 750Ti only shows a small benefit. So something slower would be even less.

The only benefit would be to measure the power consumption reduction.
 

bystander36

Diamond Member
Apr 1, 2013
5,154
132
106
In the past several years since I started gaming, it seems like the focus has always been on how powerful is your GPU. For the most part, you either had an adequate cpu or you didn't. This has been my perception. Is it possible that games coded with DX12 in mind will begin to scale with how powerful your cpu is just like GPUs scale. So in 5 years people may be buying dual cpu systems?

That depends on what games you play, and even on whether or not the dev's make some compromises.

If you are into MMORPG's, for example, the CPU is the most important component. Especially those with mass scale raids, or realm vs realm battles. RTS games are also all about the CPU as well. Even most newer FPS games need a healthy CPU for online play.

Most single player games allow for the dev's to scale back the CPU usage easier, but this may open the door to new things not yet seen. Or at least, more unique NPC's on the screen at once, and what ever else the dev's are holding back on.
 

Paul98

Diamond Member
Jan 31, 2010
3,732
199
106
I will be interested to see another test using star swarm again in a few months to see how the drivers are coming along.
 

Noctifer616

Senior member
Nov 5, 2013
380
0
76
That depends on what games you play, and even on whether or not the dev's make some compromises.

If you are into MMORPG's, for example, the CPU is the most important component. Especially those with mass scale raids, or realm vs realm battles. RTS games are also all about the CPU as well. Even most newer FPS games need a healthy CPU for online play.

I so agree with that. Playing WoW at 50 FPS when my GPU load is at 50% sucks. MMORPG's would have big benefits from Mantle and DirectX 12.
 

ShintaiDK

Lifer
Apr 22, 2012
20,378
146
106
If you are into MMORPG's, for example, the CPU is the most important component. Especially those with mass scale raids, or realm vs realm battles.

Dont expect MMOs to improve in those situations with huge amounts of players. The issue there is usually network/serverside.
 

bystander36

Diamond Member
Apr 1, 2013
5,154
132
106
Dont expect MMOs to improve in those situations with huge amounts of players. The issue there is usually network/serverside.

While the network and serverside stuff effects rubberbanding and other poor behaviors, in many/most cases, it has nothing to do with the FPS drops.
 

Enigmoid

Platinum Member
Sep 27, 2012
2,907
31
91
There is no game that locks frame rate to network performance.

Ummm how is the game supposed to render a scene if it doesn't know what to render?

It may manifest in different ways depending on the engine. Either stuff won't be in the frame, or the frame will be delayed (say if the new entity/movement is half downloaded).

I know games like GW2 and Lol certainty will stutter and drop fps if the server or network can't keep up.
 

Noctifer616

Senior member
Nov 5, 2013
380
0
76
Ummm how is the game supposed to render a scene if it doesn't know what to render?

It may manifest in different ways depending on the engine. Either stuff won't be in the frame, or the frame will be delayed (say if the new entity/movement is half downloaded).

I know games like GW2 and Lol certainty will stutter and drop fps if the server or network can't keep up.

It's not FPS stutter. Heroes of the Storm has the same issue, stutters but fps at 60.
 

ocre

Golden Member
Dec 26, 2008
1,594
7
81
A 750Ti only shows a small benefit. So something slower would be even less.

The only benefit would be to measure the power consumption reduction.

It's very clear why that would be the case.

The faster the GPU, the more work put on the CPU.
Some CPUs will bottleneck a 980 but not a 750ti.

This is how it works, the CPU waits on the GPU which waits on the CPU. It's a revolving cycle.
 

SPBHM

Diamond Member
Sep 12, 2012
5,066
418
126
Dont expect MMOs to improve in those situations with huge amounts of players. The issue there is usually network/serverside.

the MMOs I play (mostly SWTOR) are not serverside, when I see the FPS going down to 20 with all the characters and action going on only the GPU usage is going down, not the CPU, if it was serverside I would expect the CPU usage to go down, it always seems CPU limited, I think it's the same with WoW... what works is to give more CPU power, like 5GHz haswell should improve things
 

ShintaiDK

Lifer
Apr 22, 2012
20,378
146
106
the MMOs I play (mostly SWTOR) are not serverside, when I see the FPS going down to 20 with all the characters and action going on only the GPU usage is going down, not the CPU, if it was serverside I would expect the CPU usage to go down, it always seems CPU limited, I think it's the same with WoW... what works is to give more CPU power, like 5GHz haswell should improve things

There is no game that locks frame rate to network performance.

While the network and serverside stuff effects rubberbanding and other poor behaviors, in many/most cases, it has nothing to do with the FPS drops.


Its certain not all MMOs. But it is quite common with MMOs that if the client wait for the server. Be it network or simply server processing. The FPS on the client drops because its linked. The very wast majority of MMOs I played the last 13+ years have been doing so. Including newer.
 

bystander36

Diamond Member
Apr 1, 2013
5,154
132
106
Ummm how is the game supposed to render a scene if it doesn't know what to render?

It may manifest in different ways depending on the engine. Either stuff won't be in the frame, or the frame will be delayed (say if the new entity/movement is half downloaded).

I know games like GW2 and Lol certainty will stutter and drop fps if the server or network can't keep up.

What happens is your FPS continue to be rendered with the info they know. The server side stuff will tell your client where players and npc's are, and if it is slow to update, you are either rendering outdated information, or there is prediction used. This causes rubberbanding issues and things like players looking as if they are running through the world, but in most games, the FPS never changes.
 

ShintaiDK

Lifer
Apr 22, 2012
20,378
146
106
What happens is your FPS continue to be rendered with the info they know. The server side stuff will tell your client where players and npc's are, and if it is slow to update, you are either rendering outdated information, or there is prediction used. This causes rubberbanding issues and things like players looking as if they are running through the world, but in most games, the FPS never changes.

Its actually not many MMOs that use this method.
 

bystander36

Diamond Member
Apr 1, 2013
5,154
132
106
Its actually not many MMOs that use this method.

I mentioned 2 methods, which are very common. Either they use prediction, or use the last known info, which results in 2 different behaviors as you lag. Using the last known info, will result in others players staying still and/or rubberbanding back to where they should be after getting updated info. Others use prediction, which results in other players still moving, where your client predictions them to be, and can result in looking as if players are running through walls when things get bad. There may be more advanced things being done at times, but in any case, your FPS continue running like normal.

Note: I've played a ton of MMORPG's over the years. EQ, AC, DAoC, EQ2, WoW, AC2, Rift, NWN and more.
 
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