computerbaseAshes of the Singularity Beta1 DirectX 12 Benchmarks

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railven

Diamond Member
Mar 25, 2010
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This was the original Ashes unveil very early on, running on Mantle.

https://www.youtube.com/watch?v=t9UACXikdR0&feature=youtu.be&t=101

You notice a lot of dynamic lights on all the projectiles, lots of smoke trails, basically similar to the images we see on the side by side comparison for the 390X.

Notice Oxide specifically mentions "Thanks to Mantle & you can do this on DX12 or Vulkan too... every single shot is casting light." You can clearly see dynamic lighting of the projectiles.

I noticed it was clearly absent in the first alpha benchmark that tech sites did.

On the 970 @ Digital Foundry
http://www.eurogamer.net/articles/digitalfoundry-2015-ashes-of-the-singularity-dx12-benchmark-tested
a.bmp.jpg


There is absolutely zero dynamic light casting in that initial release for NV GPUs. o_O

Compared to the 390 @ Digital Foundry
OCd0OeG.jpg


Notice there is some dynamic lights, but much less than the initial Mantle reveal and much less than the recent 390X side by side video.

Then it makes sense when you put that into context with what Oxide have said, they disabled async compute at NV's request. That there is indeed a vendor specific path and it's for NV only.

The Radeons are rendering a scene with many dynamic light sources all that time while the NV GPUs according to these shots from tech sites above are not.

You mean like this?

c.bmp.jpg


You used the first image in the slide show, that is image #3.
 
Feb 19, 2009
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@railven

From that set too.

e.bmp.jpg


They do have light on the green laser projectile and explosions. Rockets are very flat, no lighting.

It's a shame they did not do side-by-side comparison, since Digital Foundry usually do that format for all the benchmarks!!

Should look like this:

logo-630x354.3332323014.jpg


3-1080.1972677609.jpg
 
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railven

Diamond Member
Mar 25, 2010
6,604
561
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@railven

From that set too.

<snip>

They do have light on the green laser projectile and explosions. Rockets are very flat, no lighting.

I'd have to see the other video. With different shots and onscreen content, I don't really see the issue.

Watching the 390 video, when there is little activity, game looks flat over all (rather dull, woof that ground texture!).

one thing, screen shots do not do this game any justice. Kind of entertaining seeing all the little projectiles flying around. I'm no longer an RTS fan, but I'd play this just to see the swarm effects.
 

Dygaza

Member
Oct 16, 2015
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Ignore that video btw, it's not valid proof. They are running different versions of the game. Pause at 5:15 and check game versions.
 

railven

Diamond Member
Mar 25, 2010
6,604
561
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Did you guys watch the video for the 390?

Because it looks nothing like those screen shots either:

https://www.youtube.com/watch?v=OuUcIfcMDtc

I can't find the 970 video to make a better comparison, but this is probably as close as possible to that 970 image, and it looks just as flat/bad if you ask.

https://youtu.be/OuUcIfcMDtc?t=85


EDIT:
Some of these videos being linked I can't watch, something abouy PONYCANYON and being blocked in my country.
 

Dygaza

Member
Oct 16, 2015
176
34
101
Did you guys watch the video for the 390?

Because it looks nothing like those screen shots either:

https://www.youtube.com/watch?v=OuUcIfcMDtc

I can't find the 970 video to make a better comparison, but this is probably as close as possible to that 970 image, and it looks just as flat/bad if you ask.

https://youtu.be/OuUcIfcMDtc?t=85

You would also need to have same detail levels in comparision, Digitalfoundry is using Medium settings, while ther other video had high and crazy settings. Also digital's videos are using oldest version of the game.
 

Elixer

Lifer
May 7, 2002
10,371
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I just find it funny that, that video is flagged.
"This video contains content from PONYCANYON. It is not available in your country. "
 

PhonakV30

Senior member
Oct 26, 2009
987
378
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So when AMD not rendering (NV exclusive) GPU Physx effects nobody cares, when Nvidia not rendering (AMD exclusive) Async effects is big deal.

https://www.youtube.com/watch?v=8-mpm_47k6Q
Look here. Missing effects available in Everspace.

Async effect is part of DX12 as standard API in Game industrial and it's Oxide exclusive not AMD exclusive so Nvidia must have this feature , while Physx effects is belong to nvidia and can be converted to OpenCL if Nvidia allows it, Like this :

Porting cuda application to opencl
 

TheELF

Diamond Member
Dec 22, 2012
4,027
753
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Async effect is part of DX12 as standard API in Game industrial and it's Oxide exclusive not AMD exclusive so Nvidia must have this feature , while Physx effects is belong to nvidia and can be converted to OpenCL if Nvidia allows it, Like this :

Porting cuda application to opencl

They are not talking about physx, look at tesselation that's a Dx11 specific feature(one of many just like async compute) but "everybody" (you know who) calls it gimpworks because only cards with very good Dx11 implementation can run it at ok framefrates.

https://msdn.microsoft.com/en-us/library/windows/desktop/ff476340(v=vs.85).aspx

By implementing tessellation in hardware, a graphics pipeline can evaluate lower detail (lower polygon count) models and render in higher detail. While software tessellation can be done,
...
...
Not even microsoft tells you that you have to run all the features in hardware,of course it will give you better results but it's not required to qualify for being compatible.
 

guskline

Diamond Member
Apr 17, 2006
5,338
476
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SilverForce11, I ran the DX12 benchmark for Ashes on both of my rigs below. Obviously the GTX980TI is more powerful than the R9 290. Even though the 290s are in CF the game apparently doesn't support multiple cards so the results obviously favor the GTX980TI when not using the cpu test but favors the 4790k when the cpu test option is checked. Note my 5960x is clocked at 4.4 Ghz (44x100) while my 4790k is at 4.7Ghz (47x100),

I did not see as clearly the phenomenon you point out between AMD and Nvidia cards. I will say the R9 290 run seemed to "sparkle" more than the GTX980TI run.

For those who ask that I run the same cpu with the different cards, I would like to accommodate you but both of my rigs are custom watercooled with single loop setups which would require draining refilling etc. Not worth it.
 
Feb 19, 2009
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@guskline

There's no need to switch CPU I don't think it matters. It's more a graphical setting/effect.

Lookout for something like this:

Glows on missiles (besides the trails only)
logo-630x354.3332323014.jpg


3-1080.1972677609.jpg





FYI: This is from a user with Fury X @ http://imgur.com/a/x4gT6

Glowing missiles:
oa5KChW.jpg


Bomber bombs:
PkIFG7G.jpg


Missiles glow from launch to impact:
hTnVvz9.jpg





Another user on Fury X also has all the glowing effects:

http://imgur.com/a/of5aS

NCntrFK.jpg


vIJ0R8c.jpg



From here: https://www.reddit.com/r/Amd/comments/45bd6b/need_testers_for_dx12_ashes_of_the_singularity/
 
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guskline

Diamond Member
Apr 17, 2006
5,338
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SilverForce11, I'll run them right now and focus on the "glow factor". Be back in @10 minutes.
 

guskline

Diamond Member
Apr 17, 2006
5,338
476
126
SilverForce11, I'm back after another DX12 benchmark run on both of my rigs below. I should learn how to capture and post the videos. It would be much more accurate and descriptive. (at nearly 65 need to learn this techniques!).

Anyway, no question the R9 290 produced more afterglow. The GTX980TI also did but it looked "staged" or planned and was NOT nearly as effective or broad based as the results from R9 290 (Sapphire Tri-X at 1000/1300). For instance in a fire fight scene with the 290 each hit on an object appears to produce an afterglow while only certain hits on the 980TI produce the same result.

Interesting phenomenon.

P.S. It's fun having both a R9 290 and GTX980TI to see the differences in DX12 as they evolve.
 
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Feb 19, 2009
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This is more important point:

https://youtu.be/H1L4iLIU9xU?t=15m12s

People have always assumed Async Compute is something to help with shader uptime but it is not just that simple.

Many compute tasks do not actually use the same parts of the GPU shaders, but if they are forced to run in serial mode, they delay overall rendering.

When compute tasks can be run in parallel without synchronous limitations, the GPU can output more rendering work than possible otherwise.
 

AtenRa

Lifer
Feb 2, 2009
14,003
3,362
136
This is more important point:

https://youtu.be/H1L4iLIU9xU?t=15m12s

People have always assumed Async Compute is something to help with shader uptime but it is not just that simple.

Many compute tasks do not actually use the same parts of the GPU shaders, but if they are forced to run in serial mode, they delay overall rendering.

When compute tasks can be run in parallel without synchronous limitations, the GPU can output more rendering work than possible otherwise.

I was referring to the entire video ;)
 

Azix

Golden Member
Apr 18, 2014
1,438
67
91
This is more important point:

https://youtu.be/H1L4iLIU9xU?t=15m12s

People have always assumed Async Compute is something to help with shader uptime but it is not just that simple.

Many compute tasks do not actually use the same parts of the GPU shaders, but if they are forced to run in serial mode, they delay overall rendering.

When compute tasks can be run in parallel without synchronous limitations, the GPU can output more rendering work than possible otherwise.

yep. Best thing about dx12 IMO. Its literally free performance. Either get prettier games at the same fps or more fps (probably much better minimums). Compute all the way
 

Mahigan

Senior member
Aug 22, 2015
573
0
0
SilverForce11, I'm back after another DX12 benchmark run on both of my rigs below. I should learn how to capture and post the videos. It would be much more accurate and descriptive. (at nearly 65 need to learn this techniques!).

Anyway, no question the R9 290 produced more afterglow. The GTX980TI also did but it looked "staged" or planned and was NOT nearly as effective or broad based as the results from R9 290 (Sapphire Tri-X at 1000/1300). For instance in a fire fight scene with the 290 each hit on an object appears to produce an afterglow while only certain hits on the 980TI produce the same result.

Interesting phenomenon.

P.S. It's fun having both a R9 290 and GTX980TI to see the differences in DX12 as they evolve.
Well then... I'm left speechless. We've been comparing apples to oranges all along.