Deus Ex Mankind Divided DX12 MGPU Live for AMD (Beta Nvidia), Linux soon (Vulkan?), Metal MacOS

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Bacon1

Diamond Member
Feb 14, 2016
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Spjut

Senior member
Apr 9, 2011
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Most Linux versions run like crap compared on Windows anyway. Pity they don't use Vulkan though.
 

dogen1

Senior member
Oct 14, 2014
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Yeah, I know. I've read all that stuff. In some areas AMD tries to follow the exact opengl specification more than nvidia. But their driver is still buggy.

When it comes to OpenGL AMD is just not in a great position. OpenGL is just ridiculously complex on the implementation side and nvidia has a massive manpower advantage(including some of the original designers of opengl). But at least it has been improving.

Honestly though, I am surprised that these games are still not supported on linux. If they can do Doom, you'd expect them to be able to play most games. Maybe this game just uses features that doom doesn't, or the linux driver doesn't support everything the windows one does.
 

Phynaz

Lifer
Mar 13, 2006
10,140
819
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I've heard that's because AMD adheres to the regular opengl guidelines while Nvidia has done their own thing. So while "technically correct" AMD's OpenGL drivers are worse in practice because most games are developed on NVidia's hardware and while they are incorrect they work "right".

You've heard wrong. If Nvidia were doing "their own thing" they wouldn't be able to call it OpenGL.

...unless you become an Adopter for the specification, and your implementation passes the Khronos Conformance Testing Process, there are some important considerations to bear in mind:

  • You may not use any wording that implies that your implementation is "compliant" or “conformant” or fully implements the specification
  • You cannot use the name of the API or its logo in association with your implementation in any way

https://www.khronos.org/conformance/adopters/

Perhaps you've confused implementation with specification. Of course as a standards body Khronos isn't going to tell anybody how to implement the standard.

It sounds as if AMD's drivers - even though they pass conformance (which is a minimum) just aren't up to snuff. Considering how long it took them to get a Vulkan compliant driver out, that would seem to be the most logical answer. AMD (ATi) has a history of poor OpenGL implementations spanning decades. I can say that from personal experience dating all the way back to a Rage card.
 
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Bacon1

Diamond Member
Feb 14, 2016
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1478102143win980average.png


1478102143win980max.png


1478102143win980min.png


1478102179win970average.png


https://www.gamingonlinux.com/artic...leased-for-linux-port-report-and-review.8457/

Dissapointing :( Would have loved to see vulkan instead of an opengl port.
 

Spjut

Senior member
Apr 9, 2011
932
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I didn't see if the Windows benches are using DX11 or DX12?

I get that the Linux enthusiasts want native ports, but to me, the majority of these ports just continue to prove that gamers should stick to Windows.
 

Bacon1

Diamond Member
Feb 14, 2016
3,430
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On a positive note, another Windows release today as well:
-----------------------------------


We have just released another PC patch for Deus Ex: Mankind Divided, v1.11 build 616.0_P11. This patch focusses on new Breach content and features, fixes for critical issues raised by the community, and several improvements for DirectX 12.

This patch will be applied by Steam automatically when you next start the game. If your game does not update, please restart the Steam client.

The following changes are in this patch:

  • New Breach content.
  • Breach UI improvements.
  • Addition of new Breach related Trophies.
  • Prevent drawing a gun when exiting PC or terminal.
  • Fixed an issue where there was no prompt to exit the telescope that can be found in Prague.
  • Fixed an issue for black artifacts when SSR, MSAA 2x and Stereoscopic 3D are enabled.
  • Improved overall performance for DirectX 11 and 12.
  • DirectX 12: Fixed an issue where for some systems cinematics would be rendered as black.
  • DirectX 12: Fixed an issue where you would see rain splatters on Jensen while in-doors.
  • Various MSAA bug fixes.


DirectX 12 support in Deus Ex: Mankind Divided:

  • You can toggle DirectX 12 from either the launcher window or from the Display options within the game.
  • Note that DirectX 12 requires a restart of the game if (de-)activated from within a running game session. WARNING: Using the DirectX 12 API can offer better performance on some systems, however, it will not be beneficial on all. If you encounter problems with DirectX 12, we recommend turning it off again. There are no visual or gameplay differences between the two DirectX versions.
  • Multi-GPU Note: Currently we support Multi-GPU for DirectX 12 for AMD Radeon™ hardware only. We advise players with AMD Radeon™ Multi-GPU capable systems to make sure that you have the latest drivers installed and have Crossfire turned ON in your Radeon Settings.


DirectX 12 Multi GPU support for GeForce® users:

We are working directly with NVIDIA to finalize Multi GPU support for GeForce® users. Until then players on NVIDIA hardware that want to try the Multi-GPU Preview on DirectX 12 can switch to the dx12_mgpu_preview beta branch in Steam to enable it.

To switch to the dx12_mgpu_preview beta branch, you are required to do the following:
  • Within your Steam Library, right-click on Deus Ex: Mankind Divided.
  • Select ‘properties’ from the context menu and navigate to the Beta tab.
  • From the dropdown menu, select dx12_mgpu_preview then close the window.


Third party software interference with DirectX 12

If you are experiencing problems using DirectX 12, please try disabling any 3rd party applications that might interfere with the game. Such as Steam Overlay, AMD Gaming Evolved, NVIDIA GeForce Experience, Fraps, MSI Afterburner and any other game recording or streaming application.

Note about using Stereoscopic 3D on DirectX 12

Stereoscopic 3D requires different settings for DirectX 11 and DirectX 12:
  • DirectX 11 requires Exclusive Fullscreen to be active.
  • DirectX 12 requires Exclusive Fullscreen to be inactive.

As always, make sure that your drivers are up to date:


While we expect this patch to be an improvement for everyone, if you do have trouble with this patch and prefer to stay on older versions, we have made a Beta for build v1.10_build592.1 available on Steam that can be used to switch back to previous versions.

We will keep monitoring for feedback and will release further patches as it seems required. We always welcome your feedback!
 

moonbogg

Lifer
Jan 8, 2011
10,731
3,440
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Nvidia doesn't want you to have two 1060's in your rig, so no MGPU from them in this game. Or it seems there will be. How will they reconcile the dual 1060 value issue? Those 480's are insane in this game though. Unbelievable. If this is any indication of how things will be, then AMD will walk away with all the wins.
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
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Nvidia doesn't want you to have two 1060's in your rig, so no MGPU from them in this game. Or it seems there will be. How will they reconcile the dual 1060 value issue? Those 480's are insane in this game though. Unbelievable. If this is any indication of how things will be, then AMD will walk away with all the wins.

You honestly believe that? Multi GPU has never been mainstream enough to make a massive impact on performance (due to inconsistent developer effort), much less sales. For every game that has a solid mGPU implementation, there are ten that either don't support it, or support it in a craptastic manner. And this is coming from someone that used SLI for about 7 years straight, uninterrupted.

DX12 might result in much better mGPU scaling, but how many developers are going to bother implementing it, much less doing so properly?

On a sidenote, I am extremely impressed by Nixxes' support of this game! :) Going to test the patch to see if DX12 performance has been improved..
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
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With the last patch, I said that the DX12 was finally better than the DX11 path in terms of framerate and frametime stability, although DX11 was still ahead by a few frames. Now this patch undoubtedly makes DX12 superior to the DX11 path. I just tested some of the usual areas, and there is a significant framerate increase over the last patch. DX12 is finally the bonafide choice, even for NVidia users! :D

What thing that strikes me every time I do a test between DX12 and DX11 in Deus Ex MD, is how much better resource usage is in DX12. It's just no comparison. DX12 uses over 3GB+ more RAM than DX11, as well as more VRAM, which leads to noticeably less hitching and stuttering. By comparison, the DX12 path is a smooth ride compared to the bumps in the DX11 path. The DX11 path doesn't smooth out until all of the textures and what not have been loaded into RAM and VRAM, whereas the DX12 path apparently loads these before they are even needed which leads to less latency..

As I said before, I'm very impressed by Nixxes' support of this game! :cool:
 
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Headfoot

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Feb 28, 2008
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I really want every DX12 game to have this level of mGPU support. Pairing multiple small cards effectively provides competition for the high-end cards even from the same vendor. Which is likely why nVidia has locked it down on the 1060.

Today it's definitely not a feasible alternative since the mutli GPU support just isnt there enough to call them equivalent, nor are the frametimes the same. But it is on this title. And it could be on lots more going forward, depending on the devs.
 

Bacon1

Diamond Member
Feb 14, 2016
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Yeah its great to see the continued support and updates to DX12 from Nixxus on this, they kinda gave up on ROTTR and its medicore. Hope they've learned a lot and their next "port" will be quality DX12 at launch!

Maybe they'll do another ROTTR update as well to get DX12 up to par / surpass DX11 at some point too.

I'm confused as to if PCPER were using the beta mgpu support or not though, as I'd be surprised if Nvidia was able to completely disable MGPU support through drivers as DX12 MGPU is very different from DX11. Anyway hoping someone tests 980 ti / 1070 and furys @ 1440p or larger.
 

AtenRa

Lifer
Feb 2, 2009
14,003
3,362
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heh bought the game few days ago for 23 Euro but im playing Master of Orion now so ill have to install it when ill have more time.
Nice to see mGPU and DX-12 getting better.
 

Red Hawk

Diamond Member
Jan 1, 2011
3,266
169
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It sounds as if AMD's drivers - even though they pass conformance (which is a minimum) just aren't up to snuff. Considering how long it took them to get a Vulkan compliant driver out, that would seem to be the most logical answer. AMD (ATi) has a history of poor OpenGL implementations spanning decades. I can say that from personal experience dating all the way back to a Rage card.

What do you mean "how long it took them to get a Vulkan compliant driver out", exactly? They were ready by the time the first game that mattered, Doom, got its Vulkan renderer running. They were faster on the ball than Nvidia was, in that case. AMD's OpenGL support may be flawed, but their Vulkan support is separate and I don't really think you have a point with that.

Anyways, I've been doing some more testing on the older PC I have access to (a Dell PC with Core 2 Quad @ stock 2.4 GHz, MSI Radeon 270X, 8 GB of 800 MHz DDR2 RAM). This time using MSI Afterburner to track GPU and CPU usage. Using 16.10.3 drivers, the latest patch for DXMD, and the High preset with triple buffering enabled.

One thing that was troublesome is that the DX12 renderer now seems more sensitive to overclocking than before. This 270X came factory overclocked to 1080 MHz with a supposed "boost clock" of 1120. I usually just have it at 1100 MHz. At those speeds though when I was testing just now, the game showed massive corruption and artifacting issues walking around the streets of Prague. DirectX 11 doesn't demonstrate the same artifacting, and turning off MSI Afterburner didn't change anything; the corruption only went away in DX12 when I lowered the clock speed to 1050-1065 MHz (normal clock speed for a 270X is 1000 MHz and a "boost clock" of 1050 MHz, though I've never figured out just how the boost clock goes into effect).

Anyways. according to Afterburner's monitoring, GPU usage with DX11 hovered around 40%, while DX12 GPU usage stayed around 80%. CPU usage in DX11 hovered around in the 80s on each core, while in DX12 it stayed more in the 90s, sometimes hitting prolonged instances of 100% across all cores. VRAM used was pretty close between the renderers, high 1800 MB for DX11 and low 1900 MB for DX12, while DX12 used a good thousand megabytes more system RAM at about 6300 MB as opposed to 5100 MB in DX11. Definitely CPU bottlenecked in either case, but getting more usage out of the GPU with DX12, supposedly.

For all that difference in usage numbers though, there wasn't a huge leap in frame rates. Both bounced around the 20s and could dip to the high teens or reach low 30s at times, and like I tested earlier, DX11 tended to report somewhat higher framerates when standing still. HOWEVER, subjectively I do think DX12 felt smoother, with less hitching, stuttering, and the like. It felt more playable.
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
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Yeah its great to see the continued support and updates to DX12 from Nixxus on this, they kinda gave up on ROTTR and its medicore.

Yeah I agree that their RotTR DX12 implementation is nowhere near as good as it is in Deus Ex MD, but it might be because of the engines themselves rather than the effort. The Dawn engine in Deus Ex MD seems like it was designed from it's inception to mate with DX12, whereas the Foundation engine used in RotTR probably had DX12 as an afterthought.
 

moonbogg

Lifer
Jan 8, 2011
10,731
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You honestly believe that? Multi GPU has never been mainstream enough to make a massive impact on performance (due to inconsistent developer effort), much less sales. For every game that has a solid mGPU implementation, there are ten that either don't support it, or support it in a craptastic manner. And this is coming from someone that used SLI for about 7 years straight, uninterrupted.

DX12 might result in much better mGPU scaling, but how many developers are going to bother implementing it, much less doing so properly?

On a sidenote, I am extremely impressed by Nixxes' support of this game! :) Going to test the patch to see if DX12 performance has been improved..

It all depends on how difficult it is to implement Mgpu. It its made easy by the tools DX12 offers, then it could easily be much more mainstream in the future than it ever was before with SLI or crossfire. On the other hand, if it takes an army of genius level engineers with millions of dollars backing them up just to make it work, then forget it obviously. It would be great if the technology could develop to the point that its easy to implement. It would be amazing to watch gamers give Nvidia the finger and buy two 1060's for $400 rather than a silly Titan for TRIPLE the price and get the same performance.
If that day comes, Nvidia would be very very busy doing everything humanly possible to straight up break DX12 Mgpu support in their drivers.
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
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It all depends on how difficult it is to implement Mgpu. It its made easy by the tools DX12 offers, then it could easily be much more mainstream in the future than it ever was before with SLI or crossfire. On the other hand, if it takes an army of genius level engineers with millions of dollars backing them up just to make it work, then forget it obviously.

Well I don't know about an army of genius level engineers, but I'm betting it ain't nowhere near easy. Gears of War 4 was supposed to have mGPU support shortly after launch, and that was a few weeks ago. mGPU support came to Deus Ex MD well over a month after the game launched back in August.. Also, Vulkan won't even support mGPU until version 1.1, which seems like it's pretty far off considering they are now on 1.0.36 or something..
 

dogen1

Senior member
Oct 14, 2014
739
40
91
It all depends on how difficult it is to implement Mgpu. It its made easy by the tools DX12 offers, then it could easily be much more mainstream in the future than it ever was before with SLI or crossfire. On the other hand, if it takes an army of genius level engineers with millions of dollars backing them up just to make it work, then forget it obviously. It would be great if the technology could develop to the point that its easy to implement. It would be amazing to watch gamers give Nvidia the finger and buy two 1060's for $400 rather than a silly Titan for TRIPLE the price and get the same performance.
If that day comes, Nvidia would be very very busy doing everything humanly possible to straight up break DX12 Mgpu support in their drivers.

lol

http://www.gamersnexus.net/guides/2519-gtx-1060-sli-benchmark-in-ashes-multi-gpu