Quantum Break, first full DX12 game and DX12 mandatory.

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Krteq

Golden Member
May 22, 2015
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To be fair, unless I'm mistaken, rotr doesn't use any game works.
PC version is using HBAO+ and GeometryWorks (excessive use of tesselation).

ShintaiDK said:
Rise of the Tomb Raider isn't DX12 on Xbox One.
On XBONE It's using Async-compute for AO, global illumination and some other lightning effects. Async-compute is not realizable under DX11.x (well, basically it is realizable, but with huge performance loss - really bad for console like XBONE).
 
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Good_fella

Member
Feb 12, 2015
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On XBONE It's using Async-compute for AO, global illumination and some other lightning effects. Async-compute is not realizable under DX11.x (well, basically it is realizable, but with huge performance loss - really bad for console like XBONE).

http://images.eurogamer.net/2015/articles//a/1/8/0/7/8/5/0/XO_011.bmp.jpg/EG11/quality/90/format/jpg
http://images.eurogamer.net/2015/articles//a/1/8/0/7/8/5/0/pc_011.bmp.jpg/EG11/quality/90/format/jpg
PC version - better AO, better global illumination, better lighting, better tessellation.

Looks like Async hurt more than helped. :sneaky:
 

Dygaza

Member
Oct 16, 2015
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What? Async doesn't make the effects look nicer by itself, it just allows compute to be executed in pareller with graphics. Nothing to do with quality of effects.
 
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PhonakV30

Senior member
Oct 26, 2009
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heh ? Idk what are you talking about ? Developer couldn't add more effect due to console's performance, Now thanks to Async compute , they were able to add another light effects along with other workloads.so game looks good on console.
 

IllogicalGlory

Senior member
Mar 8, 2013
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And still locked at 30 fps. :) I thought next-gen target is 60 fps.
Yes. It hits 30 FPS with Purehair enabled at full 1080p using an R7 260 with DDR3 and a low power 1.75GHz AMD CPU.

Meanwhile, a 750 Ti, a faster chip overall, with a 6700 can't hit 30 fps average on PC without Purehair. You need a 950/270X to even achieve console performance, and again, without Purehair.

kxx0vixdc0uxbjlpbh1f.png
 

jpiniero

Lifer
Oct 1, 2010
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Saw a video of it; the effects look pretty cool but I didn't see anything that would necessitate such high CPU requirements.
 

TheELF

Diamond Member
Dec 22, 2012
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Saw a video of it; the effects look pretty cool but I didn't see anything that would necessitate such high CPU requirements.
It's called ass-coverage... (asssurance? )
Also I assume these requirements target the normal non tech savvy user who will have loads and loads of bloatware installed.
 

Madpacket

Platinum Member
Nov 15, 2005
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6GB of VRAM, fury x is 4GB. St u t t e r 100 to 1 fps here we come.

Fury has colour compression (Xbox One doesn't) so I don't imagine this being an issue. Also DX12 allows the pooling of GPU memory, perhaps they'll take advantage of this awesome feature.
 

SPBHM

Diamond Member
Sep 12, 2012
5,066
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async compute is a performance optimization, without it the game would probably run or look worse than it is on the Xbox One,

try running the PC port with a 850MHz 768 GCN GPU.
 

Bacon1

Diamond Member
Feb 14, 2016
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FYI SSAO was first done by Crytek in Crysis (#1)

BTAO is one of the many implementations of SSAO, like HBAO (Nvidia only), HBAO+, HDBO (AMD only). BTAO was created by the team for Tomb Raider and used async compute to almost get free performance:

http://www.pcgames.de/Rise-of-the-T...hes-Licht-und-Co-Details-zur-Technik-1168272/

http://gearnuke.com/rise-of-the-tom...breathtaking-volumetric-lighting-on-xbox-one/

Personally I think that HBAO+ causes way too much darkness in areas that should be lit. Sometimes it makes the image better, othertimes it makes it worse. HDBO was more accurate and BTAO looks good as well.

Anyway its clear what the ability to use async compute was for them:

Of all the rendering techniques used in the game, the most fascinating is its use of asynchronous compute for the generation of advanced volumetric lights. For this purpose, the developer has employed a resolution-agnostic voxel method, which allows volumetric lights to be rendered using asynchronous compute after the rendering of shadows, with correctly handled transparency composition.

Read more at: http://gearnuke.com/rise-of-the-tom...breathtaking-volumetric-lighting-on-xbox-one/
 

Pottuvoi

Senior member
Apr 16, 2012
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Don't forget, DX12 makes it possible to utilize both iGP + discrete GPU.

Perhaps the i7 4790 recommendation could be because the iGP is used for something, and for Intel, DX12 is only supported on Haswell and later
Developers have to specifically write support for it, so I doubt it to become standard.
Also at least the demo from Intel added one frame of latency to the game for ~15%? performance increase.
 

Spjut

Senior member
Apr 9, 2011
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Developers have to specifically write support for it, so I doubt it to become standard.
Also at least the demo from Intel added one frame of latency to the game for ~15%? performance increase.

I know about that and I don't claim to sit on insider info about what the engine supports.

Just saying that an explanation for not recommending Intel's pre-Haswell CPUs could be provided by those not featuring an IGP supporting DX12.
Of course though, the minimum requirements obviously shouldn't be an i5 Haswell.