Silverforce11
Lifer
- Feb 19, 2009
- 10,457
- 10
- 76
I am with you. But the fact stands: DX12 is slower than DX11 in this "game". Which makes it clear that either Oxide has no clue what they are doing or they just dont care about nVidia.
There doesnt exist any explanation why DX12 should be slower on nVidia hardware.
There are but you don't want to acknowledge it.
It's called Async Compute.
Context switching between compute & graphics hurts NV performance. They say so in their programming guide.
https://developer.nvidia.com/sites/...works/vr/GameWorks_VR_2015_Final_handouts.pdf
p31
All our GPUs for the last several years do context switches at draw call boundaries. So when the GPU wants to switch contexts, it has to wait for the current draw call to finish first.
So, even with timewarp being on a high-priority context, it’s possible for it to get stuck behind a longrunning draw call on a normal context.
For instance, if your game submits a single draw call that happens to take 5 ms, then async timewarp might get stuck behind it, potentially causing it to miss vsync and cause a visible hitch.
Best to leave it running in DX11 serial mode.
Look at this, the 2nd time it was benched: http://www.computerbase.de/2015-10/...ashes-of-the-singularity-directx-12-1920-1080
NV performance does not decline in DX12 vs DX11. This was after Dan Baker posted to say they disabled Async Compute at NV's request.
Now the most recent beta, we see NV lose performance in DX12 vs DX11 again like it did in the 1st benchmark... looks like Oxide enabled Async Compute again.
AMD reps have said as much, that their uarch has no penalty for context switching unlike NVs (was posted awhile ago on twitter, reddit & facebook) and GCN is the only GPU uarch that has functional Async Compute.
https://community.amd.com/community...blade-stealth-plus-razer-core-gaming-solution
AMD's advanced Graphics Core Next (GCN) architecture, which is currently the only architecture in the world that supports DX12's asynchronous shading.
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