RS, you can't judge the ability to code video games based on some benchmarks. Mad Max runs fine but you can't say other devs can't code because their games don't run with 60fps on a 280x or because they don't support SLI/CF.
When a game scales well with CPU and GPU performance, and it runs fairly brand agnostic on AMD/Intel CPUs and NV/AMD GPUs, it's a well coded game. It doesn't get more clear.
How do you come to this conclusion? Unity uses less draw calls than previous AC games thanks to smart batching
I am not going to turn this thread into proving how AC Unity was one of the worst optimized PC games of last year. The developer even went out of his way to blame AMD for the poor performance in this title despite the game running like garbage on all platforms, including NV cards and consoles:
http://www.guru3d.com/news-story/assassins-creed-unity-not-running-well-on-amd-hardware.html
"According to our source, the problem with Assassin's Creed Unity is that the game is issuing tens of thousands of draw calls -- up to 50,000 and beyond, in some cases. This is precisely the kind of operation that Mantle and DirectX 12 are designed to handle, but DirectX 11 -- even 11.2 -- isn't capable of efficiently processing that many calls at once. It's a fundamental limit of the API and it kicks in harshly in ways that adding more CPU cores simply can't help with."
That game has received
so many patches, it's ridiculous.
People have to stop throwing around with buzzwords when they discuss APIs or game code in general.
If you read on AC Unity and Project CARS, the draw calls limitations have been disclosed by the developers themselves.
This has been beaten to death.
So yes, we absolutely can gauge which games are poorly optimized from benchmarks. It doesn't take a Masters in Computer Science to notice it. Getting sub-30 fps at 1080P in ARK Survival on a 980Ti or Ubisoft blaming AMD for AC's performance and then spending 6 months "magically" improving performance in the game for everyone or
NFS Shift 2 magically gaining 45% in performance on AMD cards are all clear examples and universally recognized as horrible PC programming.
I am pretty sure more than 95% of PC gamers would agree that games like AC Unity were horribly optimized at launch for their given level of hardware requirements vs. graphics quality. Sure, there will always be some defenders of the franchisee that cannot see eye-to-eye objectively. I am sure someone out there believes that Batman AK was a well-optimized PC game at launch. :biggrin:
Also, in 2015, it's basicaly universally accepted by the majority of the PC community that DX11 is a garbage API that has held back the potential of PC hardware for years, and DX12 will fix the major draw calls issue of the DX11 API. Why do you think there has been a push towards lower-level APIs like Mantle, DX12 and Vulkan, because it's fun or something, or these firms love wasting $ on hype? No, it's because DX11 has been a major bottleneck for next generation games.
There are so
many articles on this topic.
"The Inner Circle – a collection of Xbox One gamers who hunt down the latest and greatest, news, interviews & rumors on the xbox one platform – featured in their latest podcast Brad Wardell who shared some really interesting information about DirectX 12 and its capabilities. DX12 Is Able to Handle 600K Draw Calls, 600% Performance Increase Achieved on AMD GPUs.
Marketing chose 40% increase slogan as real gains were too unbelievable for the masses to digest. Future Xbox cpu bound exclusives DX12 games to have these gains however dx12 games initially 30% gains as they transition from Dx11 to full new dx12 game engines using esram etc." ~
DSO Gaming
For ARK Survival, a small indie developer, moving from DX11 to DX12 is a
20% performance gain.
Without a doubt we can conclude that the sooner PC developers adopt DX12 for future games and ditch the outdated DX11 API, the better. And I bet once we see next generation GPUs with 1-1.5TB/sec memory bandwidth, even more robust Asynchronous Compute/Shader architectures, DX12 is really going to show its muscle/benefits.