Deus Ex: Mankind Divided Confirmed to support DirectX 12 and TressFX 3.0

Page 2 - Seeking answers? Join the AnandTech community: where nearly half-a-million members share solutions and discuss the latest tech.

StinkyPinky

Diamond Member
Jul 6, 2002
6,992
1,284
126
I'm definitely looking forward to this. I don't care that much about the graphics, which has never been a strong point of the past Deus Ex games, but the game should be great.

The Director's Cut release of HR removed that yellow filter, although the game still looks kind of yellow. I like the game's art style but it's too futuristic compared to the first Deus Ex, which takes place later.

Yeah, that's my main complaint as well. The game looks like it's taking place in 2127 not 2027. The tech is way too advanced for something just 12 years in the future.
 

RampantAndroid

Diamond Member
Jun 27, 2004
6,591
3
81
Yeah, that's my main complaint as well. The game looks like it's taking place in 2127 not 2027. The tech is way too advanced for something just 12 years in the future.

https://www.youtube.com/watch?v=Al5RhaJgxxU

I agree that it looks TOO futuristic (I mean...Hengsha having two levels? Hmmm.) I think they should have just changed the dates of the original game retroactively (and re-release it in HD without other changes? Please?)

Why is this thread here? It belongs in PC gaming, no?
 

DeathReborn

Platinum Member
Oct 11, 2005
2,786
789
136
Are there any better images of "fur" in TressFX 3.0? That bear looks so plastic it's worse than bears in games years ago.
 

RampantAndroid

Diamond Member
Jun 27, 2004
6,591
3
81
The bear in the image in the OP is before TressFX is applied, hence...plastic.

Better image for the OP:
20141209catomega21.jpg
 

tviceman

Diamond Member
Mar 25, 2008
6,734
514
126
www.facebook.com
Because optimizing for GCN doesn't involve crippling the performance for others as "standard" :colbert:

The tinfoil hats can't possibly get any thicker in GPU forums. Nvidia controls the vast majority of the market and sets their own prices, yet they are ordering their engineers to go out of their way to spend time and resources sabotaging their (nearly nonexistent) competition.
 

Azix

Golden Member
Apr 18, 2014
1,438
67
91
The tinfoil hats can't possibly get any thicker in GPU forums. Nvidia controls the vast majority of the market and sets their own prices, yet they are ordering their engineers to go out of their way to spend time and resources sabotaging their (nearly nonexistent) competition.

:rolleyes:
 
Feb 19, 2009
10,457
10
76
The tinfoil hats can't possibly get any thicker in GPU forums. Nvidia controls the vast majority of the market and sets their own prices, yet they are ordering their engineers to go out of their way to spend time and resources sabotaging their (nearly nonexistent) competition.

Since HR ran great on all hardware, I'm expecting the same with MD.
 

monstercameron

Diamond Member
Feb 12, 2013
3,818
1
0
The tinfoil hats can't possibly get any thicker in GPU forums. Nvidia controls the vast majority of the market and sets their own prices, yet they are ordering their engineers to go out of their way to spend time and resources sabotaging their (nearly nonexistent) competition.

can I have a source for the bolded claim? also some clarification on what market?
 

tviceman

Diamond Member
Mar 25, 2008
6,734
514
126
www.facebook.com
can I have a source for the bolded claim? also some clarification on what market?

Discrete graphics market. AAA PC gaming market. Right now it's 75% Nvidia, 25% AMD. I don't need to source what is common knowledge and in many other threads. Google John Peddie if you don't believe me. Connect the dots. Nvidia doesn't need to waste their time sabotaging 25% of the market when they are over pricing their cards and selling them like candy. "GCN Optimized" is about as open and fair as gameworks "Nvidia optimized". Nvidia says they optimize a game for their hardware and babies die. AMD has a giant advertisement saying GCN optimized and superheroes celebrate. Double standards.
 
Last edited:

greatnoob

Senior member
Jan 6, 2014
968
395
136
"GCN Optimized" is about as open and fair as gameworks "Nvidia optimized".

Ah, you have absolutely no idea what you're talking about.

In layman's terms:
Nvidia's Gameworks has no screws, nuts or bolts only one or two buttons and a one-page manual for that one or two 'special' studios, they are also making money indirectly off of it through partnerships (nothing wrong with that). AMD's TressFX has screws, nuts, bolts a manual and a sample project for use by any organisation, person, animal or even aliens for commercial and non-commercial use. ;)

Which is because Nvidia is usually much more competent at fully supporting new release titles, whether or not they're gaming evolved, gameworks, neither, or both.

Great! All game studios should fire their programmers since Nvidia can do all the work for them for free, it's a win-win for studios and Nvidia!
 
Last edited:

RampantAndroid

Diamond Member
Jun 27, 2004
6,591
3
81
Ah, you have absolutely no idea what you're talking about.

In layman's terms:
Nvidia's Gameworks has no screws, nuts or bolts only one or two buttons and a one-page manual for that one or two 'special' studios, they are also making money indirectly off of it through partnerships (nothing wrong with that). AMD's TressFX has screws, nuts, bolts a manual and a sample project for use by any organisation, person, animal or even aliens for commercial and non-commercial use. ;)

This makes....zero sense whatsoever.
 

Stormflux

Member
Jul 21, 2010
140
26
91
Why do people KEEP parroting this? Vulkan is based on Mantle. Where is your source that DX12 is the same?

This has come up a few times, in this very forum. Make your own conclusions:
http://forums.anandtech.com/showthread.php?t=2430766&page=4

Main points of contention:

Mantle whitepaper documentation is freely available for people to read. And some developers privy to DX12 say that a lot of functions have the same name, changing only the brand names.

GCN is fully DX12 Tier 3 compatible, while NVidia required 3 different tiers to be created for compatibility.

Joahn Andersson has alluded many times that they are very similar design wise on Twitter. https://twitter.com/repi/status/446718535616585730


s_f8057f02a93e41738a6d7948754167fc.jpg


Mantle%20vs%20DX12%20pgm%20guide.jpg
 
Feb 19, 2009
10,457
10
76
Which is because Nvidia is usually much more competent at fully supporting new release titles, whether or not they're gaming evolved, gameworks, neither, or both.

No, I think in this case, its due to a good developer who cares about making the best game and it running as efficiently as possible.

Whether its devs or NV, its open to speculation, ie:
http--www.gamegpu.ru-images-stories-Test_GPU-Action-Wolfenstein_The_Old_Blood-test-w_1920_u.jpg



Certainly without a good developer who try their best to optimize for all hardware, the result will end up very skewed either way.

But Deus EX HR was very well optimized. So I give these devs the benefit of deserving of respect.
 

tviceman

Diamond Member
Mar 25, 2008
6,734
514
126
www.facebook.com
I have no idea why you are linking a benchmark to a game that is capped at 60hz and has nothing to do with Deus Ex or Square Enix. And no where did I say that Square Enix did not deserve respect. But riiiight.....

With any given game, I'm more confident that it will run better on release on Nvidia than it will on AMD. That of course doesn't always happen, but statistically I think it's provable.
 
Feb 19, 2009
10,457
10
76
Because you were assuming its because of NV that results in games running well. I am pointing out its a combination, with most of that due to the developers themselves who optimize their games. I showed an example where NV runs badly in a recent title. Doesn't make sense?

Edit: To make the point clearer, there's so many games that are released that never gets their own special optimized driver to coincide with the game release. Yet they run excellent, its due to developers who are good at their job.
 
Last edited:

AnandThenMan

Diamond Member
Nov 11, 2004
3,991
627
126
In layman's terms:
Nvidia's Gameworks has no screws, nuts or bolts only one or two buttons and a one-page manual for that one or two 'special' studios, they are also making money indirectly off of it through partnerships (nothing wrong with that). AMD's TressFX has screws, nuts, bolts a manual and a sample project for use by any organisation, person, animal or even aliens for commercial and non-commercial use. ;)
This makes....zero sense whatsoever.
It makes perfect sense actually and is a great analogy.
 

geoxile

Senior member
Sep 23, 2014
327
25
91
This makes....zero sense whatsoever.

He's saying gameworks is neatly wrapped up and designed with a few studios in mind so they can use it easily with little work, whereas TressFX is more "exposed" and anyone can use it, but requires more effort to tailor to their own needs.
 

RampantAndroid

Diamond Member
Jun 27, 2004
6,591
3
81
This has come up a few times, in this very forum. Make your own conclusions:
http://forums.anandtech.com/showthread.php?t=2430766&page=4

Main points of contention:

Mantle whitepaper documentation is freely available for people to read. And some developers privy to DX12 say that a lot of functions have the same name, changing only the brand names.

GCN is fully DX12 Tier 3 compatible, while NVidia required 3 different tiers to be created for compatibility.

Joahn Andersson has alluded many times that they are very similar design wise on Twitter.

Yes, and the people parroting it off as if it were fact are not "in the know", nor are many of them actual developers, I suspect. I should run around saying Mantle is based on DX12. A few things to consider:

  1. The XBox One was publicly announced mid 2013, and shipped late 2013 (and thus had been in development for a year or more)
  2. AMD and Microsoft worked together
  3. Phil Spencer has said that DX12 will not change the Xbox's perf in any serious way, as the XBox already has a very tailored DirectX version not too dissimilar from what DX12 will be
  4. Mantle Development started, unless I'm wrong, in 2013

So I'm going to go out on a limb and say that DX12 is based on the work done for the XBox, and the work done for the XBox preceded Mantle.

It makes perfect sense actually and is a great analogy.

Maybe it's because I'm a dev, and I prefer people to say dev-ey things...that analogy makes no sense. This however:

He's saying gameworks is neatly wrapped up and designed with a few studios in mind so they can use it easily with little work, whereas TressFX is more "exposed" and anyone can use it, but requires more effort to tailor to their own needs.

Makes plenty of sense.