Yep, not using final release code, and not using drivers optimized for the game. Not much point to GameGPU's benchmarks other than showing why the DirectX 12 renderer was delayed, because it seems to perform even worse than the DX11 renderer, and that sure isn't the way it's supposed to work.
MSAA? Bleh. MSAA is such a performance hit in games these days and doesn't even eliminate a lot of jaggies anymore. It's good that more games are using temporal antialiasing, the best implementation of which seems to be TSSAA as used in Doom. Although...looking at the options menu screenshots that were posted, it looks like temporal antialiasing is on there, but I don't see MSAA.
True, but in many games MSAA is
still the best option unless one manually forces SSAA. In many games the post-processing AA filters blur the image to the point where you start to wonder why you spent the extra $ on a 2560x1440, 3440x1440 or a 4K monitor in the first place. PCGamesHardware and GameGPU agree that MSAA provides the best IQ in Deus Ex MD, as the alternatives blur the game:
PCGamesHardware:
"The game's MSAA is very expensive - not only the frame rate drops when switching the modes 2 ×, 4 ×, and 8 × especially significant, above all, need the additional buffer abundant graphics memory. For MSAA smoothes the numerous polygon edges better than the also and also additionally available modes FXAA and Temporal-AA. The latter two provide a slight blurring of the image, which with the developer - try to compensate sharpness filter - also switched on and off. This post is a matter of taste; We find, however, that the sharpening is exaggerated, even with active TAA."
http://www.pcgameshardware.de/Deus-.../Specials/Benchmarks-Test-DirectX-12-1204575/
PCGamesHardware also has an opionion that the game's global illumination (as part of the engine) is what puts extra demand on GPUs:
"The generally high system requirements could at least fall back in part to the global illumination, because they can not seem to turn it off."
They are also saying that 4GB of VRAM isn't enough for 1080p Full HD with MSAA in this title!
"In addition, it is the amount of video memory to be considered, because 4 GiByte be short of our trial already in Full HD."
This shouldn't be surprising as I consider any 2016 $200+ GPU with less than 4GB of VRAM DOA.
Since MSAA produces such a massive performance hit in this game at this time, PCGamesHardware chose to use temporal (TAA), DX11 mode [
"Therefore, we do not for the time being on measurements under DX12 until the implementation has matured"] and a custom bench in Prague.
"For the first graphics card benchmarks we'll set a game scene in Prague. We rely on the game's "Ultra" preset and the performance gentle temporal antialiasing - it is automatically activated when the graphics preset "Ultra". Deus Ex: Mankind Divided incidentally also offers a built-in benchmark. Since these, however, have rarely anything to do with real workloads, we waive such, albeit comfortable traceable measurements."
Under DX11, GTX1060 comes last, behind Hawaii's R9 290/390 and RX 480 leads by almost 11.5%. Pretty amazing that a cut-down Hawaii 290/390 is consistently beating GTX780Ti, GTX970 and now it's beating GTX1060 in DEMD. Remarkably, this is only a 1Ghz 390 going against a 1.85Ghz 1060, but many 390s can overclock to 1150-1200mhz.
Under DX11, Fury X's performance looks terrible. Hopefully the DX12 patch brings proper Async Compute that allows AMD cards to shine as this seems to be the most demanding next gen title of 2016.
Most people on this forum aren't talking about it, but RX 480 only has ~
1.3Ghz 32 ROPs and yet it's beating both the
1.85Ghz 48 ROP GTX1060 and the
1Ghz 64 ROP R9 390 in a next gen title! Good stuff from GCN 4.0. In the past ROPs were one of the biggest bottlenecks in games.
A couple side notes:
1. I think the game should have been delayed before DX12 was incorporated into the title. If the DX12 accelerates performance, why release it in less than optimally optimized DX11 state? If DX12 does not accelerate performance, why incorporate it in the first place? Seems like there is an inconsistency there.
2. If the game is getting a DX12 patch, that means the backbone of the game is still DX11. This suggests it'll be a while before we start to see "true" DX12 games in the same manner it took a while to transition from DX9 to 10 or 10 to 11. At least it's nice to see that some developers are at least trying to add DX12 to improve CPU multi-threading and GPU utilization (hopefully the DX12 patch has improved performance).