crisium
Platinum Member
- Aug 19, 2001
- 2,643
- 615
- 136
Oh wow, why would they still be testing with 8GB of system memory? This year has gradually seen more and more games want 16GB.
Is it 2013 in Sweden?
Is it 2013 in Sweden?
Doom will never stop existing whenever you try bagging on DX12 and low level APIs in general. There's a learning curve involved with the APIs as we've seen, but the gains are very real and worthwhile.
Oh wow, why would they still be testing with 8GB of system memory? This year has gradually seen more and more games want 16GB.
Is it 2013 in Sweden?
Oh wow, why would they still be testing with 8GB of system memory? This year has gradually seen more and more games want 16GB.
Is it 2013 in Sweden?
Do NVIDIA GPUs see a significant boost in Vulkan over OpenGL? IIRC, AMD GPUs were massively under-performing under the OpenGL codepath and Vulkan helped to alleviate that.
I was surprised that there were members willing to debate this with me in the PC gaming forum. Particularly for gamers doing builds with only 2 ram slots. They push $200+ CPU and GPU as minimum standards, then insist there is no point in dropping an extra $30 or so on ram. Seriously WTF stuff.Oh wow, why would they still be testing with 8GB of system memory? This year has gradually seen more and more games want 16GB.
Is it 2013 in Sweden?
DX12 sucks right now. It adds unnecessary burden to the developer in search of gains that just aren't worth it, especially given that gaming PCs have much faster CPUs than the consoles.
Edit: Actually, you saw the discussion about Vulkan improving Nvidia performance over OpenGL, because you posted in that thread. So how about you not play dumb about the boost Vulkan gives to Nvidia in Doom.
How about both of you stop dragging this OT, this is the BF1 thread.Nice, name calling
Anyway, I run the OpenGL codepath on my Titan X because for some reason, the Vulkan path feels "choppier." This was also the case on a GTX 1080 as well as a GTX 1060.
DX11 is also the reason AMD/NV's idle GPU resources are simply wasted because DX11 was never designed to perform graphics+compute queues concurrently.
It looks to me that NVIDIA's GPUs actually regress a bit in BF1 under the DX12 codepath relative to the DX11 codepath. If NVIDIA's GPUs have idle resources going to waste under DX11 (but can be more effectively utilized under DX12), how come we aren't seeing a speedup under DX12?
Maybe Nvidia needs to release newer DX12 drivers? It helped them a lot with Vulkan and Doom.
Their DX12 performance in AoTS appears to be good (and has gotten better). Why wouldn't the work that went into improving AoTS performance (and delivering good GoW4 performance) not translate over into titles such as BF1?
Their DX12 performance in AoTS appears to be good (and has gotten better). Why wouldn't the work that went into improving AoTS performance (and delivering good GoW4 performance) not translate over into titles such as BF1?
Anyway, I run the OpenGL codepath on my Titan X because for some reason, the Vulkan path feels "choppier." This was also the case on a GTX 1080 as well as a GTX 1060.
Doom will never stop existing whenever you try bagging on DX12 and low level APIs in general. There's a learning curve involved with the APIs as we've seen, but the gains are very real and worthwhile.
DOOM is not a game. DOOM is a digital manifestation of GOD, so API arguments do not apply here.
It truly is. Best performance-per-visuals ever.
BF 2142 was one of my best BF games ever, until they screw up with the aiming mechanism and the game became unplayable most of the time.
if u dont look closely enough. compromises are visible tho