computerbaseAshes of the Singularity Beta1 DirectX 12 Benchmarks

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Mercennarius

Senior member
Oct 28, 2015
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Video I took of me running the Ashes Benchmark in the latest Beta update (v.092). This is Max (Crazy) Settings at 1080P on my stock R9 390X:

Sorry for the poor quality. Anyone know a better way to record my on screen gameplay?
https://youtu.be/NR8tQyvVKPI
 

Bacon1

Diamond Member
Feb 14, 2016
3,430
1,018
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Video I took of me running the Ashes Benchmark in the latest Beta update (v.092). This is Max (Crazy) Settings at 1080P on my stock R9 390X:

Sorry for the poor quality. Anyone know a better way to record my on screen gameplay?
https://youtu.be/NR8tQyvVKPI

You can use OBS, or Raptr to record the screen, but it will use some GPU power and thus reduce your performance a bit. If you want to record it externally like you did, I'd suggest a tripod or rigging something to act like one so you don't get the camera shake.
 

TheELF

Diamond Member
Dec 22, 2012
4,027
753
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With a CPU like that you should do the recording with OBS but using the CPU,the benchmark is GPU bound anyway so you won't loose any performance,look at the results, the CPU is being held back.
 

Shivansps

Diamond Member
Sep 11, 2013
3,916
1,570
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You really believe this?

I would think it's more a monetary reason. Remember that the top executives for the studios might be mainly financially focused. The employees might be gaming enthusiasts, but the bean counters call the shots. Gameworks is lower cost initially, but as some are probably beginning to realize, very costly in the longer view as sales are diminished.

Im 100% sure, if you dont use GW, you need to put money and time to develop your own features, besides Nvidia giving money, its the only reason of why anybody whould use GW.
But GW is not gona be always the best option for your project, its a pre-build closed libreary after all, thus the problems.
 
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Shivansps

Diamond Member
Sep 11, 2013
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15-20% of the market now. That work also got them a game that should age magnificently, a lot of PR because they're breaking new ground so all the tech news interested in what that new ground means covers their game (the marketing alone is probably worth the cost of the work), and most importantly that work doesn't cost them performance on other cards.

-skipping the noncense-

Yeah, good luck with that, what kind of project is that? someone that wish to loose money? With about 20% improvements on some cards/resolutions, this feature does not add ANY value to the game, its not something to allow you to do other stuff, and you still need to keep the game playable for all, even under DX11, what is a MAYOR block.

You know what is a good feature? something that adds 20 to 40%+++ fps under DX11 for everyone well over 60fps, so you can take that and add more VALUE to your game by adding something extra you could not do previusly because you where against the wall.

This is a very basic concept, same reason of why DX11 Context Lists where never really used, who cares about 10-30% more fps on some nvidia cards? Its not something you can use for something else, same reason of why Mantle died, even the guys who "asked for it" jumped out the boat.
 
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Shivansps

Diamond Member
Sep 11, 2013
3,916
1,570
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Anyway, in just 7 days Unity3D will add full DX12 support, so expect a crapload of DX12 games soon.
 

Mahigan

Senior member
Aug 22, 2015
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Yeah, good luck with that, what kind of project is that? someone that wish to loose money? With about 20% improvements on some cards/resolutions, this feature does not add ANY value to the game, its not something to allow you to do other stuff, and you still need to keep the game playable for all, even under DX11, what is a MAYOR block.

You know what is a good feature? something that adds 20 to 40%+++ fps under DX11 for everyone well over 60fps, so you can take that and add more VALUE to your game by adding something extra you could not do previusly because you where against the wall.

This is a very basic concept, same reason of why DX11 Context Lists where never really used, who cares about 10-30% more fps on some nvidia cards? Its not something you can use for something else, same reason of why Mantle died, even the guys who "asked for it" jumped out the boat.
It pushes the industry forward by applying pressure on the IHVs.

Dan and PCPer pretty much say the same thing in the interview above.

As for DX11 Context Lists,

Dan Baker was the first one to use multi-threaded context listing and deferred rendering in CIV V. Nowadays, pretty much every new title makes use of it under DX11.

AMD get very little utility out of it due to a lack of a multi-threaded driver under DX11. This is why AMD had been, ever since GCN was introduced, pushing for multi-threaded game engines in all of their white papers instead of deferred rendering and multi-threaded context listing. AMD just did not want to be the ones incurring the software development costs associated with having to profile every single game in terms of multi-threaded driver tweaks.

What AMD did was push Mantle out the door as a proof of concept for this very reason. Microsoft adopted Mantle in DX12 pretty much (as mentioned by PCPer and Dan Baker in their comments on how similar Vulkan and DX12 are). So what DX12 is, in essence, is what AMD wanted with Mantle (same for Vulkan).

The focus going forward will therefore be on the hardware and the developer's. Cutting out the IHVs from having to spend so much on driver development. This will lead to a more competitive landscape between AMD and NVIDIA in the long run.
 

iiiankiii

Senior member
Apr 4, 2008
759
47
91
Yeah, good luck with that, what kind of project is that? someone that wish to loose money? With about 20% improvements on some cards/resolutions, this feature does not add ANY value to the game, its not something to allow you to do other stuff, and you still need to keep the game playable for all, even under DX11, what is a MAYOR block.

You know what is a good feature? something that adds 20 to 40%+++ fps under DX11 for everyone well over 60fps, so you can take that and add more VALUE to your game by adding something extra you could not do previusly because you where against the wall.

This is a very basic concept, same reason of why DX11 Context Lists where never really used, who cares about 10-30% more fps on some nvidia cards? Its not something you can use for something else, same reason of why Mantle died, even the guys who "asked for it" jumped out the boat.

You're right. From a business standpoint, it probably would be better to focus strictly on DX11, right now. However, maybe this is a long term investment? They are creating an engine that will take advantage of DX12. Maybe they're doing all the hard leg work now so they can benefit in the future. Other games will use this engine. Right now, it's mostly beneficial to AMD. Those consoles have a huge impact on how DX12 will be implemented. GCN based consoles will dictate how DX12 will be used on the PC. The trend is there.

Plus, it might have something to do with Nvidia lying about Maxwell's hardware feature set. The intend was to give benefit to both vendors. Yet, it wasn't until after the engine was in the works that Nvidia came clean about Maxwell's feature set (or lack there of). Maybe Pascal will fix that.
 
Feb 19, 2009
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Nitrous engine is being used for next-gen games besides Ashes btw.

The big Star Control remake is another title, and so will other future Stardock titles.

It is a long term investment and Ashes is more like an engine showcase, similar to Crysis is for Crytek Engine.
 

AtenRa

Lifer
Feb 2, 2009
14,003
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People always forget that new DX-12 Game Engines are made not only for the PC but for the Consoles.
So, TAM (Total Available Market) for Async Compute is not only present in AMD PC Graphics Cards but in more than 50 Million GCN based Consoles.

Creating a DX-11 Game Engine after 2014 is a suicide for Game developers.
 

3DVagabond

Lifer
Aug 10, 2009
11,951
204
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People always forget that new DX-12 Game Engines are made not only for the PC but for the Consoles.
So, TAM (Total Available Market) for Async Compute is not only present in AMD PC Graphics Cards but in more than 50 Million GCN based Consoles.

Creating a DX-11 Game Engine after 2014 is a suicide for Game developers.

Discrete card sales for the last couple of qtrs, are not going to define the PC gaming industry. That kind of talk is just the tail waggin the dog.
 

TheELF

Diamond Member
Dec 22, 2012
4,027
753
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People always forget that new DX-12 Game Engines are made not only for the PC but for the Consoles.
I would love to see someone try and run something as demanding as ashes on a console...
Ashes is Dx12 pushed to the extreme, it needs pretty high end hardware to run well,console games on the other hand use Dx12 to lower demands on the hardware.
 

Mahigan

Senior member
Aug 22, 2015
573
0
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I would love to see someone try and run something as demanding as ashes on a console...
Ashes is Dx12 pushed to the extreme, it needs pretty high end hardware to run well,console games on the other hand use Dx12 to lower demands on the hardware.

The thing with Realtime Strategy Games is that they can run lower than 30FPS and still be acceptable. 20FPS is probably the minimum.

They could simple tone down the AA, shadows and tessellation and it would run on a console.
 

AtenRa

Lifer
Feb 2, 2009
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3,362
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Yea i dont see why Ashes couldn't run on the consoles when an R7 370 can run the benchmark at 1080p High at 30fps on the PC.
 

coercitiv

Diamond Member
Jan 24, 2014
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Yea i dont see why Ashes couldn't run on the consoles when an R7 370 can run the benchmark at 1080p High at 30fps on the PC.
It wasn't long ago you estimated DX12 PC titles would require CPUs stronger than i5 in order to show their potential, in other words one would need a high performance 8 threaded CPU. Ashes of the Singularity, as an RTS built to push the limit of what can be technically done in strategy games would be a perfect candidate for this projection.

I'm a bit intrigued by your stance: how can a game, be it AoS or another future title, maintain it's core looks and functionality yet require a Core i7 for PC and just 8 cat cores on the consoles, especially now with DX12 leveling the playing field?
 

AtenRa

Lifer
Feb 2, 2009
14,003
3,362
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It wasn't long ago you estimated DX12 PC titles would require CPUs stronger than i5 in order to show their potential, in other words one would need a high performance 8 threaded CPU. Ashes of the Singularity, as an RTS built to push the limit of what can be technically done in strategy games would be a perfect candidate for this projection.

I'm a bit intrigued by your stance: how can a game, be it AoS or another future title, maintain it's core looks and functionality yet require a Core i7 for PC and just 8 cat cores on the consoles, especially now with DX12 leveling the playing field?

Simple, current consoles iGPU doesnt have high performance to need more CPU performance.

In Desktop, the new 14/16nm High End cards (those to replace Fury X and GTX 980Ti) will have the power to require more CPU performance in games that will utilize more than 4-6 threads.
 

airfathaaaaa

Senior member
Feb 12, 2016
692
12
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On a single athlon 5350? (game only has 4 threads)
Yeah love to see that.
if they remove most of the pp filters i dont why not i mean its not like you will care to see perfect shadows on a rts or having rounded edges while zoomed in
i guess in ps4 which has a modified gpu i could run a bit better but on xbox one i doubt it will run with many pp filters open
 

AtenRa

Lifer
Feb 2, 2009
14,003
3,362
136
Currently Ashes of the Singularity is optimized only for the PC, the devs can actually optimize it for the consoles easily and make it perform at 30fps. Obviously with lower image quality than what you get in the PC but that is always the case with any console game.
 

ShintaiDK

Lifer
Apr 22, 2012
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Simple, current consoles iGPU doesnt have high performance to need more CPU performance.

In Desktop, the new 14/16nm High End cards (those to replace Fury X and GTX 980Ti) will have the power to require more CPU performance in games that will utilize more than 4-6 threads.

So what, weak enough to run on FX8xxx CPUs, high enough not to run on i3/i5? And all the APUs and other FX CPUs are just losers? :sneaky:
 
Feb 19, 2009
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I thought I saw some Ashes testing on really underclocked CPU and it was actually fine at keeping the frames high. Like 2ghz UC.

Consoles target 30 fps, so it's not going to be a CPU bottleneck. Nitrous optimized for console would mean 6 threads, it'll keep them above 30 fps easy.

Only problem is RTS on consoles is a non starter anyway.

If you guys play Stardock games like Sins of Solar Empire etc you'll know how CPU bottlenecked it gets in late games with big fleets. They do need this next-gen engine for the RTS genre to push fidelity and scope.